160 lines
5.4 KiB
C#
160 lines
5.4 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.IO;
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using System.Threading;
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using Db4objects.Db4o;
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using Db4objects.Db4o.Query;
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Utilities;
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namespace OpenSim.Framework.Communications.Cache
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{
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public class LocalAssetServer : AssetServerBase
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{
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private IObjectContainer db;
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public LocalAssetServer()
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{
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bool yapfile;
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yapfile = File.Exists(Path.Combine(Util.dataDir(), "regionassets.yap"));
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db = Db4oFactory.OpenFile(Path.Combine(Util.dataDir(), "regionassets.yap"));
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MainLog.Instance.Verbose("Db4 Asset database creation");
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if (!yapfile)
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{
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SetUpAssetDatabase();
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}
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this._localAssetServerThread = new Thread(new ThreadStart(RunRequests));
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this._localAssetServerThread.IsBackground = true;
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this._localAssetServerThread.Start();
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}
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public void CreateAndCommitAsset(AssetBase asset)
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{
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AssetStorage store = new AssetStorage();
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store.Data = asset.Data;
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store.Name = asset.Name;
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store.UUID = asset.FullID;
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db.Set(store);
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db.Commit();
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}
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override public void Close()
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{
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if (db != null)
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{
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MainLog.Instance.Verbose("Closing local asset server database");
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db.Close();
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}
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}
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private void RunRequests()
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{
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while (true)
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{
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byte[] idata = null;
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bool found = false;
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AssetStorage foundAsset = null;
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ARequest req = this._assetRequests.Dequeue();
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IObjectSet result = db.Query(new AssetUUIDQuery(req.AssetID));
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if (result.Count > 0)
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{
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foundAsset = (AssetStorage)result.Next();
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found = true;
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}
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AssetBase asset = new AssetBase();
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if (found)
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{
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asset.FullID = foundAsset.UUID;
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asset.Type = foundAsset.Type;
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asset.InvType = foundAsset.Type;
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asset.Name = foundAsset.Name;
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idata = foundAsset.Data;
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asset.Data = idata;
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_receiver.AssetReceived(asset, req.IsTexture);
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}
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else
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{
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//asset.FullID = ;
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_receiver.AssetNotFound(req.AssetID);
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}
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}
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}
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override protected void StoreAsset(AssetBase asset)
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{
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AssetStorage store = new AssetStorage();
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store.Data = asset.Data;
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store.Name = asset.Name;
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store.UUID = asset.FullID;
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db.Set(store);
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CommitAssets();
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}
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protected override void CommitAssets()
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{
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db.Commit();
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}
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private void SetUpAssetDatabase()
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{
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MainLog.Instance.Verbose("LOCAL ASSET SERVER", "Setting up asset database");
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ForEachDefaultAsset(this, StoreAsset);
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ForEachXmlAsset(this, StoreAsset);
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}
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}
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public class AssetUUIDQuery : Predicate
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{
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private LLUUID _findID;
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public AssetUUIDQuery(LLUUID find)
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{
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_findID = find;
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}
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public bool Match(AssetStorage asset)
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{
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return (asset.UUID == _findID);
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}
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}
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} |