/* * 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 * 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 libsecondlife; using OpenSim.Framework.Console; using OpenSim.Framework.AssetLoader.Filesystem; namespace OpenSim.Framework.Communications.Cache { public abstract class AssetServerBase : IAssetServer { protected IAssetReceiver m_receiver; protected BlockingQueue m_assetRequests; protected Thread m_localAssetServerThread; protected IAssetProvider m_assetProvider; protected object m_syncLock = new object(); // Temporarily hardcoded - should be a plugin protected IAssetLoader assetLoader = new AssetLoaderFileSystem(); protected abstract void StoreAsset(AssetBase asset); protected abstract void CommitAssets(); public abstract LLUUID ExistsAsset(sbyte assetType, string name); // rex new function for "replace assets" functionality /// /// This method must be implemented by a subclass to retrieve the asset named in the /// AssetRequest. If the asset is not found, null should be returned. /// /// /// protected abstract AssetBase GetAsset(AssetRequest req); /// /// Process an asset request. This method will call GetAsset(AssetRequest req) /// on the subclass. /// /// protected virtual void ProcessRequest(AssetRequest req) { AssetBase asset = GetAsset(req); if (asset != null) { MainLog.Instance.Verbose( "ASSET", "Asset {0} received from asset server", req.AssetID); m_receiver.AssetReceived(asset, req.IsTexture); } else { MainLog.Instance.Error( "ASSET", "Asset {0} not found by asset server", req.AssetID); m_receiver.AssetNotFound(req.AssetID); } } public virtual void LoadDefaultAssets() { MainLog.Instance.Verbose("ASSETSERVER", "Setting up asset database"); assetLoader.ForEachDefaultXmlAsset(StoreAsset); CommitAssets(); } public AssetServerBase() { MainLog.Instance.Verbose("ASSETSERVER", "Starting asset storage system"); m_assetRequests = new BlockingQueue(); m_localAssetServerThread = new Thread(RunRequests); m_localAssetServerThread.IsBackground = true; m_localAssetServerThread.Start(); } private void RunRequests() { while (true) // Since it's a 'blocking queue' { try { AssetRequest req = m_assetRequests.Dequeue(); ProcessRequest(req); } catch (Exception e) { MainLog.Instance.Error("ASSETSERVER", e.Message); } } } public void SetReceiver(IAssetReceiver receiver) { m_receiver = receiver; } public void RequestAsset(LLUUID assetID, bool isTexture) { AssetRequest req = new AssetRequest(); req.AssetID = assetID; req.IsTexture = isTexture; m_assetRequests.Enqueue(req); MainLog.Instance.Verbose("ASSET", "Added {0} to request queue", assetID); } public virtual void UpdateAsset(AssetBase asset) { lock (m_syncLock) { m_assetProvider.UpdateAsset(asset); m_assetProvider.CommitAssets(); } } public void StoreAndCommitAsset(AssetBase asset) { lock (m_syncLock) { StoreAsset(asset); CommitAssets(); } } // rex, new function public List GetAssetList(int vAssetType) { lock (m_syncLock) { return m_assetProvider.GetAssetList(vAssetType); } } // rex, new function public virtual AssetBase FetchAsset(LLUUID assetID) { lock (m_syncLock) { return m_assetProvider.FetchAsset(assetID); } } // rex, new function public virtual bool ExistsAsset(LLUUID assetID) { lock (m_syncLock) { return m_assetProvider.ExistsAsset(assetID); } } public virtual void Close() { m_localAssetServerThread.Abort(); } public void SetServerInfo(string ServerUrl, string ServerKey) { } } }