Created OpenSim.Caches project and moved the assetcache to that.

Sugilite
MW 2007-06-12 15:24:12 +00:00
parent d02d925c86
commit fd1a7f28ab
11 changed files with 889 additions and 143 deletions

View File

@ -63,6 +63,7 @@
<nant buildfile="Common/OpenSim.Servers/OpenSim.Servers.dll.build" target="clean" />
<nant buildfile="OpenSim/OpenSim.Storage/LocalStorageDb4o/OpenSim.Storage.LocalStorageDb4o.dll.build" target="clean" />
<nant buildfile="OpenSim/OpenSim.Storage/LocalStorageSQLite/OpenSim.Storage.LocalStorageSQLite.dll.build" target="clean" />
<nant buildfile="OpenSim/OpenSim.Caches/OpenSim.Caches.dll.build" target="clean" />
<nant buildfile="OpenSim/OpenSim.Scripting/EmbeddedJVM/OpenSim.Scripting.EmbeddedJVM.dll.build" target="clean" />
<nant buildfile="OpenSim/OpenSim.GridInterfaces/Local/OpenSim.GridInterfaces.Local.dll.build" target="clean" />
<nant buildfile="Common/XmlRpcCS/XMLRPC.dll.build" target="clean" />
@ -74,6 +75,7 @@
<nant buildfile="Common/OpenSim.Framework/OpenSim.Framework.dll.build" target="build" />
<nant buildfile="Common/OpenSim.Servers/OpenSim.Servers.dll.build" target="build" />
<nant buildfile="Common/OpenGrid.Framework.Communications/OpenGrid.Framework.Communications.dll.build" target="build" />
<nant buildfile="OpenSim/OpenSim.Caches/OpenSim.Caches.dll.build" target="build" />
<nant buildfile="OpenSim/OpenSim.Storage/LocalStorageDb4o/OpenSim.Storage.LocalStorageDb4o.dll.build" target="build" />
<nant buildfile="OpenSim/OpenSim.Storage/LocalStorageSQLite/OpenSim.Storage.LocalStorageSQLite.dll.build" target="build" />
<nant buildfile="OpenSim/OpenSim.Storage/LocalStorageBerkeleyDB/OpenSim.Storage.LocalStorageBerkeleyDB.dll.build" target="build" />
@ -116,6 +118,7 @@
<nant buildfile="Common/OpenSim.Servers/OpenSim.Servers.dll.build" target="doc" />
<nant buildfile="OpenSim/OpenSim.Storage/LocalStorageDb4o/OpenSim.Storage.LocalStorageDb4o.dll.build" target="doc" />
<nant buildfile="OpenSim/OpenSim.Storage/LocalStorageSQLite/OpenSim.Storage.LocalStorageSQLite.dll.build" target="doc" />
<nant buildfile="OpenSim/OpenSim.Caches/OpenSim.Caches.dll.build" target="doc" />
<nant buildfile="OpenSim/OpenSim.Scripting/EmbeddedJVM/OpenSim.Scripting.EmbeddedJVM.dll.build" target="doc" />
<nant buildfile="OpenSim/OpenSim.GridInterfaces/Local/OpenSim.GridInterfaces.Local.dll.build" target="doc" />
<nant buildfile="Common/XmlRpcCS/XMLRPC.dll.build" target="doc" />

