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-rw-r--r--OpenSim/Region/Caches/AssetCache.cs669
-rw-r--r--OpenSim/Region/Caches/Properties/AssemblyInfo.cs33
2 files changed, 702 insertions, 0 deletions
diff --git a/OpenSim/Region/Caches/AssetCache.cs b/OpenSim/Region/Caches/AssetCache.cs
new file mode 100644
index 0000000..453edbe
--- /dev/null
+++ b/OpenSim/Region/Caches/AssetCache.cs
@@ -0,0 +1,669 @@
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*/
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Threading;
33using libsecondlife;
34using libsecondlife.Packets;
35using OpenSim.Framework.Interfaces;
36using OpenSim.Framework.Types;
37
38namespace OpenSim.Region.Caches
39{
40 public delegate void DownloadComplete(AssetCache.TextureSender sender);
41
42 /// <summary>
43 /// Manages local cache of assets and their sending to viewers.
44 /// </summary>
45 public class AssetCache : IAssetReceiver
46 {
47 public Dictionary<LLUUID, AssetInfo> Assets;
48 public Dictionary<LLUUID, TextureImage> Textures;
49
50 public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
51 public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
52
53 public Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); //Assets requested from the asset server
54 public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>(); //Textures requested from the asset server
55
56 public Dictionary<LLUUID, TextureSender> SendingTextures = new Dictionary<LLUUID, TextureSender>();
57 private IAssetServer _assetServer;
58 private Thread _assetCacheThread;
59 private LLUUID[] textureList = new LLUUID[5];
60
61 /// <summary>
62 ///
63 /// </summary>
64 public AssetCache(IAssetServer assetServer)
65 {
66 Console.WriteLine("Creating Asset cache");
67 _assetServer = assetServer;
68 _assetServer.SetReceiver(this);
69 Assets = new Dictionary<LLUUID, AssetInfo>();
70 Textures = new Dictionary<LLUUID, TextureImage>();
71 this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
72 this._assetCacheThread.IsBackground = true;
73 this._assetCacheThread.Start();
74
75 }
76
77 public AssetCache(string assetServerDLLName, string assetServerURL, string assetServerKey)
78 {
79 Console.WriteLine("Creating Asset cache");
80 _assetServer = this.LoadAssetDll(assetServerDLLName);
81 _assetServer.SetServerInfo(assetServerURL, assetServerKey);
82 _assetServer.SetReceiver(this);
83 Assets = new Dictionary<LLUUID, AssetInfo>();
84 Textures = new Dictionary<LLUUID, TextureImage>();
85 this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
86 this._assetCacheThread.IsBackground = true;
87 this._assetCacheThread.Start();
88
89 }
90
91 /// <summary>
92 ///
93 /// </summary>
94 public void RunAssetManager()
95 {
96 while (true)
97 {
98 try
99 {
100 //Console.WriteLine("Asset cache loop");
101 this.ProcessAssetQueue();
102 this.ProcessTextureQueue();
103 Thread.Sleep(500);
104 }
105 catch (Exception e)
106 {
107 Console.WriteLine(e.Message);
108 }
109 }
110 }
111
112 public void LoadDefaultTextureSet()
113 {
114 //hack: so we can give each user a set of textures
115 textureList[0] = new LLUUID("00000000-0000-0000-9999-000000000001");
116 textureList[1] = new LLUUID("00000000-0000-0000-9999-000000000002");
117 textureList[2] = new LLUUID("00000000-0000-0000-9999-000000000003");
