632 lines
25 KiB
C#
632 lines
25 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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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using log4net;
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using OpenSim.Framework.Statistics;
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using GlynnTucker.Cache;
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namespace OpenSim.Framework.Communications.Cache
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{
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public delegate void AssetRequestCallback(UUID assetID, AssetBase asset);
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/// <summary>
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/// Manages local cache of assets and their sending to viewers.
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/// </summary>
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///
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/// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
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/// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
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/// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
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/// AssetNotFound(), which means they do share the same asset and texture caches.I agr
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public class AssetCache : IAssetReceiver
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{
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protected ICache m_memcache = new SimpleMemoryCache();
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// The cache of assets. This does not include textures.
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/// </summary>
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//private Dictionary<UUID, AssetInfo> Assets;
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/// <summary>
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/// The cache of textures.
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/// </summary>
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//private Dictionary<UUID, TextureImage> Textures;
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/// <summary>
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/// Assets requests which are waiting for asset server data. This includes texture requests
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/// </summary>
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private Dictionary<UUID, AssetRequest> RequestedAssets;
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/// <summary>
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/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
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/// </summary>
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private List<AssetRequest> AssetRequests;
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/// <summary>
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/// Until the asset request is fulfilled, each asset request is associated with a list of requesters
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/// </summary>
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private Dictionary<UUID, AssetRequestsList> RequestLists;
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/// <summary>
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/// The 'server' from which assets can be requested and to which assets are persisted.
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/// </summary>
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private readonly IAssetServer m_assetServer;
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public IAssetServer AssetServer
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{
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get { return m_assetServer; }
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}
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/// <summary>
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/// Report statistical data.
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/// </summary>
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public void ShowState()
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{
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m_log.InfoFormat("Memcache:{0} RequestLists:{1}",
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m_memcache.Count,
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// AssetRequests.Count,
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// RequestedAssets.Count,
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RequestLists.Count);
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}
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/// <summary>
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/// Clear the asset cache.
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/// </summary>
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public void Clear()
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{
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m_log.Info("[ASSET CACHE]: Clearing Asset cache");
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.ClearAssetCacheStatistics();
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Initialize();
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}
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/// <summary>
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/// Initialize the cache.
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/// </summary>
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private void Initialize()
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{
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AssetRequests = new List<AssetRequest>();
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RequestedAssets = new Dictionary<UUID, AssetRequest>();
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RequestLists = new Dictionary<UUID, AssetRequestsList>();
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}
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/// <summary>
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/// Constructor. Initialize will need to be called separately.
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/// </summary>
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/// <param name="assetServer"></param>
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public AssetCache(IAssetServer assetServer)
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{
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m_log.Info("[ASSET CACHE]: Creating Asset cache");
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Initialize();
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m_assetServer = assetServer;
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m_assetServer.SetReceiver(this);
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Thread assetCacheThread = new Thread(RunAssetManager);
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assetCacheThread.Name = "AssetCacheThread";
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assetCacheThread.IsBackground = true;
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assetCacheThread.Start();
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ThreadTracker.Add(assetCacheThread);
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}
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/// <summary>
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/// Process the asset queue which holds data which is packeted up and sent
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/// directly back to the client.
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/// </summary>
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public void RunAssetManager()
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{
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while (true)
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{
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try
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{
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ProcessAssetQueue();
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Thread.Sleep(500);
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}
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catch (Exception e)
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{
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m_log.Error("[ASSET CACHE]: " + e);
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}
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}
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}
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/// <summary>
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/// Only get an asset if we already have it in the cache.
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/// </summary>
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/// <param name="assetId"></param>
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/// <param name="asset"></param>
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/// <returns>true if the asset was in the cache, false if it was not</returns>
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public bool TryGetCachedAsset(UUID assetId, out AssetBase asset)
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{
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Object tmp;
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if (m_memcache.TryGet(assetId, out tmp))
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{
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asset = (AssetBase)tmp;
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//m_log.Info("Retrieved from cache " + assetId);
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return true;
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}
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asset = null;
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return false;
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}
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/// <summary>
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/// Asynchronously retrieve an asset.
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/// </summary>
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/// <param name="assetId"></param>
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/// <param name="callback">
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/// <param name="isTexture"></param>
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/// A callback invoked when the asset has either been found or not found.
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/// If the asset was found this is called with the asset UUID and the asset data
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/// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
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public void GetAsset(UUID assetId, AssetRequestCallback callback, bool isTexture)
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{
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//m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId);
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// Xantor 20080526:
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// if a request is made for an asset which is not in the cache yet, but has already been requested by
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// something else, queue up the callbacks on that requestor instead of swamping the assetserver
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// with multiple requests for the same asset.