View File

@ -1,5 +1,5 @@
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# Visual C# Express 2005
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenSim.Terrain.BasicTerrain", "OpenSim\OpenSim.Terrain.BasicTerrain\OpenSim.Terrain.BasicTerrain.csproj", "{2270B8FE-0000-0000-0000-000000000000}"
@ -34,6 +34,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenSim.Storage.LocalStorag
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@ -41,144 +43,97 @@ EndProject
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{546099CD-0000-0000-0000-000000000000}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{546099CD-0000-0000-0000-000000000000}.Debug|Any CPU.Build.0 = Debug|Any CPU
{546099CD-0000-0000-0000-000000000000}.Release|Any CPU.ActiveCfg = Release|Any CPU
{546099CD-0000-0000-0000-000000000000}.Release|Any CPU.Build.0 = Release|Any CPU
{8E81D43C-0000-0000-0000-000000000000}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{8E81D43C-0000-0000-0000-000000000000}.Debug|Any CPU.Build.0 = Debug|Any CPU
{8E81D43C-0000-0000-0000-000000000000}.Release|Any CPU.ActiveCfg = Release|Any CPU
{8E81D43C-0000-0000-0000-000000000000}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -0,0 +1,618 @@
/*
* Copyright (c) Contributors, http://www.openmetaverse.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* 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
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* 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;
using System.Collections.Generic;
using System.Threading;
using System.Reflection;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Framework.Utilities;
namespace OpenSim.Assets
{
/// <summary>
/// Manages local cache of assets and their sending to viewers.
/// </summary>
public class AssetCache : IAssetReceiver
{
public Dictionary<libsecondlife.LLUUID, AssetInfo> Assets;
public Dictionary<libsecondlife.LLUUID, TextureImage> Textures;
public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
public Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); //Assets requested from the asset server
public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>(); //Textures requested from the asset server
private IAssetServer _assetServer;
private Thread _assetCacheThread;
private LLUUID[] textureList = new LLUUID[5];
/// <summary>
///
/// </summary>
public AssetCache(IAssetServer assetServer)
{
Console.WriteLine("Creating Asset cache");
_assetServer = assetServer;
_assetServer.SetReceiver(this);
Assets = new Dictionary<libsecondlife.LLUUID, AssetInfo>();
Textures = new Dictionary<libsecondlife.LLUUID, TextureImage>();
this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
this._assetCacheThread.IsBackground = true;
this._assetCacheThread.Start();
}
public AssetCache(string assetServerDLLName, string assetServerURL, string assetServerKey)
{
Console.WriteLine("Creating Asset cache");
_assetServer = this.LoadAssetDll(assetServerDLLName);
_assetServer.SetServerInfo(assetServerURL, assetServerKey);
_assetServer.SetReceiver(this);
Assets = new Dictionary<libsecondlife.LLUUID, AssetInfo>();
Textures = new Dictionary<libsecondlife.LLUUID, TextureImage>();
this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
this._assetCacheThread.IsBackground = true;
this._assetCacheThread.Start();
}
/// <summary>
///
/// </summary>
public void RunAssetManager()
{
while (true)
{
try
{
//Console.WriteLine("Asset cache loop");
this.ProcessAssetQueue();
this.ProcessTextureQueue();
Thread.Sleep(500);
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
}
public void LoadDefaultTextureSet()
{
//hack: so we can give each user a set of textures
textureList[0] = new LLUUID("00000000-0000-0000-9999-000000000001");
textureList[1] = new LLUUID("00000000-0000-0000-9999-000000000002");
textureList[2] = new LLUUID("00000000-0000-0000-9999-000000000003");
textureList[3] = new LLUUID("00000000-0000-0000-9999-000000000004");
textureList[4] = new LLUUID("00000000-0000-0000-9999-000000000005");
for (int i = 0; i < textureList.Length; i++)
{
this._assetServer.RequestAsset(textureList[i], true);
}
}
public AssetBase[] CreateNewInventorySet(LLUUID agentID)
{
AssetBase[] inventorySet = new AssetBase[this.textureList.Length];
for (int i = 0; i < textureList.Length; i++)
{
if (this.Textures.ContainsKey(textureList[i]))
{
inventorySet[i] = this.CloneImage(agentID, this.Textures[textureList[i]]);
TextureImage image = new TextureImage(inventorySet[i]);
this.Textures.Add(image.FullID, image);
this._assetServer.UploadNewAsset(image); //save the asset to the asset server
}
}
return inventorySet;
}
public AssetBase GetAsset(LLUUID assetID)
{
AssetBase asset = null;
if (this.Textures.ContainsKey(assetID))
{
asset = this.Textures[assetID];
}
else if (this.Assets.ContainsKey(assetID))
{
asset = this.Assets[assetID];
}
return asset;
}
public void AddAsset(AssetBase asset)
{
if (asset.Type == 0)
{
if (!this.Textures.ContainsKey(asset.FullID))
{ //texture
