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-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs70
-rw-r--r--OpenSim/Framework/Communications/Cache/AssetServerBase.cs9
-rw-r--r--OpenSim/Framework/IAssetServer.cs12
3 files changed, 65 insertions, 26 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index dacb321..049df0c 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -116,7 +116,7 @@ namespace OpenSim.Framework.Communications.Cache
116 116
117 public void Clear() 117 public void Clear()
118 { 118 {
119 m_log.Info("[ASSETSTORAGE]: Clearing Asset cache"); 119 m_log.Info("[ASSET CACHE]: Clearing Asset cache");
120 Initialize(); 120 Initialize();
121 } 121 }
122 122
@@ -135,7 +135,7 @@ namespace OpenSim.Framework.Communications.Cache
135 135
136 public AssetCache(IAssetServer assetServer) 136 public AssetCache(IAssetServer assetServer)
137 { 137 {
138 m_log.Info("[ASSETSTORAGE]: Creating Asset cache"); 138 m_log.Info("[ASSET CACHE]: Creating Asset cache");
139 Initialize(); 139 Initialize();
140 140
141 m_assetServer = assetServer; 141 m_assetServer = assetServer;
@@ -161,7 +161,7 @@ namespace OpenSim.Framework.Communications.Cache
161 } 161 }
162 catch (Exception e) 162 catch (Exception e)
163 { 163 {
164 m_log.Error("[ASSETCACHE]: " + e.ToString()); 164 m_log.Error("[ASSET CACHE]: " + e.ToString());
165 } 165 }
166 } 166 }
167 } 167 }
@@ -204,21 +204,28 @@ namespace OpenSim.Framework.Communications.Cache
204 return false; 204 return false;
205 } 205 }
206 206
207 public void GetAsset(LLUUID assetId, AssetRequestCallback callback) 207 /// <summary>
208 /// Asynchronously retrieve an asset.
209 /// </summary>
210 /// <param name="assetId"></param>
211 /// <param name="callback">
212 /// A callback invoked when the asset has either been found or not found.
213 /// If the asset was found this is called with the asset UUID and the asset data
214 /// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
215 public void GetAsset(LLUUID assetId, AssetRequestCallback callback, bool isTexture)
208 { 216 {
209 AssetBase asset; 217 AssetBase asset;
210 218
211 if (TryGetCachedAsset(assetId, out asset)) 219 if (TryGetCachedAsset(assetId, out asset))
212 { 220 {
213
214 callback(assetId, asset); 221 callback(assetId, asset);
215 } 222 }
216 else 223 else
217 { 224 {
218 NewAssetRequest req = new NewAssetRequest(assetId, callback); 225 NewAssetRequest req = new NewAssetRequest(assetId, callback);
219 226
227 // Make sure we always have a request list to which to add the asset
220 AssetRequestsList requestList; 228 AssetRequestsList requestList;
221
222 lock (RequestLists) 229 lock (RequestLists)
223 { 230 {
224 if (RequestLists.TryGetValue(assetId, out requestList)) 231 if (RequestLists.TryGetValue(assetId, out requestList))
@@ -231,22 +238,22 @@ namespace OpenSim.Framework.Communications.Cache
231 } 238 }
232 } 239 }
233 240
234 m_log.DebugFormat("[ASSETCACHE]: Added request for asset {0}", assetId); 241 m_log.DebugFormat("[ASSET CACHE]: Added request for {0} {1}", isTexture ? "texture" : "asset", assetId);
235 requestList.Requests.Add(req); 242 requestList.Requests.Add(req);
236 243
237 m_assetServer.RequestAsset(assetId, false); 244 m_assetServer.RequestAsset(assetId, isTexture);
238 } 245 }
239 } 246 }
240 247
241 /// <summary> 248 /// <summary>
242 /// Get an asset. If the asset isn't in the cache, a request will be made to the persistent store to 249 /// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
243 /// load it into the cache. 250 /// load it into the cache.
244 /// 251 ///
245 /// XXX We'll keep polling the cache until we get the asset or we exceed 252 /// XXX We'll keep polling the cache until we get the asset or we exceed
246 /// the allowed number of polls. This isn't a very good way of doing things since a single thread 253 /// the allowed number of polls. This isn't a very good way of doing things since a single thread
247 /// is processing inbound packets, so if the asset server is slow, we could block this for up to 254 /// is processing inbound packets, so if the asset server is slow, we could block this for up to
248 /// the timeout period. What we might want to do is register asynchronous callbacks on asset 255 /// the timeout period. What we might want to do is register asynchronous callbacks on asset
249 /// receipt in the same manner as the nascent (but not yet active) TextureDownloadModule. Of course, 256 /// receipt in the same manner as the TextureDownloadModule. Of course,
250 /// a timeout before asset receipt usually isn't fatal, the operation will work on the retry when the 257 /// a timeout before asset receipt usually isn't fatal, the operation will work on the retry when the
251 /// asset is much more likely to have made it into the cache. 258 /// asset is much more likely to have made it into the cache.
