* refactor: Fission ArchiveWriteRequest into prepare and execute classes

0.6.0-stable
Justin Clarke Casey 2008-06-16 17:13:28 +00:00
parent 94034d665d
commit e31de6707f
4 changed files with 96 additions and 40 deletions

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@ -0,0 +1,73 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
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* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Collections.Generic;
using System.Reflection;
using libsecondlife;
using log4net;
using OpenSim.Framework;
namespace OpenSim.Region.Environment.Modules.World.Archiver
{
/// <summary>
/// Method called when all the necessary assets for an archive request have been received.
/// </summary>
public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
/// <summary>
/// Execute the write of an archive once we have received all the necessary data
/// </summary>
public class ArchiveWriteRequestExecution
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected string m_savePath;
protected string m_serializedEntities;
public ArchiveWriteRequestExecution(string serializedEntities, string savePath)
{
m_serializedEntities = serializedEntities;
m_savePath = savePath;
}
protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
{
m_log.DebugFormat("[ARCHIVER]: Received all {0} assets required", assets.Count);
TarArchiveWriter archive = new TarArchiveWriter();
archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities);
AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
assetsArchiver.Archive(archive);
archive.WriteTar(m_savePath);
m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath);
}
}
}

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@ -40,31 +40,22 @@ using Nini.Config;
namespace OpenSim.Region.Environment.Modules.World.Archiver
{
/// <summary>
/// Method called when all the necessary assets for an archive request have been received.
/// Prepare to write out an archive.
/// </summary>
public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
/// <summary>
/// Handles an individual archive write request
/// </summary>
public class ArchiveWriteRequest
public class ArchiveWriteRequestPreparation
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private string m_savePath;
protected Scene m_scene;
protected string m_savePath;
private string m_serializedEntities;
public ArchiveWriteRequest(Scene scene, string savePath)
public ArchiveWriteRequestPreparation(Scene scene, string savePath)
{
m_scene = scene;
m_savePath = savePath;
ArchiveRegion();
}
protected void ArchiveRegion()
public void ArchiveRegion()
{
Dictionary<LLUUID, int> assetUuids = new Dictionary<LLUUID, int>();
@ -108,36 +99,19 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
}
}
m_serializedEntities = SerializeObjects(entities);
string serializedEntities = SerializeObjects(entities);
if (m_serializedEntities != null && m_serializedEntities.Length > 0)
if (serializedEntities != null && serializedEntities.Length > 0)
{
m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", assetUuids.Count);
// Asynchronously request all the assets required to perform this archive operation
new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, assetUuids.Keys);
ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution(serializedEntities, m_savePath);
new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute();
}
}
protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
{
m_log.DebugFormat("[ARCHIVER]: Received all {0} textures required", assets.Count);
// XXX: Shouldn't hijack the asset async callback thread like this - this is only temporary
TarArchiveWriter archive = new TarArchiveWriter();
archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities);
AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
assetsArchiver.Archive(archive);
archive.WriteTar(m_savePath);
m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath);
}
/// <summary>
/// Get an xml representation of the given scene objects.
/// </summary>

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@ -72,7 +72,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
public void ArchiveRegion(string savePath)
{
new ArchiveWriteRequest(m_scene, savePath);
new ArchiveWriteRequestPreparation(m_scene, savePath).ArchiveRegion();
}
public void DearchiveRegion(string loadPath)

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@ -40,6 +40,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
/// </summary>
class AssetsRequest
{
/// <summary>
/// uuids to request
/// </summary>
protected ICollection<LLUUID> m_uuids;
/// <summary>
/// Callback used when all the assets requested have been received.
/// </summary>
@ -60,17 +65,21 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
/// </summary>
protected AssetCache m_assetCache;
protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids)
protected internal AssetsRequest(ICollection<LLUUID> uuids, AssetCache assetCache, AssetsRequestCallback assetsRequestCallback)
{
m_uuids = uuids;
m_assetsRequestCallback = assetsRequestCallback;
m_assetCache = assetCache;
m_repliesRequired = uuids.Count;
}
protected internal void Execute()
{
// We can stop here if there are no assets to fetch
if (m_repliesRequired == 0)
m_assetsRequestCallback(m_assets);
foreach (LLUUID uuid in uuids)
foreach (LLUUID uuid in m_uuids)
{
m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
}