TextureImage textur = new TextureImage(asset);
this.Textures.Add(textur.FullID, textur);
this._assetServer.UploadNewAsset(asset);
}
}
else
{
if (!this.Assets.ContainsKey(asset.FullID))
{
AssetInfo assetInf = new AssetInfo(asset);
this.Assets.Add(assetInf.FullID, assetInf);
this._assetServer.UploadNewAsset(asset);
}
}
}
/// <summary>
///
/// </summary>
private void ProcessTextureQueue()
{
if (this.TextureRequests.Count == 0)
{
//no requests waiting
return;
}
int num;
if (this.TextureRequests.Count < 5)
{
//lower than 5 so do all of them
num = this.TextureRequests.Count;
}
else
{
num = 5;
}
AssetRequest req;
for (int i = 0; i < num; i++)
{
req = (AssetRequest)this.TextureRequests[i];
if (req.PacketCounter != req.NumPackets)
{
// if (req.ImageInfo.FullID == new LLUUID("00000000-0000-0000-5005-000000000005"))
if (req.PacketCounter == 0)
{
//first time for this request so send imagedata packet
if (req.NumPackets == 1)
{
//only one packet so send whole file
ImageDataPacket im = new ImageDataPacket();
im.ImageID.Packets = 1;
im.ImageID.ID = req.ImageInfo.FullID;
im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
im.ImageData.Data = req.ImageInfo.Data;
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.l= time;
//System.Console.WriteLine("sent texture: "+req.image_info.FullID);
}
else
{
//more than one packet so split file up
ImageDataPacket im = new ImageDataPacket();
im.ImageID.Packets = (ushort)req.NumPackets;
im.ImageID.ID = req.ImageInfo.FullID;
im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
im.ImageData.Data = new byte[600];
Array.Copy(req.ImageInfo.Data, 0, im.ImageData.Data, 0, 600);
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.last_used = time;
//System.Console.WriteLine("sent first packet of texture:
}
}
else
{
//send imagepacket
//more than one packet so split file up
ImagePacketPacket im = new ImagePacketPacket();
im.ImageID.Packet = (ushort)req.PacketCounter;
im.ImageID.ID = req.ImageInfo.FullID;
int size = req.ImageInfo.Data.Length - 600 - 1000 * (req.PacketCounter - 1);
if (size > 1000) size = 1000;
im.ImageData.Data = new byte[size];
Array.Copy(req.ImageInfo.Data, 600 + 1000 * (req.PacketCounter - 1), im.ImageData.Data, 0, size);
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.last_used = time;
//System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID);
}
}
}
//remove requests that have been completed
int count = 0;
for (int i = 0; i < num; i++)
{
if (this.TextureRequests.Count > count)
{
req = (AssetRequest)this.TextureRequests[count];
if (req.PacketCounter == req.NumPackets)
{
this.TextureRequests.Remove(req);
}
else
{
count++;
}
}
}
}
public void AssetReceived(AssetBase asset, bool IsTexture)
{
if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
{
//check if it is a texture or not
//then add to the correct cache list
//then check for waiting requests for this asset/texture (in the Requested lists)
//and move those requests into the Requests list.
if (IsTexture)
{
TextureImage image = new TextureImage(asset);
this.Textures.Add(image.FullID, image);
if (this.RequestedTextures.ContainsKey(image.FullID))
{
AssetRequest req = this.RequestedTextures[image.FullID];
req.ImageInfo = image;
if (image.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(image.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.RequestedTextures.Remove(image.FullID);
this.TextureRequests.Add(req);
}
}
else
{
AssetInfo assetInf = new AssetInfo(asset);
this.Assets.Add(assetInf.FullID, assetInf);
if (this.RequestedAssets.ContainsKey(assetInf.FullID))
{
AssetRequest req = this.RequestedAssets[assetInf.FullID];
req.AssetInf = assetInf;
if (assetInf.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.RequestedAssets.Remove(assetInf.FullID);
this.AssetRequests.Add(req);
}
}
}
}
public void AssetNotFound(AssetBase asset)
{
//the asset server had no knowledge of requested asset
}
#region Assets
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
/// <param name="transferRequest"></param>
public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
{
LLUUID requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
//check to see if asset is in local cache, if not we need to request it from asset server.
if (!this.Assets.ContainsKey(requestID))
{
//not found asset
// so request from asset server
if (!this.RequestedAssets.ContainsKey(requestID))
{
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = requestID;
request.TransferRequestID = transferRequest.TransferInfo.TransferID;
this.RequestedAssets.Add(requestID, request);
this._assetServer.RequestAsset(requestID, false);
}
return;
}
//it is in our cache
AssetInfo asset = this.Assets[requestID];
//work out how many packets it should be sent in
// and add to the AssetRequests list
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestAssetID = requestID;
req.TransferRequestID = transferRequest.TransferInfo.TransferID;
req.AssetInf = asset;
if (asset.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(asset.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.AssetRequests.Add(req);