252 /// </summary> 259 /// </summary>
@@ -276,7 +283,8 @@ namespace OpenSim.Framework.Communications.Cache
276 } 283 }
277 } while (--maxPolls > 0); 284 } while (--maxPolls > 0);
278 285
279 m_log.WarnFormat("[ASSETCACHE]: Asset {0} was not received before the retrieval timeout was reached", assetID.ToString()); 286 m_log.WarnFormat("[ASSET CACHE]: {0} {1} was not received before the retrieval timeout was reached",
287 isTexture ? "texture" : "asset", assetID.ToString());
280 288
281 return null; 289 return null;
282 } 290 }
@@ -348,7 +356,7 @@ namespace OpenSim.Framework.Communications.Cache
348 } 356 }
349 } 357 }
350 358
351 m_log.InfoFormat("[ASSETCACHE]: Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result); 359 m_log.InfoFormat("[ASSET CACHE]: Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result);
352 } 360 }
353 361
354 public AssetBase CopyAsset(LLUUID assetID) 362 public AssetBase CopyAsset(LLUUID assetID)
@@ -367,9 +375,10 @@ namespace OpenSim.Framework.Communications.Cache
367 } 375 }
368 } 376 }
369 377
378 // See IAssetReceiver
370 public void AssetReceived(AssetBase asset, bool IsTexture) 379 public void AssetReceived(AssetBase asset, bool IsTexture)
371 { 380 {
372 m_log.InfoFormat("[ASSETCACHE]: Recieved {0} [{1}]", IsTexture ? "texture" : "asset", asset.FullID); 381 m_log.InfoFormat("[ASSET CACHE]: Recieved {0} [{1}]", IsTexture ? "texture" : "asset", asset.FullID);
373 382
374 if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server 383 if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
375 { 384 {
@@ -383,7 +392,7 @@ namespace OpenSim.Framework.Communications.Cache
383 TextureImage image = new TextureImage(asset); 392 TextureImage image = new TextureImage(asset);
384 if (Textures.ContainsKey(image.FullID)) 393 if (Textures.ContainsKey(image.FullID))
385 { 394 {
386 m_log.InfoFormat("[ASSETCACHE]: There's already an texture {0} in memory. Skipping.", asset.FullID); 395 m_log.InfoFormat("[ASSET CACHE]: There's already an texture {0} in memory. Skipping.", asset.FullID);
387 } 396 }
388 else 397 else
389 { 398 {
@@ -396,7 +405,7 @@ namespace OpenSim.Framework.Communications.Cache
396 405
397 if (RequestedTextures.ContainsKey(image.FullID)) 406 if (RequestedTextures.ContainsKey(image.FullID))
398 { 407 {
399 m_log.InfoFormat("[ASSETCACHE]: Moving {0} from RequestedTextures to TextureRequests", asset.FullID); 408 m_log.InfoFormat("[ASSET CACHE]: Moving {0} from RequestedTextures to TextureRequests", asset.FullID);
400 409
401 AssetRequest req = RequestedTextures[image.FullID]; 410 AssetRequest req = RequestedTextures[image.FullID];
402 req.ImageInfo = image; 411 req.ImageInfo = image;
@@ -413,7 +422,7 @@ namespace OpenSim.Framework.Communications.Cache
413 AssetInfo assetInf = new AssetInfo(asset); 422 AssetInfo assetInf = new AssetInfo(asset);
414 if (Assets.ContainsKey(assetInf.FullID)) 423 if (Assets.ContainsKey(assetInf.FullID))
415 { 424 {
416 m_log.InfoFormat("[ASSETCACHE]: There's already an asset {0} in memory. Skipping.", asset.FullID); 425 m_log.InfoFormat("[ASSET CACHE]: There's already an asset {0} in memory. Skipping.", asset.FullID);
417 } 426 }
418 else 427 else
419 { 428 {
@@ -426,7 +435,7 @@ namespace OpenSim.Framework.Communications.Cache
426 435
427 if (RequestedAssets.ContainsKey(assetInf.FullID)) 436 if (RequestedAssets.ContainsKey(assetInf.FullID))
428 { 437 {
429 m_log.InfoFormat("[ASSETCACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID); 438 m_log.InfoFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID);
430 439
431 AssetRequest req = RequestedAssets[assetInf.FullID]; 440 AssetRequest req = RequestedAssets[assetInf.FullID];
432 req.AssetInf = assetInf; 441 req.AssetInf = assetInf;
@@ -455,12 +464,17 @@ namespace OpenSim.Framework.Communications.Cache
455 } 464 }
456 } 465 }
457 466
467 // See IAssetReceiver
458 public void AssetNotFound(LLUUID assetID) 468 public void AssetNotFound(LLUUID assetID)
459 { 469 {
460 //m_log.ErrorFormat("[ASSET CACHE]: Unhandled AssetNotFound for {0}", assetID); 470 //m_log.ErrorFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
461 471
472 // The 'image not found' packet needs to happen, but RequestedTextures is not actually used (should be cleaned up)
473 // It might also be better to do this in the TextureDownloadModule
474 /*
475 *
462 AssetRequest req; 476 AssetRequest req;
