diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs | 74 |
1 files changed, 6 insertions, 68 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs index eab80ac..1d7042c 100644 --- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs +++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs | |||
@@ -97,6 +97,12 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
97 | m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tit.AssetID, part.UUID); | 97 | m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tit.AssetID, part.UUID); |
98 | assetUuids[tit.AssetID] = 1; | 98 | assetUuids[tit.AssetID] = 1; |
99 | } | 99 | } |
100 | else | ||
101 | { | ||
102 | // TODO: Need to unpack every tit and go through its textures & items, recursively | ||
103 | // this will mean going through the 'assets' received multiple times so that we can | ||
104 | // unpack objects within objects before recursively requesting the inner assets | ||
105 | } | ||
100 | } | 106 | } |
101 | } | 107 | } |
102 | } | 108 | } |
@@ -159,72 +165,4 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
159 | return serialization; | 165 | return serialization; |
160 | } | 166 | } |
161 | } | 167 | } |
162 | |||
163 | /// <summary> | ||
164 | /// Encapsulate the asynchronous requests for the assets required for an archive operation | ||
165 | /// </summary> | ||
166 | class AssetsRequest | ||
167 | { | ||
168 | /// <summary> | ||
169 | /// Callback used when all the assets requested have been received. | ||
170 | /// </summary> | ||
171 | protected AssetsRequestCallback m_assetsRequestCallback; | ||
172 | |||
173 | /// <summary> | ||
174 | /// Assets retrieved in this request | ||
175 | /// </summary> | ||
176 | protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>(); | ||
177 | |||
178 | /// <summary> | ||
179 | /// Record the number of asset replies required so we know when we've finished | ||
180 | /// </summary> | ||
181 | private int m_repliesRequired; | ||
182 | |||
183 | /// <summary> | ||
184 | /// Asset cache used to request the assets | ||
185 | /// </summary> | ||
186 | protected AssetCache m_assetCache; | ||
187 | |||
188 | protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids) | ||
189 | { | ||
190 | m_assetsRequestCallback = assetsRequestCallback; | ||
191 | m_assetCache = assetCache; | ||
192 | m_repliesRequired = uuids.Count; | ||
193 | |||
194 | // We can stop here if there are no assets to fetch | ||
195 | if (m_repliesRequired == 0) | ||
196 | m_assetsRequestCallback(m_assets); | ||
197 | |||
198 | foreach (LLUUID uuid in uuids) | ||
199 | { | ||
200 | m_assetCache.GetAsset(uuid, AssetRequestCallback, true); | ||
201 | } | ||
202 | } | ||
203 | |||
204 | /// <summary> | ||
205 | /// Called back by the asset cache when it has the asset | ||
206 | /// </summary> | ||
207 | /// <param name="assetID"></param> | ||
208 | /// <param name="asset"></param> | ||
209 | public void AssetRequestCallback(LLUUID assetID, AssetBase asset) | ||
210 | { | ||
211 | m_assets[assetID] = asset; | ||
212 | |||
213 | if (m_assets.Count == m_repliesRequired) | ||
214 | { | ||
215 | // We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive | ||
216 | Thread newThread = new Thread(PerformAssetsRequestCallback); | ||
217 | newThread.Name = "OpenSimulator archiving thread post assets receipt"; | ||
218 | newThread.Start(); | ||
219 | } | ||
220 | } | ||
221 | |||
222 | /// <summary> | ||
223 | /// Perform the callback on the original requester of the assets | ||
224 | /// </summary> | ||
225 | protected void PerformAssetsRequestCallback() | ||
226 | { | ||
227 | m_assetsRequestCallback(m_assets); | ||
228 | } | ||
229 | } | ||
230 | } | 168 | } |