OpenSimMirror/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs

310 lines
10 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 OpenSimulator 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 log4net;
using Mono.Addins;
using Nini.Config;
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Server.Base;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LocalAssetServicesConnector")]
public class LocalAssetServicesConnector : ISharedRegionModule, IAssetService
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private IImprovedAssetCache m_Cache = null;
private IAssetService m_AssetService;
private bool m_Enabled = false;
public Type ReplaceableInterface
{
get { return null; }
}
public string Name
{
get { return "LocalAssetServicesConnector"; }
}
public void Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("AssetServices", "");
if (name == Name)
{
IConfig assetConfig = source.Configs["AssetService"];
if (assetConfig == null)
{
m_log.Error("[LOCAL ASSET SERVICES CONNECTOR]: AssetService missing from OpenSim.ini");
return;
}
string serviceDll = assetConfig.GetString("LocalServiceModule", String.Empty);
if (serviceDll == String.Empty)
{
m_log.Error("[LOCAL ASSET SERVICES CONNECTOR]: No LocalServiceModule named in section AssetService");
return;
}
else
{
m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Loading asset service at {0}", serviceDll);
}
Object[] args = new Object[] { source };
m_AssetService = ServerUtils.LoadPlugin<IAssetService>(serviceDll, args);
if (m_AssetService == null)
{
m_log.Error("[LOCAL ASSET SERVICES CONNECTOR]: Can't load asset service");
return;
}
m_Enabled = true;
m_log.Info("[LOCAL ASSET SERVICES CONNECTOR]: Local asset connector enabled");
}
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
scene.RegisterModuleInterface<IAssetService>(this);
}
public void RemoveRegion(Scene scene)
{
}
public void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
if (m_Cache == null)
{
m_Cache = scene.RequestModuleInterface<IImprovedAssetCache>();
if (!(m_Cache is ISharedRegionModule))
m_Cache = null;
}
m_log.DebugFormat(
"[LOCAL ASSET SERVICES CONNECTOR]: Enabled connector for region {0}", scene.RegionInfo.RegionName);
if (m_Cache != null)
{
m_log.DebugFormat(
"[LOCAL ASSET SERVICES CONNECTOR]: Enabled asset caching for region {0}",
scene.RegionInfo.RegionName);
}
else
{
// Short-circuit directly to storage layer. This ends up storing temporary and local assets.
//
scene.UnregisterModuleInterface<IAssetService>(this);
scene.RegisterModuleInterface<IAssetService>(m_AssetService);
}
}
public AssetBase Get(string id)
{
// m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Synchronously requesting asset {0}", id);
AssetBase asset = null;
if (m_Cache != null)
asset = m_Cache.Get(id);
if (asset == null)
{
asset = m_AssetService.Get(id);
if ((m_Cache != null) && (asset != null))
m_Cache.Cache(asset);
// if (null == asset)
// m_log.WarnFormat("[LOCAL ASSET SERVICES CONNECTOR]: Could not synchronously find asset with id {0}", id);
}
return asset;
}
public AssetBase GetCached(string id)
{
// m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Cache request for {0}", id);
if (m_Cache != null)
return m_Cache.Get(id);
return null;
}
public AssetMetadata GetMetadata(string id)
{
AssetBase asset = null;
if (m_Cache != null)
asset = m_Cache.Get(id);
if (asset != null)
return asset.Metadata;
asset = m_AssetService.Get(id);
if (asset != null)
{
if (m_Cache != null)
m_Cache.Cache(asset);
return asset.Metadata;
}
return null;
}
public byte[] GetData(string id)
{
// m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Requesting data for asset {0}", id);
AssetBase asset = null;
if (m_Cache != null)
asset = m_Cache.Get(id);
if (asset != null)
return asset.Data;
asset = m_AssetService.Get(id);
if (asset != null)
{
if (m_Cache != null)
m_Cache.Cache(asset);
return asset.Data;
}
return null;
}
public bool Get(string id, Object sender, AssetRetrieved handler)
{
// m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Asynchronously requesting asset {0}", id);
if (m_Cache != null)
{
AssetBase asset = m_Cache.Get(id);
if (asset != null)
{
Util.FireAndForget(
o => handler(id, sender, asset), null, "LocalAssetServiceConnector.GotFromCacheCallback");
return true;
}
}
return m_AssetService.Get(id, sender, delegate (string assetID, Object s, AssetBase a)
{
if ((a != null) && (m_Cache != null))
m_Cache.Cache(a);
// if (null == a)
// m_log.WarnFormat("[LOCAL ASSET SERVICES CONNECTOR]: Could not asynchronously find asset with id {0}", id);
Util.FireAndForget(
o => handler(assetID, s, a), null, "LocalAssetServiceConnector.GotFromServiceCallback");
});
}
public bool[] AssetsExist(string[] ids)
{
return m_AssetService.AssetsExist(ids);
}
public string Store(AssetBase asset)
{
if (m_Cache != null)
m_Cache.Cache(asset);
if (asset.Local)
{
// m_log.DebugFormat(
// "[LOCAL ASSET SERVICE CONNECTOR]: Returning asset {0} {1} without querying database since status Temporary = {2}, Local = {3}",
// asset.Name, asset.ID, asset.Temporary, asset.Local);
return asset.ID;
}
else
{
// m_log.DebugFormat(
// "[LOCAL ASSET SERVICE CONNECTOR]: Passing {0} {1} on to asset service for storage, status Temporary = {2}, Local = {3}",
// asset.Name, asset.ID, asset.Temporary, asset.Local);
return m_AssetService.Store(asset);
}
}
public bool UpdateContent(string id, byte[] data)
{
AssetBase asset = null;
if (m_Cache != null)
m_Cache.Get(id);
if (asset != null)
{
asset.Data = data;
if (m_Cache != null)
m_Cache.Cache(asset);
}
return m_AssetService.UpdateContent(id, data);
}
public bool Delete(string id)
{
if (m_Cache != null)
m_Cache.Expire(id);
return m_AssetService.Delete(id);
}
}
}