118 textureList[3] = new LLUUID("00000000-0000-0000-9999-000000000004");
119 textureList[4] = new LLUUID("00000000-0000-0000-9999-000000000005");
120
121 for (int i = 0; i < textureList.Length; i++)
122 {
123 this._assetServer.RequestAsset(textureList[i], true);
124 }
125
126 }
127
128 public AssetBase[] CreateNewInventorySet(LLUUID agentID)
129 {
130 AssetBase[] inventorySet = new AssetBase[this.textureList.Length];
131 for (int i = 0; i < textureList.Length; i++)
132 {
133 if (this.Textures.ContainsKey(textureList[i]))
134 {
135 inventorySet[i] = this.CloneImage(agentID, this.Textures[textureList[i]]);
136 TextureImage image = new TextureImage(inventorySet[i]);
137 this.Textures.Add(image.FullID, image);
138 this._assetServer.UploadNewAsset(image); //save the asset to the asset server
139 }
140 }
141 return inventorySet;
142 }
143
144 public AssetBase GetAsset(LLUUID assetID)
145 {
146 AssetBase asset = null;
147 if (this.Textures.ContainsKey(assetID))
148 {
149 asset = this.Textures[assetID];
150 }
151 else if (this.Assets.ContainsKey(assetID))
152 {
153 asset = this.Assets[assetID];
154 }
155 return asset;
156 }
157
158 public void AddAsset(AssetBase asset)
159 {
160 // Console.WriteLine("adding asset " + asset.FullID.ToStringHyphenated());
161 if (asset.Type == 0)
162 {
163 //Console.WriteLine("which is a texture");
164 if (!this.Textures.ContainsKey(asset.FullID))
165 { //texture
166 TextureImage textur = new TextureImage(asset);
167 this.Textures.Add(textur.FullID, textur);
168 this._assetServer.UploadNewAsset(asset);
169 }
170 }
171 else
172 {
173 if (!this.Assets.ContainsKey(asset.FullID))
174 {
175 AssetInfo assetInf = new AssetInfo(asset);
176 this.Assets.Add(assetInf.FullID, assetInf);
177 this._assetServer.UploadNewAsset(asset);
178 }
179 }
180 }
181
182 /// <summary>
183 ///
184 /// </summary>
185 private void ProcessTextureQueue()
186 {
187 if (this.TextureRequests.Count == 0)
188 {
189 //no requests waiting
190 return;
191 }
192 int num;
193 num = this.TextureRequests.Count;
194
195 AssetRequest req;
196 for (int i = 0; i < num; i++)
197 {
198 req = (AssetRequest)this.TextureRequests[i];
199 if (!this.SendingTextures.ContainsKey(req.ImageInfo.FullID))
200 {
201 TextureSender sender = new TextureSender(req);
202 sender.OnComplete += this.TextureSent;
203 lock (this.SendingTextures)
204 {
205 this.SendingTextures.Add(req.ImageInfo.FullID, sender);
206 }
207 }
208
209 }
210
211 this.TextureRequests.Clear();
212 }
213
214 /// <summary>
215 /// Event handler, called by a TextureSender object to say that texture has been sent
216 /// </summary>
217 /// <param name="sender"></param>
218 public void TextureSent(TextureSender sender)
219 {
220 if (this.SendingTextures.ContainsKey(sender.request.ImageInfo.FullID))
221 {
222 lock (this.SendingTextures)
223 {
224 this.SendingTextures.Remove(sender.request.ImageInfo.FullID);
225 }
226 }
227 }
228
229 public void AssetReceived(AssetBase asset, bool IsTexture)
230 {
231 if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
232 {
233 //check if it is a texture or not
234 //then add to the correct cache list
235 //then check for waiting requests for this asset/texture (in the Requested lists)
236 //and move those requests into the Requests list.