463 477
464 if (RequestedTextures.TryGetValue(assetID, out req)) 478 if (RequestedTextures.TryGetValue(assetID, out req))
465 { 479 {
466 m_log.WarnFormat("[ASSET CACHE]: sending image not found for {0}", assetID); 480 m_log.WarnFormat("[ASSET CACHE]: sending image not found for {0}", assetID);
@@ -473,6 +487,20 @@ namespace OpenSim.Framework.Communications.Cache
473 { 487 {
474 m_log.ErrorFormat("[ASSET CACHE]: Asset [{0}] not found, but couldn't find any users to send to ", assetID); 488 m_log.ErrorFormat("[ASSET CACHE]: Asset [{0}] not found, but couldn't find any users to send to ", assetID);
475 } 489 }
490 */
491
492 // Notify callers
493 lock (RequestLists)
494 {
495 AssetRequestsList reqList = RequestLists[assetID];
496 foreach (NewAssetRequest req in reqList.Requests)
497 {
498 req.Callback(assetID, null);
499 }
500
501 RequestLists.Remove(assetID);
502 reqList.Requests.Clear();
503 }
476 } 504 }
477 505
478 private int CalculateNumPackets(byte[] data) 506 private int CalculateNumPackets(byte[] data)
@@ -726,4 +754,4 @@ namespace OpenSim.Framework.Communications.Cache
726 } 754 }
727 } 755 }
728 } 756 }
729} \ No newline at end of file 757}
diff --git a/OpenSim/Framework/Communications/Cache/AssetServerBase.cs b/OpenSim/Framework/Communications/Cache/AssetServerBase.cs
index 9d9bc1e..8e670b5 100644
--- a/OpenSim/Framework/Communications/Cache/AssetServerBase.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetServerBase.cs
@@ -37,7 +37,8 @@ namespace OpenSim.Framework.Communications.Cache
37{ 37{
38 public abstract class AssetServerBase : IAssetServer 38 public abstract class AssetServerBase : IAssetServer
39 { 39 {
40 private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); 40 private static readonly log4net.ILog m_log
41 = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
41 42
42 protected IAssetReceiver m_receiver; 43 protected IAssetReceiver m_receiver;
43 protected BlockingQueue<AssetRequest> m_assetRequests; 44 protected BlockingQueue<AssetRequest> m_assetRequests;
@@ -70,13 +71,13 @@ namespace OpenSim.Framework.Communications.Cache
70 71
71 if (asset != null) 72 if (asset != null)
72 { 73 {
73 //m_log.InfoFormat("[ASSET]: Asset {0} received from asset server", req.AssetID); 74 //m_log.InfoFormat("[ASSETSERVER]: Asset {0} received from asset server", req.AssetID);
74 75
75 m_receiver.AssetReceived(asset, req.IsTexture); 76 m_receiver.AssetReceived(asset, req.IsTexture);
76 } 77 }
77 else 78 else
78 { 79 {
79 m_log.ErrorFormat("[ASSET]: Asset {0} not found by asset server", req.AssetID); 80 m_log.ErrorFormat("[ASSETSERVER]: Asset {0} not found by asset server", req.AssetID);
80 81
81 m_receiver.AssetNotFound(req.AssetID); 82 m_receiver.AssetNotFound(req.AssetID);
82 } 83 }
@@ -131,7 +132,7 @@ namespace OpenSim.Framework.Communications.Cache
131 req.IsTexture = isTexture; 132 req.IsTexture = isTexture;
132 m_assetRequests.Enqueue(req); 133 m_assetRequests.Enqueue(req);
133 134
134 m_log.InfoFormat("[ASSET]: Added {0} to request queue", assetID); 135 m_log.InfoFormat("[ASSETSERVER]: Added {0} to request queue", assetID);
135 } 136 }
136 137
137 public virtual void UpdateAsset(AssetBase asset) 138 public virtual void UpdateAsset(AssetBase asset)
diff --git a/OpenSim/Framework/IAssetServer.cs b/OpenSim/Framework/IAssetServer.cs
index df36623..cbf0759 100644
--- a/OpenSim/Framework/IAssetServer.cs
+++ b/OpenSim/Framework/IAssetServer.cs
@@ -46,7 +46,17 @@ namespace OpenSim.Framework
46 // could change to delegate? 46 // could change to delegate?
47 public interface IAssetReceiver 47 public interface IAssetReceiver
48 { 48 {
49 /// <summary>
50 /// Call back made when a requested asset has been retrieved by an asset server
51 /// </summary>
52 /// <param name="asset"></param>
53 /// <param name="IsTexture"></param>
49 void AssetReceived(AssetBase asset, bool IsTexture); 54 void AssetReceived(AssetBase asset, bool IsTexture);
55
56 /// <summary>
57 /// Call back made when an asset server could not retrieve a requested asset
58 /// </summary>
59 /// <param name="assetID"></param>
50 void AssetNotFound(LLUUID assetID); 60 void AssetNotFound(LLUUID assetID);
51 } 61 }
52 62
@@ -54,4 +64,4 @@ namespace OpenSim.Framework
54 { 64 {
55 IAssetServer GetAssetServer(); 65 IAssetServer GetAssetServer();
56 } 66 }
57} \ No newline at end of file 67}