}
/// <summary>
///
/// </summary>
private void ProcessAssetQueue()
{
if (this.AssetRequests.Count == 0)
{
//no requests waiting
return;
}
int num;
if (this.AssetRequests.Count < 5)
{
//lower than 5 so do all of them
num = this.AssetRequests.Count;
}
else
{
num = 5;
}
AssetRequest req;
for (int i = 0; i < num; i++)
{
req = (AssetRequest)this.AssetRequests[i];
TransferInfoPacket Transfer = new TransferInfoPacket();
Transfer.TransferInfo.ChannelType = 2;
Transfer.TransferInfo.Status = 0;
Transfer.TransferInfo.TargetType = 0;
Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes();
Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
Transfer.TransferInfo.TransferID = req.TransferRequestID;
req.RequestUser.OutPacket(Transfer);
if (req.NumPackets == 1)
{
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 0;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
TransferPacket.TransferData.Data = req.AssetInf.Data;
TransferPacket.TransferData.Status = 1;
req.RequestUser.OutPacket(TransferPacket);
}
else
{
//more than one packet so split file up , for now it can't be bigger than 2000 bytes
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 0;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
byte[] chunk = new byte[1000];
Array.Copy(req.AssetInf.Data, chunk, 1000);
TransferPacket.TransferData.Data = chunk;
TransferPacket.TransferData.Status = 0;
req.RequestUser.OutPacket(TransferPacket);
TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 1;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
byte[] chunk1 = new byte[(req.AssetInf.Data.Length - 1000)];
Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length);
TransferPacket.TransferData.Data = chunk1;
TransferPacket.TransferData.Status = 1;
req.RequestUser.OutPacket(TransferPacket);
}
}
//remove requests that have been completed
for (int i = 0; i < num; i++)
{
this.AssetRequests.RemoveAt(0);
}
}
public AssetInfo CloneAsset(LLUUID newOwner, AssetInfo sourceAsset)
{
AssetInfo newAsset = new AssetInfo();
newAsset.Data = new byte[sourceAsset.Data.Length];
Array.Copy(sourceAsset.Data, newAsset.Data, sourceAsset.Data.Length);
newAsset.FullID = LLUUID.Random();
newAsset.Type = sourceAsset.Type;
newAsset.InvType = sourceAsset.InvType;
return (newAsset);
}
#endregion
#region Textures
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
/// <param name="imageID"></param>
public void AddTextureRequest(IClientAPI userInfo, LLUUID imageID)
{
//check to see if texture is in local cache, if not request from asset server
if (!this.Textures.ContainsKey(imageID))
{
if (!this.RequestedTextures.ContainsKey(imageID))
{
//not is cache so request from asset server
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = imageID;
request.IsTextureRequest = true;
this.RequestedTextures.Add(imageID, request);
this._assetServer.RequestAsset(imageID, true);
}
return;
}
TextureImage imag = this.Textures[imageID];
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestAssetID = imageID;
req.IsTextureRequest = true;
req.ImageInfo = imag;
if (imag.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(imag.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.TextureRequests.Add(req);
}
public TextureImage CloneImage(LLUUID newOwner, TextureImage source)
{
TextureImage newImage = new TextureImage();
newImage.Data = new byte[source.Data.Length];
Array.Copy(source.Data, newImage.Data, source.Data.Length);
//newImage.filename = source.filename;
newImage.FullID = LLUUID.Random();
newImage.Name = source.Name;
return (newImage);
}
#endregion
private IAssetServer LoadAssetDll(string dllName)
{
Assembly pluginAssembly = Assembly.LoadFrom(dllName);
IAssetServer server = null;
foreach (Type pluginType in pluginAssembly.GetTypes())
{
if (pluginType.IsPublic)
{
if (!pluginType.IsAbstract)
{
Type typeInterface = pluginType.GetInterface("IAssetPlugin", true);
if (typeInterface != null)
{
IAssetPlugin plug = (IAssetPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
server = plug.GetAssetServer();
break;
}
typeInterface = null;
}
}
}
pluginAssembly = null;
return server;
}
}
public class AssetRequest
{
public IClientAPI RequestUser;
public LLUUID RequestAssetID;
public AssetInfo AssetInf;
public TextureImage ImageInfo;
public LLUUID TransferRequestID;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 0;
public bool IsTextureRequest;
//public bool AssetInCache;
//public int TimeRequested;
public AssetRequest()
{
}
}
public class AssetInfo : AssetBase
{
public AssetInfo()
{
}
public AssetInfo(AssetBase aBase)
{
Data = aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
InvType = aBase.InvType;
Name = aBase.Name;
Description = aBase.Description;
}
}
public class TextureImage : AssetBase
{
public TextureImage()
{
}
public TextureImage(AssetBase aBase)
{
Data = aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
InvType = aBase.InvType;
Name = aBase.Name;
Description = aBase.Description;
}
}
}