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AssetBase asset;
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if (TryGetCachedAsset(assetId, out asset))
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{
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callback(assetId, asset);
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}
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else
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{
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// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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NewAssetRequest req = new NewAssetRequest(callback);
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AssetRequestsList requestList;
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lock (RequestLists)
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{
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if (RequestLists.TryGetValue(assetId, out requestList)) // do we already have a request pending?
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{
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// m_log.DebugFormat("[ASSET CACHE]: Intercepted Duplicate request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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// add to callbacks for this assetId
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RequestLists[assetId].Requests.Add(req);
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}
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else
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{
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// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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requestList = new AssetRequestsList();
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requestList.TimeRequested = DateTime.Now;
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requestList.Requests.Add(req);
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RequestLists.Add(assetId, requestList);
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m_assetServer.RequestAsset(assetId, isTexture);
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}
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}
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}
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}
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/// <summary>
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/// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
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/// load it into the cache.
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/// </summary>
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///
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/// XXX We'll keep polling the cache until we get the asset or we exceed
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/// the allowed number of polls. This isn't a very good way of doing things since a single thread
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/// is processing inbound packets, so if the asset server is slow, we could block this for up to
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/// the timeout period. Whereever possible we want to use the asynchronous callback GetAsset()
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///
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/// <param name="assetID"></param>
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/// <param name="isTexture"></param>
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/// <returns>null if the asset could not be retrieved</returns>
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public AssetBase GetAsset(UUID assetID, bool isTexture)
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{
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// I'm not going over 3 seconds since this will be blocking processing of all the other inbound
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// packets from the client.
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const int pollPeriod = 200;
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int maxPolls = 15;
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AssetBase asset;
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if (TryGetCachedAsset(assetID, out asset))
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{
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return asset;
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}
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m_assetServer.RequestAsset(assetID, isTexture);
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do
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{
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Thread.Sleep(pollPeriod);
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if (TryGetCachedAsset(assetID, out asset))
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{
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return asset;
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}
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}
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while (--maxPolls > 0);
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m_log.WarnFormat("[ASSET CACHE]: {0} {1} was not received before the retrieval timeout was reached",
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isTexture ? "texture" : "asset", assetID.ToString());
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return null;
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}
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/// <summary>
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/// Add an asset to both the persistent store and the cache.
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/// </summary>
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/// <param name="asset"></param>
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public void AddAsset(AssetBase asset)
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{
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if (!m_memcache.Contains(asset.Metadata.FullID))
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{
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m_log.Info("[CACHE] Caching " + asset.Metadata.FullID + " for 24 hours from last access");
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// Use 24 hour rolling asset cache.
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m_memcache.AddOrUpdate(asset.Metadata.FullID, asset, TimeSpan.FromHours(24));
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// According to http://wiki.secondlife.com/wiki/AssetUploadRequest, Local signifies that the
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// information is stored locally. It could disappear, in which case we could send the
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// ImageNotInDatabase packet to tell the client this.
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//
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// However, this doesn't quite appear to work with local textures that are part of an avatar's
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// appearance texture set. Whilst sending an ImageNotInDatabase does trigger an automatic rebake
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// and reupload by the client, if those assets aren't pushed to the asset server anyway, then
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// on crossing onto another region server, other avatars can no longer get the required textures.
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// There doesn't appear to be any signal from the sim to the newly region border crossed client
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// asking it to reupload its local texture assets to that region server.
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//
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// One can think of other cunning ways around this. For instance, on a region crossing or teleport,
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// the original sim could squirt local assets to the new sim. Or the new sim could have pointers
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// to the original sim to fetch the 'local' assets (this is getting more complicated).
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//
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// But for now, we're going to take the easy way out and store local assets globally.
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//
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// TODO: Also, Temporary is now deprecated. We should start ignoring it and not passing it out from LLClientView.
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if (!asset.Metadata.Temporary || asset.Metadata.Local)
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{
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m_assetServer.StoreAsset(asset);
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}
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}
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}
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/// <summary>
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/// Allows you to clear a specific asset by uuid out
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/// of the asset cache. This is needed because the osdynamic
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/// texture code grows the asset cache without bounds. The
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/// real solution here is a much better cache archicture, but
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/// this is a stop gap measure until we have such a thing.
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/// </summary>
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public void ExpireAsset(UUID uuid)
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{
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// uuid is unique, so no need to worry about it showing up
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// in the 2 caches differently. Also, locks are probably
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// needed in all of this, or move to synchronized non
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// generic forms for Dictionaries.
