115 lines
5.2 KiB
C#
115 lines
5.2 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 OpenSimulator 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 OpenMetaverse;
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using OpenMetaverse.Packets;
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namespace OpenSim.Framework
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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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/// Interface to the local asset cache. This is the mechanism through which assets can be added and requested.
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/// </summary>
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public interface IAssetCache : IPlugin
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{
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/// <value>
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/// The 'server' from which assets can be requested and to which assets are persisted.
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/// </value>
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void Initialise(ConfigSettings cs);
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/// <summary>
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/// Report statistical data to the log.
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/// </summary>
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void ShowState();
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/// <summary>
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/// Clear the asset cache.
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/// </summary>
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void Clear();
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/// <summary>
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/// Get an asset only if it's already 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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bool TryGetCachedAsset(UUID assetID, out AssetBase asset);
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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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void GetAsset(UUID assetID, AssetRequestCallback callback, bool isTexture);
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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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AssetBase GetAsset(UUID assetID, bool isTexture);
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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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void AddAsset(AssetBase asset);
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/// <summary>
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/// Expire an asset from the cache
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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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void ExpireAsset(UUID assetID);
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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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void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest);
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}
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}
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