237 if (IsTexture)
238 {
239 TextureImage image = new TextureImage(asset);
240 this.Textures.Add(image.FullID, image);
241 if (this.RequestedTextures.ContainsKey(image.FullID))
242 {
243 AssetRequest req = this.RequestedTextures[image.FullID];
244 req.ImageInfo = image;
245 if (image.Data.LongLength > 600)
246 {
247 //over 600 bytes so split up file
248 req.NumPackets = 1 + (int)(image.Data.Length - 600 + 999) / 1000;
249 }
250 else
251 {
252 req.NumPackets = 1;
253 }
254 this.RequestedTextures.Remove(image.FullID);
255 this.TextureRequests.Add(req);
256 }
257 }
258 else
259 {
260 AssetInfo assetInf = new AssetInfo(asset);
261 this.Assets.Add(assetInf.FullID, assetInf);
262 if (this.RequestedAssets.ContainsKey(assetInf.FullID))
263 {
264 AssetRequest req = this.RequestedAssets[assetInf.FullID];
265 req.AssetInf = assetInf;
266 if (assetInf.Data.LongLength > 600)
267 {
268 //over 600 bytes so split up file
269 req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
270 }
271 else
272 {
273 req.NumPackets = 1;
274 }
275 this.RequestedAssets.Remove(assetInf.FullID);
276 this.AssetRequests.Add(req);
277 }
278 }
279 }
280 }
281
282 public void AssetNotFound(AssetBase asset)
283 {
284 //the asset server had no knowledge of requested asset
285
286 }
287
288 #region Assets
289 /// <summary>
290 ///
291 /// </summary>
292 /// <param name="userInfo"></param>
293 /// <param name="transferRequest"></param>
294 public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
295 {
296 LLUUID requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
297 //check to see if asset is in local cache, if not we need to request it from asset server.
298
299 if (!this.Assets.ContainsKey(requestID))
300 {
301 //not found asset
302 // so request from asset server
303 if (!this.RequestedAssets.ContainsKey(requestID))
304 {
305 AssetRequest request = new AssetRequest();
306 request.RequestUser = userInfo;
307 request.RequestAssetID = requestID;
308 request.TransferRequestID = transferRequest.TransferInfo.TransferID;
309 this.RequestedAssets.Add(requestID, request);
310 this._assetServer.RequestAsset(requestID, false);
311 }
312 return;
313 }
314 //it is in our cache
315 AssetInfo asset = this.Assets[requestID];
316
317 //work out how many packets it should be sent in
318 // and add to the AssetRequests list
319 AssetRequest req = new AssetRequest();
320 req.RequestUser = userInfo;
321 req.RequestAssetID = requestID;
322 req.TransferRequestID = transferRequest.TransferInfo.TransferID;
323 req.AssetInf = asset;
324
325 if (asset.Data.LongLength > 600)
326 {
327 //over 600 bytes so split up file
328 req.NumPackets = 1 + (int)(asset.Data.Length - 600 + 999) / 1000;
329 }
330 else
331 {
332 req.NumPackets = 1;
333 }
334
335 this.AssetRequests.Add(req);
336 }
337
338 /// <summary>
339 ///
340 /// </summary>
341 private void ProcessAssetQueue()
342 {
343 if (this.AssetRequests.Count == 0)
344 {
345 //no requests waiting
346 return;
347 }
348 int num;
349
350 if (this.AssetRequests.Count < 5)
351 {
352 //lower than 5 so do all of them
353 num = this.AssetRequests.Count;
354 }
355 else
356 {
357 num = 5;
358 }
359 AssetRequest req;
360 for (int i = 0; i < num; i++)
361 {
362 req = (AssetRequest)this.AssetRequests[i];
363
364 TransferInfoPacket Transfer = new TransferInfoPacket();
365 Transfer.TransferInfo.ChannelType = 2;
366 Transfer.TransferInfo.Status = 0;
367 Transfer.TransferInfo.TargetType = 0;
368 Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes();
369 Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
370 Transfer.TransferInfo.TransferID = req.TransferRequestID;