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if (m_memcache.Contains(uuid))
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{
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m_memcache.Remove(uuid);
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}
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}
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// See IAssetReceiver
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public void AssetReceived(AssetBase asset, bool IsTexture)
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{
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AssetInfo assetInf = new AssetInfo(asset);
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if (!m_memcache.Contains(assetInf.Metadata.FullID))
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{
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m_memcache.AddOrUpdate(assetInf.Metadata.FullID, assetInf, TimeSpan.FromHours(24));
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if (StatsManager.SimExtraStats != null)
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{
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StatsManager.SimExtraStats.AddAsset(assetInf);
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}
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if (RequestedAssets.ContainsKey(assetInf.Metadata.FullID))
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{
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AssetRequest req = RequestedAssets[assetInf.Metadata.FullID];
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req.AssetInf = assetInf;
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req.NumPackets = CalculateNumPackets(assetInf.Data);
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RequestedAssets.Remove(assetInf.Metadata.FullID);
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// If it's a direct request for a script, drop it
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// because it's a hacked client
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if (req.AssetRequestSource != 2 || assetInf.Metadata.Type != 10)
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AssetRequests.Add(req);
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}
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}
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// Notify requesters for this asset
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AssetRequestsList reqList;
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lock (RequestLists)
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{
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if (RequestLists.TryGetValue(asset.Metadata.FullID, out reqList))
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RequestLists.Remove(asset.Metadata.FullID);
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}
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if (reqList != null)
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{
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddAssetRequestTimeAfterCacheMiss(DateTime.Now - reqList.TimeRequested);
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foreach (NewAssetRequest req in reqList.Requests)
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{
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// Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked
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// m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.Metadata.FullID);
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req.Callback(asset.Metadata.FullID, asset);
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}
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}
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}
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// See IAssetReceiver
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public void AssetNotFound(UUID assetID, bool IsTexture)
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{
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// m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
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// Remember the fact that this asset could not be found to prevent delays from repeated requests
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m_memcache.Add(assetID, null, TimeSpan.FromHours(24));
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// Notify requesters for this asset
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AssetRequestsList reqList;
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lock (RequestLists)
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{
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if (RequestLists.TryGetValue(assetID, out reqList))
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RequestLists.Remove(assetID);
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}
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if (reqList != null)
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{
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddAssetRequestTimeAfterCacheMiss(DateTime.Now - reqList.TimeRequested);
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foreach (NewAssetRequest req in reqList.Requests)
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{
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req.Callback(assetID, null);
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}
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}
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}
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/// <summary>
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/// Calculate the number of packets required to send the asset to the client.
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/// </summary>
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/// <param name="data"></param>
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/// <returns></returns>
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private static int CalculateNumPackets(byte[] data)
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{
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const uint m_maxPacketSize = 600;
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int numPackets = 1;
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if (data.LongLength > m_maxPacketSize)
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{
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// over max number of bytes so split up file
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long restData = data.LongLength - m_maxPacketSize;
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int restPackets = (int)((restData + m_maxPacketSize - 1) / m_maxPacketSize);
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numPackets += restPackets;
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}
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return numPackets;
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}
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/// <summary>
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/// Handle an asset request from the client. The result will be sent back asynchronously.
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/// </summary>
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/// <param name="userInfo"></param>
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/// <param name="transferRequest"></param>
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public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
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{
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UUID requestID = UUID.Zero;
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byte source = 2;
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if (transferRequest.TransferInfo.SourceType == 2)
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{
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//direct asset request
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requestID = new UUID(transferRequest.TransferInfo.Params, 0);
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}
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else if (transferRequest.TransferInfo.SourceType == 3)
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{
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//inventory asset request
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requestID = new UUID(transferRequest.TransferInfo.Params, 80);
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source = 3;
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//Console.WriteLine("asset request " + requestID);
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}
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//check to see if asset is in local cache, if not we need to request it from asset server.
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//Console.WriteLine("asset request " + requestID);
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if (!m_memcache.Contains(requestID))
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{
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//not found asset
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// so request from asset server
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if (!RequestedAssets.ContainsKey(requestID))
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{
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AssetRequest request = new AssetRequest();
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request.RequestUser = userInfo;
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request.RequestAssetID = requestID;
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request.TransferRequestID = transferRequest.TransferInfo.TransferID;
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request.AssetRequestSource = source;
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request.Params = transferRequest.TransferInfo.Params;
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RequestedAssets.Add(requestID, request);
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m_assetServer.RequestAsset(requestID, false);
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}
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return;
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}
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// It has an entry in our cache
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AssetBase asset = (AssetBase)m_memcache[requestID];
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// FIXME: We never tell the client about assets which do not exist when requested by this transfer mechanism, which can't be right.
