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1/*
2* Copyright (c) Contributors, http://www.openmetaverse.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28using System;
29using System.IO;
30using System.Threading;
31using System.Reflection;
32using libsecondlife;
33using Nini.Config;
34using OpenSim.Framework.Console;
35using OpenSim.Framework.Interfaces;
36using OpenSim.Framework.Types;
37using OpenSim.Framework.Utilities;
38
39namespace OpenSim.Framework.Communications.Caches
40{
41
42 public class SQLAssetServer : IAssetServer
43 {
44 private IAssetReceiver _receiver;
45 private BlockingQueue<ARequest> _assetRequests;
46 private Thread _localAssetServerThread;
47 protected IAssetProvider m_plugin;
48
49
50 public SQLAssetServer()
51 {
52 _assetRequests = new BlockingQueue<ARequest>();
53 AddPlugin("OpenSim.Framework.Data.SQLite.dll");
54 this.SetUpAssetDatabase();
55
56 this._localAssetServerThread = new Thread(new ThreadStart(RunRequests));
57 this._localAssetServerThread.IsBackground = true;
58 this._localAssetServerThread.Start();
59
60 }
61
62 public void AddPlugin(string FileName)
63 {
64 //MainLog.Instance.Verbose("SQLAssetServer", "AssetStorage: Attempting to load " + FileName);
65 Assembly pluginAssembly = Assembly.LoadFrom(FileName);
66
67 foreach (Type pluginType in pluginAssembly.GetTypes())
68 {
69 if (!pluginType.IsAbstract)
70 {
71 Type typeInterface = pluginType.GetInterface("IAssetProvider", true);
72
73 if (typeInterface != null)
74 {
75 IAssetProvider plug = (IAssetProvider)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
76 m_plugin = plug;
77 m_plugin.Initialise("AssetStorage.db", "");
78
79 //MainLog.Instance.Verbose("AssetStorage: Added IAssetProvider Interface");
80 }
81
82 typeInterface = null;
83 }
84 }
85
86 pluginAssembly = null;
87 }
88
89 public void SetReceiver(IAssetReceiver receiver)
90 {
91 this._receiver = receiver;
92 }
93
94 public void FetchAsset(LLUUID assetID, bool isTexture)
95 {
96 ARequest req = new ARequest();
97 req.AssetID = assetID;
98 req.IsTexture = isTexture;
99 this._assetRequests.Enqueue(req);
100 }
101
102 public void UpdateAsset(AssetBase asset)
103 {
104 m_plugin.UpdateAsset(asset);
105 m_plugin.CommitAssets();
106 }
107
108 public void CreateAsset(AssetBase asset)
109 {
110 m_plugin.CreateAsset(asset);
111 m_plugin.CommitAssets();
112 }
113
114 public void SetServerInfo(string ServerUrl, string ServerKey)
115 {
116
117 }
118 public void Close()
119 {
120 m_plugin.CommitAssets();
121 }
122
123 private void RunRequests()
124 {
125
126 while (true)
127 {
128 ARequest req = this._assetRequests.Dequeue();
129
130 m_plugin.FetchAsset(req.AssetID);
131
132 AssetBase asset = m_plugin.FetchAsset(req.AssetID);
133 if (asset != null)
134 {
135 _receiver.AssetReceived(asset, req.IsTexture);
136 }
137 else
138 {
139 _receiver.AssetNotFound(req.AssetID);
140 }
141
142 }
143
144 }
145
146 private void SetUpAssetDatabase()
147 {
148 MainLog.Instance.Verbose("Setting up asset database");
149
150 AssetBase Image = new AssetBase();
151 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000001");
152 Image.Name = "Bricks";
153 this.LoadAsset(Image, true, "bricks.jp2");
154 m_plugin.CreateAsset(Image);
155
156 Image = new AssetBase();
157 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000002");
158 Image.Name = "Plywood";
159 this.LoadAsset(Image, true, "plywood.jp2");
160 m_plugin.CreateAsset(Image);
161
162 Image = new AssetBase();
163 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000003");
164 Image.Name = "Rocks";
165 this.LoadAsset(Image, true, "rocks.jp2");
166 m_plugin.CreateAsset(Image);
167
168 Image = new AssetBase();
169 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000004");
170 Image.Name = "Granite";
171 this.LoadAsset(Image, true, "granite.jp2");
172 m_plugin.CreateAsset(Image);
173
174 Image = new AssetBase();
175 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000005");
176 Image.Name = "Hardwood";
177 this.LoadAsset(Image, true, "hardwood.jp2");
178 m_plugin.CreateAsset(Image);
