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-rw-r--r--OpenSim/Framework/IAssetCache.cs114
1 files changed, 0 insertions, 114 deletions
diff --git a/OpenSim/Framework/IAssetCache.cs b/OpenSim/Framework/IAssetCache.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.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 OpenSimulator 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 OpenMetaverse;
29using OpenMetaverse.Packets;
30
31namespace OpenSim.Framework
32{
33 public delegate void AssetRequestCallback(UUID assetId, AssetBase asset);
34
35 /// <summary>
36 /// Interface to the local asset cache. This is the mechanism through which assets can be added and requested.
37 /// </summary>
38 public interface IAssetCache : IPlugin
39 {
40 /// <value>
41 /// The 'server' from which assets can be requested and to which assets are persisted.
42 /// </value>
43
44 void Initialise(ConfigSettings cs);
45
46 /// <summary>
47 /// Report statistical data to the log.
48 /// </summary>
49 void ShowState();
50
51 /// <summary>
52 /// Clear the asset cache.
53 /// </summary>
54 void Clear();
55
56 /// <summary>
57 /// Get an asset only if it's already in the cache.
58 /// </summary>
59 /// <param name="assetId"></param>
60 /// <param name="asset"></param>
61 /// <returns>true if the asset was in the cache, false if it was not</returns>
62 bool TryGetCachedAsset(UUID assetID, out AssetBase asset);
63
64 /// <summary>
65 /// Asynchronously retrieve an asset.
66 /// </summary>
67 /// <param name="assetId"></param>
68 /// <param name="callback">
69 /// <param name="isTexture"></param>
70 /// A callback invoked when the asset has either been found or not found.
71 /// If the asset was found this is called with the asset UUID and the asset data
72 /// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
73 void GetAsset(UUID assetID, AssetRequestCallback callback, bool isTexture);
74
75 /// <summary>
76 /// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
77 /// load it into the cache.
78 /// </summary>
79 ///
80 /// XXX We'll keep polling the cache until we get the asset or we exceed
81 /// the allowed number of polls. This isn't a very good way of doing things since a single thread
82 /// is processing inbound packets, so if the asset server is slow, we could block this for up to
83 /// the timeout period. Whereever possible we want to use the asynchronous callback GetAsset()
84 ///
85 /// <param name="assetID"></param>
86 /// <param name="isTexture"></param>
87 /// <returns>null if the asset could not be retrieved</returns>
88 AssetBase GetAsset(UUID assetID, bool isTexture);
89
90 /// <summary>
91 /// Add an asset to both the persistent store and the cache.
92 /// </summary>
93 /// <param name="asset"></param>
94 void AddAsset(AssetBase asset);
95
96 /// <summary>
97 /// Expire an asset from the cache
98 /// </summary>
99 /// Allows you to clear a specific asset by uuid out
100 /// of the asset cache. This is needed because the osdynamic
101 /// texture code grows the asset cache without bounds. The
102 /// real solution here is a much better cache archicture, but
103 /// this is a stop gap measure until we have such a thing.
104 void ExpireAsset(UUID assetID);
105
106 /// <summary>
107 /// Handle an asset request from the client. The result will be sent back asynchronously.
108 /// </summary>
109 /// <param name="userInfo"></param>
110 /// <param name="transferRequest"></param>
111 void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest);
112 }
113
114}