1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
|
/*
* 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 OpenSim 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 System;
using System.Collections.Generic;
using System.Threading;
using libsecondlife;
using OpenSim.Framework.Console;
using OpenSim.Framework.AssetLoader.Filesystem;
namespace OpenSim.Framework.Communications.Cache
{
public abstract class AssetServerBase : IAssetServer
{
private static readonly log4net.ILog m_log
= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
protected IAssetReceiver m_receiver;
protected BlockingQueue<AssetRequest> m_assetRequests;
protected Thread m_localAssetServerThread;
protected IAssetProvider m_assetProvider;
protected object m_syncLock = new object();
// Temporarily hardcoded - should be a plugin
protected IAssetLoader assetLoader = new AssetLoaderFileSystem();
protected abstract void StoreAsset(AssetBase asset);
protected abstract void CommitAssets();
/// <summary>
/// This method must be implemented by a subclass to retrieve the asset named in the
/// AssetRequest. If the asset is not found, null should be returned.
/// </summary>
/// <param name="req"></param>
/// <returns></returns>
protected abstract AssetBase GetAsset(AssetRequest req);
/// <summary>
/// Process an asset request. This method will call GetAsset(AssetRequest req)
/// on the subclass.
/// </summary>
/// <param name="req"></param>
protected virtual void ProcessRequest(AssetRequest req)
{
AssetBase asset = GetAsset(req);
if (asset != null)
{
//m_log.InfoFormat("[ASSETSERVER]: Asset {0} received from asset server", req.AssetID);
m_receiver.AssetReceived(asset, req.IsTexture);
}
else
{
//m_log.ErrorFormat("[ASSET SERVER]: Asset {0} not found by asset server", req.AssetID);
m_receiver.AssetNotFound(req.AssetID);
}
}
public virtual void LoadDefaultAssets()
{
m_log.Info("[ASSET SERVER]: Setting up asset database");
assetLoader.ForEachDefaultXmlAsset(StoreAsset);
CommitAssets();
}
public AssetServerBase()
{
m_log.Info("[ASSET SERVER]: Starting asset storage system");
m_assetRequests = new BlockingQueue<AssetRequest>();
m_localAssetServerThread = new Thread(RunRequests);
m_localAssetServerThread.Name = "LocalAssetServerThread";
m_localAssetServerThread.IsBackground = true;
m_localAssetServerThread.Start();
OpenSim.Framework.ThreadTracker.Add(m_localAssetServerThread);
}
private void RunRequests()
{
while (true) // Since it's a 'blocking queue'
{
try
{
AssetRequest req = m_assetRequests.Dequeue();
ProcessRequest(req);
}
catch (Exception e)
{
m_log.Error("[ASSET SERVER]: " + e.ToString());
}
}
}
/// <summary>
/// The receiver will be called back with asset data once it comes in.
/// </summary>
/// <param name="receiver"></param>
public void SetReceiver(IAssetReceiver receiver)
{
m_receiver = receiver;
}
public void RequestAsset(LLUUID assetID, bool isTexture)
{
AssetRequest req = new AssetRequest();
req.AssetID = assetID;
req.IsTexture = isTexture;
m_assetRequests.Enqueue(req);
#if DEBUG
//m_log.InfoFormat("[ASSET SERVER]: Added {0} to request queue", assetID);
#endif
}
public virtual void UpdateAsset(AssetBase asset)
{
lock (m_syncLock)
{
m_assetProvider.UpdateAsset(asset);
m_assetProvider.CommitAssets();
}
}
public void StoreAndCommitAsset(AssetBase asset)
{
lock (m_syncLock)
{
StoreAsset(asset);
CommitAssets();
}
}
public virtual void Close()
{
m_localAssetServerThread.Abort();
}
public void SetServerInfo(string ServerUrl, string ServerKey)
{
}
}
}
|