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if (null == asset)
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{
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//m_log.DebugFormat("[ASSET CACHE]: Asset transfer request for asset which is {0} already known to be missing. Dropping", requestID);
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return;
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}
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// Scripts cannot be retrieved by direct request
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if (transferRequest.TransferInfo.SourceType == 2 && asset.Metadata.Type == 10)
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return;
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// The asset is knosn to exist and is in our cache, so add it to the AssetRequests list
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AssetRequest req = new AssetRequest();
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req.RequestUser = userInfo;
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req.RequestAssetID = requestID;
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req.TransferRequestID = transferRequest.TransferInfo.TransferID;
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req.AssetRequestSource = source;
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req.Params = transferRequest.TransferInfo.Params;
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req.AssetInf = new AssetInfo(asset);
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req.NumPackets = CalculateNumPackets(asset.Data);
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AssetRequests.Add(req);
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}
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/// <summary>
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/// Process the asset queue which sends packets directly back to the client.
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/// </summary>
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private void ProcessAssetQueue()
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{
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//should move the asset downloading to a module, like has been done with texture downloading
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if (AssetRequests.Count == 0)
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{
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//no requests waiting
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return;
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}
|
|
|
|
// if less than 5, do all of them
|
|
int num = Math.Min(5, AssetRequests.Count);
|
|
|
|
AssetRequest req;
|
|
AssetRequestToClient req2 = null;
|
|
for (int i = 0; i < num; i++)
|
|
{
|
|
req = AssetRequests[i];
|
|
if (req2 == null)
|
|
{
|
|
req2 = new AssetRequestToClient();
|
|
}
|
|
// Trying to limit memory usage by only creating AssetRequestToClient if needed
|
|
//req2 = new AssetRequestToClient();
|
|
req2.AssetInf = req.AssetInf;
|
|
req2.AssetRequestSource = req.AssetRequestSource;
|
|
req2.DataPointer = req.DataPointer;
|
|
req2.DiscardLevel = req.DiscardLevel;
|
|
req2.ImageInfo = req.ImageInfo;
|
|
req2.IsTextureRequest = req.IsTextureRequest;
|
|
req2.NumPackets = req.NumPackets;
|
|
req2.PacketCounter = req.PacketCounter;
|
|
req2.Params = req.Params;
|
|
req2.RequestAssetID = req.RequestAssetID;
|
|
req2.TransferRequestID = req.TransferRequestID;
|
|
req.RequestUser.SendAsset(req2);
|
|
|
|
}
|
|
|
|
//remove requests that have been completed
|
|
for (int i = 0; i < num; i++)
|
|
{
|
|
AssetRequests.RemoveAt(0);
|
|
}
|
|
}
|
|
|
|
public class AssetRequest
|
|
{
|
|
public IClientAPI RequestUser;
|
|
public UUID RequestAssetID;
|
|
public AssetInfo AssetInf;
|
|
public TextureImage ImageInfo;
|
|
public UUID TransferRequestID;
|
|
public long DataPointer = 0;
|
|
public int NumPackets = 0;
|
|
public int PacketCounter = 0;
|
|
public bool IsTextureRequest;
|
|
public byte AssetRequestSource = 2;
|
|
public byte[] Params = null;
|
|
//public bool AssetInCache;
|
|
//public int TimeRequested;
|
|
public int DiscardLevel = -1;
|
|
}
|
|
|
|
public class AssetInfo : AssetBase
|
|
{
|
|
public AssetInfo(AssetBase aBase)
|
|
{
|
|
Data = aBase.Data;
|
|
Metadata.FullID = aBase.Metadata.FullID;
|
|
Metadata.Type = aBase.Metadata.Type;
|
|
Metadata.Name = aBase.Metadata.Name;
|
|
Metadata.Description = aBase.Metadata.Description;
|
|
}
|
|
}
|
|
|
|
public class TextureImage : AssetBase
|
|
{
|
|
public TextureImage(AssetBase aBase)
|
|
{
|
|
Data = aBase.Data;
|
|
Metadata.FullID = aBase.Metadata.FullID;
|
|
Metadata.Type = aBase.Metadata.Type;
|
|
Metadata.Name = aBase.Metadata.Name;
|
|
Metadata.Description = aBase.Metadata.Description;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A list of requests for a particular asset.
|
|
/// </summary>
|
|
public class AssetRequestsList
|
|
{
|
|
/// <summary>
|
|
/// A list of requests for assets
|
|
/// </summary>
|
|
public List<NewAssetRequest> Requests = new List<NewAssetRequest>();
|
|
|
|
/// <summary>
|
|
/// Record the time that this request was first made.
|
|
/// </summary>
|
|
public DateTime TimeRequested;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Represent a request for an asset that has yet to be fulfilled.
|
|
/// </summary>
|
|
public class NewAssetRequest
|
|
{
|
|
public AssetRequestCallback Callback;
|
|
|
|
public NewAssetRequest(AssetRequestCallback callback)
|
|
{
|
|
Callback = callback;
|
|
}
|
|
}
|
|
}
|
|
}
|