371 req.RequestUser.OutPacket(Transfer);
372
373 if (req.NumPackets == 1)
374 {
375 TransferPacketPacket TransferPacket = new TransferPacketPacket();
376 TransferPacket.TransferData.Packet = 0;
377 TransferPacket.TransferData.ChannelType = 2;
378 TransferPacket.TransferData.TransferID = req.TransferRequestID;
379 TransferPacket.TransferData.Data = req.AssetInf.Data;
380 TransferPacket.TransferData.Status = 1;
381 req.RequestUser.OutPacket(TransferPacket);
382 }
383 else
384 {
385 //more than one packet so split file up , for now it can't be bigger than 2000 bytes
386 TransferPacketPacket TransferPacket = new TransferPacketPacket();
387 TransferPacket.TransferData.Packet = 0;
388 TransferPacket.TransferData.ChannelType = 2;
389 TransferPacket.TransferData.TransferID = req.TransferRequestID;
390 byte[] chunk = new byte[1000];
391 Array.Copy(req.AssetInf.Data, chunk, 1000);
392 TransferPacket.TransferData.Data = chunk;
393 TransferPacket.TransferData.Status = 0;
394 req.RequestUser.OutPacket(TransferPacket);
395
396 TransferPacket = new TransferPacketPacket();
397 TransferPacket.TransferData.Packet = 1;
398 TransferPacket.TransferData.ChannelType = 2;
399 TransferPacket.TransferData.TransferID = req.TransferRequestID;
400 byte[] chunk1 = new byte[(req.AssetInf.Data.Length - 1000)];
401 Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length);
402 TransferPacket.TransferData.Data = chunk1;
403 TransferPacket.TransferData.Status = 1;
404 req.RequestUser.OutPacket(TransferPacket);
405 }
406
407 }
408
409 //remove requests that have been completed
410 for (int i = 0; i < num; i++)
411 {
412 this.AssetRequests.RemoveAt(0);
413 }
414
415 }
416
417 public AssetInfo CloneAsset(LLUUID newOwner, AssetInfo sourceAsset)
418 {
419 AssetInfo newAsset = new AssetInfo();
420 newAsset.Data = new byte[sourceAsset.Data.Length];
421 Array.Copy(sourceAsset.Data, newAsset.Data, sourceAsset.Data.Length);
422 newAsset.FullID = LLUUID.Random();
423 newAsset.Type = sourceAsset.Type;
424 newAsset.InvType = sourceAsset.InvType;
425 return (newAsset);
426 }
427 #endregion
428
429 #region Textures
430 /// <summary>
431 ///
432 /// </summary>
433 /// <param name="userInfo"></param>
434 /// <param name="imageID"></param>
435 public void AddTextureRequest(IClientAPI userInfo, LLUUID imageID)
436 {
437 //Console.WriteLine("texture request for " + imageID.ToStringHyphenated());
438 //check to see if texture is in local cache, if not request from asset server
439 if (!this.Textures.ContainsKey(imageID))
440 {
441 if (!this.RequestedTextures.ContainsKey(imageID))
442 {
443 //not is cache so request from asset server
444 AssetRequest request = new AssetRequest();
445 request.RequestUser = userInfo;
446 request.RequestAssetID = imageID;
447 request.IsTextureRequest = true;
448 this.RequestedTextures.Add(imageID, request);
449 this._assetServer.RequestAsset(imageID, true);
450 }
451 return;
452 }
453
454 //Console.WriteLine("texture already in cache");
455 TextureImage imag = this.Textures[imageID];
456 AssetRequest req = new AssetRequest();
457 req.RequestUser = userInfo;
458 req.RequestAssetID = imageID;
459 req.IsTextureRequest = true;
460 req.ImageInfo = imag;
461
462 if (imag.Data.LongLength > 600)
463 {
464 //over 600 bytes so split up file
465 req.NumPackets = 1 + (int)(imag.Data.Length - 600 + 999) / 1000;
466 }
467 else
468 {
469 req.NumPackets = 1;
470 }
471 this.TextureRequests.Add(req);
472 }
473
474 public TextureImage CloneImage(LLUUID newOwner, TextureImage source)
475 {
476 TextureImage newImage = new TextureImage();
477 newImage.Data = new byte[source.Data.Length];