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@ -0,0 +1,97 @@
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ProjectType>Local</ProjectType>
<ProductVersion>8.0.50727</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{1938EB12-0000-0000-0000-000000000000}</ProjectGuid>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ApplicationIcon></ApplicationIcon>
<AssemblyKeyContainerName>
</AssemblyKeyContainerName>
<AssemblyName>OpenSim.Caches</AssemblyName>
<DefaultClientScript>JScript</DefaultClientScript>
<DefaultHTMLPageLayout>Grid</DefaultHTMLPageLayout>
<DefaultTargetSchema>IE50</DefaultTargetSchema>
<DelaySign>false</DelaySign>
<OutputType>Library</OutputType>
<AppDesignerFolder></AppDesignerFolder>
<RootNamespace>OpenSim.Caches</RootNamespace>
<StartupObject></StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
<BaseAddress>285212672</BaseAddress>
<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
<ConfigurationOverrideFile>
</ConfigurationOverrideFile>
<DefineConstants>TRACE;DEBUG</DefineConstants>
<DocumentationFile></DocumentationFile>
<DebugSymbols>True</DebugSymbols>
<FileAlignment>4096</FileAlignment>
<Optimize>False</Optimize>
<OutputPath>..\..\bin\</OutputPath>
<RegisterForComInterop>False</RegisterForComInterop>
<RemoveIntegerChecks>False</RemoveIntegerChecks>
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
<WarningLevel>4</WarningLevel>
<NoWarn></NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
<BaseAddress>285212672</BaseAddress>
<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
<ConfigurationOverrideFile>
</ConfigurationOverrideFile>
<DefineConstants>TRACE</DefineConstants>
<DocumentationFile></DocumentationFile>
<DebugSymbols>False</DebugSymbols>
<FileAlignment>4096</FileAlignment>
<Optimize>True</Optimize>
<OutputPath>..\..\bin\</OutputPath>
<RegisterForComInterop>False</RegisterForComInterop>
<RemoveIntegerChecks>False</RemoveIntegerChecks>
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
<WarningLevel>4</WarningLevel>
<NoWarn></NoWarn>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" >
<HintPath>System.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System.Xml" >
<HintPath>System.Xml.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="libsecondlife.dll" >
<HintPath>..\..\bin\libsecondlife.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Common\OpenSim.Framework\OpenSim.Framework.csproj">
<Name>OpenSim.Framework</Name>
<Project>{8ACA2445-0000-0000-0000-000000000000}</Project>
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
<Private>False</Private>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="AssetCache.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="Properties\AssemblyInfo.cs">
<SubType>Code</SubType>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSHARP.Targets" />
<PropertyGroup>
<PreBuildEvent>
</PreBuildEvent>
<PostBuildEvent>
</PostBuildEvent>
</PropertyGroup>
</Project>

