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author | Justin Clarke Casey | 2008-07-04 18:36:12 +0000 |
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committer | Justin Clarke Casey | 2008-07-04 18:36:12 +0000 |
commit | e1782bc2490980688e076f25baed8b75af67b450 (patch) | |
tree | 7f824a7385fbce0195a2c2ba239630c9086ee451 /OpenSim/Region | |
parent | * Make default inventory grid server db mysql rather than sqlite (diff) | |
download | opensim-SC_OLD-e1782bc2490980688e076f25baed8b75af67b450.zip opensim-SC_OLD-e1782bc2490980688e076f25baed8b75af67b450.tar.gz opensim-SC_OLD-e1782bc2490980688e076f25baed8b75af67b450.tar.bz2 opensim-SC_OLD-e1782bc2490980688e076f25baed8b75af67b450.tar.xz |
* refactor: break out archiver's combined sync-async asset request routine ready for analysis of inventory item types other than objects
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs | 62 |
1 files changed, 37 insertions, 25 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs index fd77cd0..2e48095 100644 --- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs | |||
@@ -82,6 +82,35 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
82 | Monitor.Pulse(this); | 82 | Monitor.Pulse(this); |
83 | } | 83 | } |
84 | } | 84 | } |
85 | |||
86 | /// <summary> | ||
87 | /// Get an asset synchronously, potentially using an asynchronous callback. If the | ||
88 | /// asynchronous callback is used, we will wait for it to complete. | ||
89 | /// </summary> | ||
90 | /// <param name="uuid"></param> | ||
91 | /// <returns></returns> | ||
92 | protected AssetBase GetAsset(LLUUID uuid) | ||
93 | { | ||
94 | m_waitingForObjectAsset = true; | ||
95 | m_scene.AssetCache.GetAsset(uuid, AssetRequestCallback, true); | ||
96 | |||
97 | // The asset cache callback can either | ||
98 | // | ||
99 | // 1. Complete on the same thread (if the asset is already in the cache) or | ||
100 | // 2. Come in via a different thread (if we need to go fetch it). | ||
101 | // | ||
102 | // The code below handles both these alternatives. | ||
103 | lock (this) | ||
104 | { | ||
105 | if (m_waitingForObjectAsset) | ||
106 | { | ||
107 | Monitor.Wait(this); | ||
108 | m_waitingForObjectAsset = false; | ||
109 | } | ||
110 | } | ||
111 | |||
112 | return m_requestedObjectAsset; | ||
113 | } | ||
85 | 114 | ||
86 | /// <summary> | 115 | /// <summary> |
87 | /// Get all the asset uuids associated with a given object. This includes both those directly associated with | 116 | /// Get all the asset uuids associated with a given object. This includes both those directly associated with |
@@ -116,44 +145,27 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
116 | assetUuids[texture.TextureID] = 1; | 145 | assetUuids[texture.TextureID] = 1; |
117 | } | 146 | } |
118 | } | 147 | } |
119 | |||
120 | foreach (TaskInventoryItem tii in part.TaskInventory.Values) | 148 | foreach (TaskInventoryItem tii in part.TaskInventory.Values) |
121 | { | 149 | { |
122 | if (!assetUuids.ContainsKey(tii.AssetID)) | 150 | if (!assetUuids.ContainsKey(tii.AssetID)) |
123 | { | 151 | { |
124 | assetUuids[tii.AssetID] = 1; | 152 | assetUuids[tii.AssetID] = 1; |
125 | 153 | ||
126 | if (tii.Type != (int)InventoryType.Object) | 154 | if ((int)InventoryType.Object == tii.Type) |
127 | { | 155 | { |
128 | m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); | 156 | AssetBase objectAsset = GetAsset(tii.AssetID); |
129 | } | ||
130 | else | ||
131 | { | ||
132 | m_waitingForObjectAsset = true; | ||
133 | m_scene.AssetCache.GetAsset(tii.AssetID, AssetRequestCallback, true); | ||
134 | |||
135 | // The asset cache callback can either | ||
136 | // | ||
137 | // 1. Complete on the same thread (if the asset is already in the cache) or | ||
138 | // 2. Come in via a different thread (if we need to go fetch it). | ||
139 | // | ||
140 | // The code below handles both these alternatives. | ||
141 | lock (this) | ||
142 | { | ||
143 | if (m_waitingForObjectAsset) | ||
144 | { | ||
145 | Monitor.Wait(this); | ||
146 | m_waitingForObjectAsset = false; | ||
147 | } | ||
148 | } | ||
149 | 157 | ||
150 | if (null != m_requestedObjectAsset) | 158 | if (null != objectAsset) |
151 | { | 159 | { |
152 | string xml = Helpers.FieldToUTF8String(m_requestedObjectAsset.Data); | 160 | string xml = Helpers.FieldToUTF8String(objectAsset.Data); |
153 | SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml); | 161 | SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml); |
154 | GetSceneObjectAssetUuids(sog, assetUuids); | 162 | GetSceneObjectAssetUuids(sog, assetUuids); |
155 | } | 163 | } |
156 | } | 164 | } |
165 | else | ||
166 | { | ||
167 | m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); | ||
168 | } | ||
157 | } | 169 | } |
158 | } | 170 | } |
159 | } | 171 | } |