478 Array.Copy(source.Data, newImage.Data, source.Data.Length);
479 //newImage.filename = source.filename;
480 newImage.FullID = LLUUID.Random();
481 newImage.Name = source.Name;
482 return (newImage);
483 }
484 #endregion
485
486 private IAssetServer LoadAssetDll(string dllName)
487 {
488 Assembly pluginAssembly = Assembly.LoadFrom(dllName);
489 IAssetServer server = null;
490
491 foreach (Type pluginType in pluginAssembly.GetTypes())
492 {
493 if (pluginType.IsPublic)
494 {
495 if (!pluginType.IsAbstract)
496 {
497 Type typeInterface = pluginType.GetInterface("IAssetPlugin", true);
498
499 if (typeInterface != null)
500 {
501 IAssetPlugin plug = (IAssetPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
502 server = plug.GetAssetServer();
503 break;
504 }
505
506 typeInterface = null;
507 }
508 }
509 }
510 pluginAssembly = null;
511 return server;
512 }
513
514 public class AssetRequest
515 {
516 public IClientAPI RequestUser;
517 public LLUUID RequestAssetID;
518 public AssetInfo AssetInf;
519 public TextureImage ImageInfo;
520 public LLUUID TransferRequestID;
521 public long DataPointer = 0;
522 public int NumPackets = 0;
523 public int PacketCounter = 0;
524 public bool IsTextureRequest;
525 //public bool AssetInCache;
526 //public int TimeRequested;
527
528 public AssetRequest()
529 {
530
531 }
532 }
533
534 public class AssetInfo : AssetBase
535 {
536 public AssetInfo()
537 {
538
539 }
540
541 public AssetInfo(AssetBase aBase)
542 {
543 Data = aBase.Data;
544 FullID = aBase.FullID;
545 Type = aBase.Type;
546 InvType = aBase.InvType;
547 Name = aBase.Name;
548 Description = aBase.Description;
549 }
550 }
551
552 public class TextureImage : AssetBase
553 {
554 public TextureImage()
555 {
556
557 }
558
559 public TextureImage(AssetBase aBase)
560 {
561 Data = aBase.Data;
562 FullID = aBase.FullID;
563 Type = aBase.Type;
564 InvType = aBase.InvType;
565 Name = aBase.Name;
566 Description = aBase.Description;
567 }
568 }
569
570 public class TextureSender
571 {
572 public AssetRequest request;
573 public event DownloadComplete OnComplete;
574 Thread m_thread;
575 public TextureSender(AssetRequest req)
576 {
577 request = req;
578 //Console.WriteLine("creating worker thread for texture " + req.ImageInfo.FullID.ToStringHyphenated());
579 //Console.WriteLine("texture data length is " + req.ImageInfo.Data.Length);
580 // Console.WriteLine("in " + req.NumPackets + " packets");
581 //ThreadPool.QueueUserWorkItem(new WaitCallback(SendTexture), new object());
582
583 //need some sort of custom threadpool here, as using the .net one, overloads it and stops the handling of incoming packets etc
584 //but don't really want to create a thread for every texture download
585 m_thread = new Thread(new ThreadStart(SendTexture));
586 m_thread.IsBackground = true;
587 m_thread.Start();
588 }
589
590 public void SendTexture()
591 {
592 //Console.WriteLine("starting to send sending texture " + request.ImageInfo.FullID.ToStringHyphenated());
593 while (request.PacketCounter != request.NumPackets)
594 {
595 SendPacket();
596 Thread.Sleep(500);
597 }
598
599 //Console.WriteLine("finished sending texture " + request.ImageInfo.FullID.ToStringHyphenated());
600 if (OnComplete != null)
601 {
602 OnComplete(this);
603 }
604 }
605
606 public void SendPacket()
607 {
608 AssetRequest req = request;
609 // Console.WriteLine("sending " + req.ImageInfo.FullID);
610
611 // if (req.ImageInfo.FullID == new LLUUID("00000000-0000-0000-5005-000000000005"))
612 if (req.PacketCounter == 0)
613 {
614 //first time for this request so send imagedata packet
615 if (req.NumPackets == 1)
616 {
