193 lines
6.4 KiB
C#
193 lines
6.4 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using libsecondlife;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.AssetLoader.Filesystem;
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namespace OpenSim.Framework.Communications.Cache
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{
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public abstract class AssetServerBase : IAssetServer
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{
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protected IAssetReceiver m_receiver;
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protected BlockingQueue<AssetRequest> m_assetRequests;
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protected Thread m_localAssetServerThread;
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protected IAssetProvider m_assetProvider;
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protected object m_syncLock = new object();
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// Temporarily hardcoded - should be a plugin
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protected IAssetLoader assetLoader = new AssetLoaderFileSystem();
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protected abstract void StoreAsset(AssetBase asset);
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protected abstract void CommitAssets();
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public abstract LLUUID ExistsAsset(sbyte assetType, string name); // rex new function for "replace assets" functionality
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/// <summary>
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/// This method must be implemented by a subclass to retrieve the asset named in the
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/// AssetRequest. If the asset is not found, null should be returned.
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/// </summary>
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/// <param name="req"></param>
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/// <returns></returns>
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protected abstract AssetBase GetAsset(AssetRequest req);
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/// <summary>
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/// Process an asset request. This method will call GetAsset(AssetRequest req)
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/// on the subclass.
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/// </summary>
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/// <param name="req"></param>
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protected virtual void ProcessRequest(AssetRequest req)
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{
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AssetBase asset = GetAsset(req);
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if (asset != null)
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{
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MainLog.Instance.Verbose(
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"ASSET", "Asset {0} received from asset server", req.AssetID);
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m_receiver.AssetReceived(asset, req.IsTexture);
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}
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else
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{
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MainLog.Instance.Error(
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"ASSET", "Asset {0} not found by asset server", req.AssetID);
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m_receiver.AssetNotFound(req.AssetID);
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}
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}
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public virtual void LoadDefaultAssets()
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{
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MainLog.Instance.Verbose("ASSETSERVER", "Setting up asset database");
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assetLoader.ForEachDefaultXmlAsset(StoreAsset);
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CommitAssets();
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}
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public AssetServerBase()
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{
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MainLog.Instance.Verbose("ASSETSERVER", "Starting asset storage system");
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m_assetRequests = new BlockingQueue<AssetRequest>();
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m_localAssetServerThread = new Thread(RunRequests);
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m_localAssetServerThread.IsBackground = true;
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m_localAssetServerThread.Start();
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}
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private void RunRequests()
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{
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while (true) // Since it's a 'blocking queue'
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{
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try
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{
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AssetRequest req = m_assetRequests.Dequeue();
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ProcessRequest(req);
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}
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catch (Exception e)
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{
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MainLog.Instance.Error("ASSETSERVER", e.Message);
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}
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}
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}
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public void SetReceiver(IAssetReceiver receiver)
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{
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m_receiver = receiver;
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}
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public void RequestAsset(LLUUID assetID, bool isTexture)
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{
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AssetRequest req = new AssetRequest();
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req.AssetID = assetID;
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req.IsTexture = isTexture;
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m_assetRequests.Enqueue(req);
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MainLog.Instance.Verbose("ASSET", "Added {0} to request queue", assetID);
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}
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public virtual void UpdateAsset(AssetBase asset)
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{
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lock (m_syncLock)
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{
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m_assetProvider.UpdateAsset(asset);
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m_assetProvider.CommitAssets();
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}
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}
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public void StoreAndCommitAsset(AssetBase asset)
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{
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lock (m_syncLock)
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{
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StoreAsset(asset);
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CommitAssets();
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}
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}
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// rex, new function
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public List<AssetBase> GetAssetList(int vAssetType)
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{
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lock (m_syncLock)
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{
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return m_assetProvider.GetAssetList(vAssetType);
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}
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}
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// rex, new function
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public virtual AssetBase FetchAsset(LLUUID assetID)
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{
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lock (m_syncLock)
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{
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return m_assetProvider.FetchAsset(assetID);
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}
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}
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// rex, new function
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public virtual bool ExistsAsset(LLUUID assetID)
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{
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lock (m_syncLock)
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{
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return m_assetProvider.ExistsAsset(assetID);
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}
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}
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public virtual void Close()
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{
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m_localAssetServerThread.Abort();
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}
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public void SetServerInfo(string ServerUrl, string ServerKey)
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{
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}
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}
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} |