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@ -0,0 +1,35 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("OpenSim.Caches")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("OpenSim.Caches")]
[assembly: AssemblyCopyright("Copyright © 2007")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("2b15ddbf-0341-49a6-85c0-cece268a4518")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

View File

@ -39,6 +39,7 @@ using OpenSim.Framework.Utilities;
namespace OpenSim.Assets
{
/*
/// <summary>
/// Manages local cache of assets and their sending to viewers.
/// </summary>
@ -614,5 +615,5 @@ namespace OpenSim.Assets
Description = aBase.Description;
}
}
*/
}

View File

@ -116,6 +116,12 @@
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
<Private>False</Private>
</ProjectReference>
<ProjectReference Include="..\OpenSim.Caches\OpenSim.Caches.csproj">
<Name>OpenSim.Caches</Name>
<Project>{1938EB12-0000-0000-0000-000000000000}</Project>
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
<Private>False</Private>
</ProjectReference>
<ProjectReference Include="..\..\Common\XmlRpcCS\XMLRPC.csproj">
<Name>XMLRPC</Name>
<Project>{8E81D43C-0000-0000-0000-000000000000}</Project>

View File

@ -44,6 +44,7 @@
<include name="../../bin/OpenSim.GenericConfig.Xml.dll" />
<include name="../../bin/OpenSim.Physics.Manager.dll" />
<include name="../../bin/OpenSim.Servers.dll" />
<include name="../../bin/OpenSim.Caches.dll" />
<include name="../../bin/XMLRPC.dll" />
</references>
</csc>

View File

@ -134,6 +134,12 @@
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
<Private>False</Private>
</ProjectReference>
<ProjectReference Include="..\OpenSim.Caches\OpenSim.Caches.csproj">
<Name>OpenSim.Caches</Name>
<Project>{1938EB12-0000-0000-0000-000000000000}</Project>
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
<Private>False</Private>
</ProjectReference>
<ProjectReference Include="..\..\Common\XmlRpcCS\XMLRPC.csproj">
<Name>XMLRPC</Name>
<Project>{8E81D43C-0000-0000-0000-000000000000}</Project>

View File

@ -33,6 +33,7 @@
<include name="../../bin/OpenSim.RegionServer.dll" />
<include name="../../bin/OpenSim.GenericConfig.Xml.dll" />
<include name="../../bin/OpenGrid.Framework.Communications.dll" />
<include name="../../bin/OpenSim.Caches.dll" />
<include name="../../bin/XMLRPC.dll" />
</references>
</csc>

View File

@ -99,7 +99,6 @@
</Files>
</Project>
<Project name="OpenSim.Servers" path="Common/OpenSim.Servers" type="Library">
<Configuration name="Debug">
<Options>
@ -149,6 +148,28 @@
</Files>
</Project>
<Project name="OpenSim.Caches" path="OpenSim/OpenSim.Caches" type="Library">
<Configuration name="Debug">
<Options>
<OutputPath>../../bin/</OutputPath>
</Options>
</Configuration>
<Configuration name="Release">
<Options>
<OutputPath>../../bin/</OutputPath>
</Options>
</Configuration>
<ReferencePath>../../bin/</ReferencePath>
<Reference name="System"/>
<Reference name="System.Xml"/>
<Reference name="libsecondlife.dll"/>
<Reference name="OpenSim.Framework"/>
<Files>
<Match pattern="*.cs" recurse="true"/>
</Files>
</Project>
<!-- Storage Plug-ins -->
<Project name="OpenSim.Storage.LocalStorageDb4o" path="OpenSim/OpenSim.Storage/LocalStorageDb4o" type="Library">
@ -465,6 +486,7 @@
<Reference name="OpenSim.GenericConfig.Xml"/>
<Reference name="OpenSim.Physics.Manager"/>
<Reference name="OpenSim.Servers"/>
<Reference name="OpenSim.Caches"/>
<Reference name="XMLRPC"/>
<Files>
@ -533,6 +555,7 @@
<Reference name="OpenSim.RegionServer"/>
<Reference name="OpenSim.GenericConfig.Xml"/>
<Reference name="OpenGrid.Framework.Communications"/>
<Reference name="OpenSim.Caches"/>
<Reference name="XMLRPC"/>
<Files>