617 //only one packet so send whole file
618 ImageDataPacket im = new ImageDataPacket();
619 im.ImageID.Packets = 1;
620 im.ImageID.ID = req.ImageInfo.FullID;
621 im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
622 im.ImageData.Data = req.ImageInfo.Data;
623 im.ImageID.Codec = 2;
624 req.RequestUser.OutPacket(im);
625 req.PacketCounter++;
626 //req.ImageInfo.l= time;
627 //System.Console.WriteLine("sent texture: " + req.ImageInfo.FullID);
628 // Console.WriteLine("sending packet 1 for " + req.ImageInfo.FullID.ToStringHyphenated());
629 }
630 else
631 {
632 //more than one packet so split file up
633 ImageDataPacket im = new ImageDataPacket();
634 im.ImageID.Packets = (ushort)req.NumPackets;
635 im.ImageID.ID = req.ImageInfo.FullID;
636 im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
637 im.ImageData.Data = new byte[600];
638 Array.Copy(req.ImageInfo.Data, 0, im.ImageData.Data, 0, 600);
639 im.ImageID.Codec = 2;
640 req.RequestUser.OutPacket(im);
641 req.PacketCounter++;
642 //req.ImageInfo.last_used = time;
643 //System.Console.WriteLine("sent first packet of texture:
644 // Console.WriteLine("sending packet 1 for " + req.ImageInfo.FullID.ToStringHyphenated());
645 }
646 }
647 else
648 {
649 //Console.WriteLine("sending packet" + req.PacketCounter + "for " + req.ImageInfo.FullID.ToStringHyphenated());
650 //send imagepacket
651 //more than one packet so split file up
652 ImagePacketPacket im = new ImagePacketPacket();
653 im.ImageID.Packet = (ushort)req.PacketCounter;
654 im.ImageID.ID = req.ImageInfo.FullID;
655 int size = req.ImageInfo.Data.Length - 600 - 1000 * (req.PacketCounter - 1);
656 if (size > 1000) size = 1000;
657 im.ImageData.Data = new byte[size];
658 Array.Copy(req.ImageInfo.Data, 600 + 1000 * (req.PacketCounter - 1), im.ImageData.Data, 0, size);
659 req.RequestUser.OutPacket(im);
660 req.PacketCounter++;
661 //req.ImageInfo.last_used = time;
662 //System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID);
663 }
664
665 }
666 }
667 }
668}
669
diff --git a/OpenSim/Region/Caches/Properties/AssemblyInfo.cs b/OpenSim/Region/Caches/Properties/AssemblyInfo.cs
new file mode 100644
index 0000000..8389415
--- /dev/null
+++ b/OpenSim/Region/Caches/Properties/AssemblyInfo.cs
@@ -0,0 +1,33 @@
1using System.Reflection;
2using System.Runtime.InteropServices;
3// General Information about an assembly is controlled through the following
4// set of attributes. Change these attribute values to modify the information
5// associated with an assembly.
6[assembly: AssemblyTitle("OpenSim.Region.Caches")]
7[assembly: AssemblyDescription("")]
8[assembly: AssemblyConfiguration("")]
9[assembly: AssemblyCompany("")]
10[assembly: AssemblyProduct("OpenSim.Region.Caches")]
11[assembly: AssemblyCopyright("Copyright © 2007")]
12[assembly: AssemblyTrademark("")]
13[assembly: AssemblyCulture("")]
14
15// Setting ComVisible to false makes the types in this assembly not visible
16// to COM components. If you need to access a type in this assembly from
17// COM, set the ComVisible attribute to true on that type.
18[assembly: ComVisible(false)]
19
20// The following GUID is for the ID of the typelib if this project is exposed to COM
21[assembly: Guid("2b15ddbf-0341-49a6-85c0-cece268a4518")]
22
23// Version information for an assembly consists of the following four values:
24//
25// Major Version
26// Minor Version
27// Build Number
28// Revision
29//
30// You can specify all the values or you can default the Revision and Build Numbers
31// by using the '*' as shown below:
32[assembly: AssemblyVersion("1.0.0.0")]
33[assembly: AssemblyFileVersion("1.0.0.0")]