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authorJustin Clarke Casey2009-03-09 18:35:26 +0000
committerJustin Clarke Casey2009-03-09 18:35:26 +0000
commit1bf05a543c1328c31b7b107a3335f34e8d174ed8 (patch)
treeaf6917159ce713048f3a35e29ddc0b86a95ffe87 /OpenSim/Framework/IAssetCache.cs
parent* Apply http://opensimulator.org/mantis/view.php?id=3280 (diff)
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* Move method documentation from AssetCache up to IAssetCache
* No functional changes
Diffstat (limited to 'OpenSim/Framework/IAssetCache.cs')
-rw-r--r--OpenSim/Framework/IAssetCache.cs71
1 files changed, 66 insertions, 5 deletions
diff --git a/OpenSim/Framework/IAssetCache.cs b/OpenSim/Framework/IAssetCache.cs
index 22f5755..8a184bb 100644
--- a/OpenSim/Framework/IAssetCache.cs
+++ b/OpenSim/Framework/IAssetCache.cs
@@ -30,25 +30,86 @@ using OpenMetaverse.Packets;
30 30
31namespace OpenSim.Framework 31namespace OpenSim.Framework
32{ 32{
33
34 public delegate void AssetRequestCallback(UUID assetId, AssetBase asset); 33 public delegate void AssetRequestCallback(UUID assetId, AssetBase asset);
35 34
35 /// <summary>
36 /// Interface to the local asset cache. This is the mechanism through which assets can be added and requested.
37 /// </summary>
36 public interface IAssetCache : IAssetReceiver, IPlugin 38 public interface IAssetCache : IAssetReceiver, IPlugin
37 { 39 {
38 40 /// <value>
41 /// The 'server' from which assets can be requested and to which assets are persisted.
42 /// </value>
39 IAssetServer AssetServer { get; } 43 IAssetServer AssetServer { get; }
44
45 void Initialise(ConfigSettings cs, IAssetServer server);
40 46
47 /// <summary>
48 /// Report statistical data to the log.
49 /// </summary>
41 void ShowState(); 50 void ShowState();
51
52 /// <summary>
53 /// Clear the asset cache.
54 /// </summary>
42 void Clear(); 55 void Clear();
56
57 /// <summary>
58 /// Get an asset only if it's already in the cache.
59 /// </summary>
60 /// <param name="assetId"></param>
61 /// <param name="asset"></param>
62 /// <returns>true if the asset was in the cache, false if it was not</returns>
43 bool TryGetCachedAsset(UUID assetID, out AssetBase asset); 63 bool TryGetCachedAsset(UUID assetID, out AssetBase asset);
64
65 /// <summary>
66 /// Asynchronously retrieve an asset.
67 /// </summary>
68 /// <param name="assetId"></param>
69 /// <param name="callback">
70 /// <param name="isTexture"></param>
71 /// A callback invoked when the asset has either been found or not found.
72 /// If the asset was found this is called with the asset UUID and the asset data
73 /// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
44 void GetAsset(UUID assetID, AssetRequestCallback callback, bool isTexture); 74 void GetAsset(UUID assetID, AssetRequestCallback callback, bool isTexture);
75
76 /// <summary>
77 /// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
78 /// load it into the cache.
79 /// </summary>
80 ///
81 /// XXX We'll keep polling the cache until we get the asset or we exceed
82 /// the allowed number of polls. This isn't a very good way of doing things since a single thread
83 /// is processing inbound packets, so if the asset server is slow, we could block this for up to
84 /// the timeout period. Whereever possible we want to use the asynchronous callback GetAsset()
85 ///
86 /// <param name="assetID"></param>
87 /// <param name="isTexture"></param>
88 /// <returns>null if the asset could not be retrieved</returns>
45 AssetBase GetAsset(UUID assetID, bool isTexture); 89 AssetBase GetAsset(UUID assetID, bool isTexture);
90
91 /// <summary>
92 /// Add an asset to both the persistent store and the cache.
93 /// </summary>
94 /// <param name="asset"></param>
46 void AddAsset(AssetBase asset); 95 void AddAsset(AssetBase asset);
96
97 /// <summary>
98 /// Expire an asset from the cache
99 /// </summary>
100 /// Allows you to clear a specific asset by uuid out
101 /// of the asset cache. This is needed because the osdynamic
102 /// texture code grows the asset cache without bounds. The
103 /// real solution here is a much better cache archicture, but
104 /// this is a stop gap measure until we have such a thing.
47 void ExpireAsset(UUID assetID); 105 void ExpireAsset(UUID assetID);
106
107 /// <summary>
108 /// Handle an asset request from the client. The result will be sent back asynchronously.
109 /// </summary>
110 /// <param name="userInfo"></param>
111 /// <param name="transferRequest"></param>
48 void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest); 112 void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest);
49
50 void Initialise(ConfigSettings cs, IAssetServer server);
51
52 } 113 }
53 114
54 public class AssetCachePluginInitialiser : PluginInitialiserBase 115 public class AssetCachePluginInitialiser : PluginInitialiserBase