179
180 Image = new AssetBase();
181 Image.FullID = new LLUUID("00000000-0000-0000-5005-000000000005");
182 Image.Name = "Prim Base Texture";
183 this.LoadAsset(Image, true, "plywood.jp2");
184 m_plugin.CreateAsset(Image);
185
186 Image = new AssetBase();
187 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000006");
188 Image.Name = "Map Base Texture";
189 this.LoadAsset(Image, true, "map_base.jp2");
190 m_plugin.CreateAsset(Image);
191
192 Image = new AssetBase();
193 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000007");
194 Image.Name = "Map Texture";
195 this.LoadAsset(Image, true, "map1.jp2");
196 m_plugin.CreateAsset(Image);
197
198 Image = new AssetBase();
199 Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000010");
200 Image.Name = "Female Body Texture";
201 this.LoadAsset(Image, true, "femalebody.jp2");
202 m_plugin.CreateAsset(Image);
203
204 Image = new AssetBase();
205 Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000011");
206 Image.Name = "Female Bottom Texture";
207 this.LoadAsset(Image, true, "femalebottom.jp2");
208 m_plugin.CreateAsset(Image);
209
210 Image = new AssetBase();
211 Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000012");
212 Image.Name = "Female Face Texture";
213 this.LoadAsset(Image, true, "femaleface.jp2");
214 m_plugin.CreateAsset(Image);
215
216 Image = new AssetBase();
217 Image.FullID = new LLUUID("77c41e39-38f9-f75a-024e-585989bbabbb");
218 Image.Name = "Skin";
219 Image.Type = 13;
220 Image.InvType = 13;
221 this.LoadAsset(Image, false, "base_skin.dat");
222 m_plugin.CreateAsset(Image);
223
224 Image = new AssetBase();
225 Image.FullID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
226 Image.Name = "Shape";
227 Image.Type = 13;
228 Image.InvType = 13;
229 this.LoadAsset(Image, false, "base_shape.dat");
230 m_plugin.CreateAsset(Image);
231
232 Image = new AssetBase();
233 Image.FullID = new LLUUID("00000000-38f9-1111-024e-222222111110");
234 Image.Name = "Shirt";
235 Image.Type = 5;
236 Image.InvType = 18;
237 this.LoadAsset(Image, false, "newshirt.dat");
238 m_plugin.CreateAsset(Image);
239
240 Image = new AssetBase();
241 Image.FullID = new LLUUID("00000000-38f9-1111-024e-222222111120");
242 Image.Name = "Shirt";
243 Image.Type = 5;
244 Image.InvType = 18;
245 this.LoadAsset(Image, false, "newpants.dat");
246 m_plugin.CreateAsset(Image);
247
248 string filePath = Path.Combine(Util.configDir(), "OpenSimAssetSet.xml");
249 if (File.Exists(filePath))
250 {
251 XmlConfigSource source = new XmlConfigSource(filePath);
252 ReadAssetDetails(source);
253 }
254
255 m_plugin.CommitAssets();
256 }
257
258 protected void ReadAssetDetails(IConfigSource source)
259 {
260 AssetBase newAsset = null;
261 for (int i = 0; i < source.Configs.Count; i++)
262 {
263 newAsset = new AssetBase();
264 newAsset.FullID = new LLUUID(source.Configs[i].GetString("assetID", LLUUID.Random().ToStringHyphenated()));
265 newAsset.Name = source.Configs[i].GetString("name", "");
266 newAsset.Type = (sbyte)source.Configs[i].GetInt("assetType", 0);
267 newAsset.InvType = (sbyte)source.Configs[i].GetInt("inventoryType", 0);
268 string fileName = source.Configs[i].GetString("fileName", "");
269 if (fileName != "")
270 {
271 this.LoadAsset(newAsset, false, fileName);
272 m_plugin.CreateAsset(newAsset);
273 }
274 }
275 }
276
277 private void LoadAsset(AssetBase info, bool image, string filename)
278 {
279 //should request Asset from storage manager
280 //but for now read from file
281
282 string dataPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "assets"); //+ folder;
283 string fileName = Path.Combine(dataPath, filename);
284 FileInfo fInfo = new FileInfo(fileName);
285 long numBytes = fInfo.Length;
286 FileStream fStream = new FileStream(fileName, FileMode.Open, FileAccess.Read);
287 byte[] idata = new byte[numBytes];
288 BinaryReader br = new BinaryReader(fStream);
289 idata = br.ReadBytes((int)numBytes);
290 br.Close();
291 fStream.Close();
292 info.Data = idata;
293 //info.loaded=true;
294 }
295 }
296
297}