OpenSimMirror/OpenSim/Framework/Communications/Cache/AssetServerBase.cs

193 lines
6.4 KiB
C#

/*
* 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<AssetRequest> 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
/// <summary>
/// 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.
/// </summary>
/// <param name="req"></param>
/// <returns></returns>
protected abstract AssetBase GetAsset(AssetRequest req);
/// <summary>
/// Process an asset request. This method will call GetAsset(AssetRequest req)
/// on the subclass.
/// </summary>
/// <param name="req"></param>
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<AssetRequest>();
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<AssetBase> 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)
{
}
}
}