/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * 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 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 ``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 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.Net; using System.Net.Sockets; using System.IO; using System.Threading; using libsecondlife; using OpenSim.Assets; namespace OpenSim.GridServers { /// /// Description of IAssetServer. /// public class LocalAssetServer : IAssetServer { private IAssetReceiver _receiver; private BlockingQueue _assetRequests; public LocalAssetServer() { this._assetRequests = new BlockingQueue(); } public void SetReceiver(IAssetReceiver receiver) { this._receiver = receiver; } public void RequestAsset(LLUUID assetID, bool isTexture) { ARequest req = new ARequest(); req.AssetID = assetID; req.IsTexture = isTexture; this._assetRequests.Enqueue(req); } public void UpdateAsset(AssetBase asset) { } public void UploadNewAsset(AssetBase asset) { } private void RunRequests() { while(true) { } } } public class RemoteAssetServer : IAssetServer { private IAssetReceiver _receiver; private BlockingQueue _assetRequests; private Thread _remoteAssetServerThread; public RemoteAssetServer() { this._assetRequests = new BlockingQueue(); this._remoteAssetServerThread = new Thread(new ThreadStart(RunRequests)); this._remoteAssetServerThread.IsBackground = true; this._remoteAssetServerThread.Start(); } public void SetReceiver(IAssetReceiver receiver) { this._receiver = receiver; } public void RequestAsset(LLUUID assetID, bool isTexture) { ARequest req = new ARequest(); req.AssetID = assetID; req.IsTexture = isTexture; this._assetRequests.Enqueue(req); } public void UpdateAsset(AssetBase asset) { } public void UploadNewAsset(AssetBase asset) { } private void RunRequests() { while(true) { //we need to add support for the asset server not knowing about a requested asset ARequest req = this._assetRequests.Dequeue(); LLUUID assetID = req.AssetID; Console.WriteLine(" RemoteAssetServer- Got a AssetServer request, processing it"); WebRequest AssetLoad = WebRequest.Create(OpenSim_Main.cfg.AssetURL + "getasset/" + OpenSim_Main.cfg.AssetSendKey + "/" + assetID + "/data"); WebResponse AssetResponse = AssetLoad.GetResponse(); byte[] idata = new byte[(int)AssetResponse.ContentLength]; BinaryReader br = new BinaryReader(AssetResponse.GetResponseStream()); idata = br.ReadBytes((int)AssetResponse.ContentLength); br.Close(); AssetBase asset = new AssetBase(); asset.FullID = assetID; asset.Data = idata; _receiver.AssetReceived(asset, req.IsTexture ); } } } public interface IAssetServer { void SetReceiver(IAssetReceiver receiver); void RequestAsset(LLUUID assetID, bool isTexture); void UpdateAsset(AssetBase asset); void UploadNewAsset(AssetBase asset); } // could change to delegate? public interface IAssetReceiver { void AssetReceived(AssetBase asset, bool IsTexture); void AssetNotFound(AssetBase asset); } public struct ARequest { public LLUUID AssetID; public bool IsTexture; } }