From ba69cc31e5bfb3386880d4bc142df236531ab055 Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Mon, 16 Jun 2008 15:36:01 +0000
Subject: * Refactor: Break out AssetsRequest to a separate file in the
Archiver module
---
.../Modules/World/Archiver/ArchiveWriteRequest.cs | 74 ++-------------
.../Modules/World/Archiver/AssetsRequest.cs | 105 +++++++++++++++++++++
OpenSim/Region/Environment/Scenes/Scene.cs | 4 +-
3 files changed, 113 insertions(+), 70 deletions(-)
create mode 100644 OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs
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
m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tit.AssetID, part.UUID);
assetUuids[tit.AssetID] = 1;
}
+ else
+ {
+ // TODO: Need to unpack every tit and go through its textures & items, recursively
+ // this will mean going through the 'assets' received multiple times so that we can
+ // unpack objects within objects before recursively requesting the inner assets
+ }
}
}
}
@@ -159,72 +165,4 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
return serialization;
}
}
-
- ///
- /// Encapsulate the asynchronous requests for the assets required for an archive operation
- ///
- class AssetsRequest
- {
- ///
- /// Callback used when all the assets requested have been received.
- ///
- protected AssetsRequestCallback m_assetsRequestCallback;
-
- ///
- /// Assets retrieved in this request
- ///
- protected Dictionary m_assets = new Dictionary();
-
- ///
- /// Record the number of asset replies required so we know when we've finished
- ///
- private int m_repliesRequired;
-
- ///
- /// Asset cache used to request the assets
- ///
- protected AssetCache m_assetCache;
-
- protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection uuids)
- {
- m_assetsRequestCallback = assetsRequestCallback;
- m_assetCache = assetCache;
- m_repliesRequired = uuids.Count;
-
- // We can stop here if there are no assets to fetch
- if (m_repliesRequired == 0)
- m_assetsRequestCallback(m_assets);
-
- foreach (LLUUID uuid in uuids)
- {
- m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
- }
- }
-
- ///
- /// Called back by the asset cache when it has the asset
- ///
- ///
- ///
- public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
- {
- m_assets[assetID] = asset;
-
- if (m_assets.Count == m_repliesRequired)
- {
- // We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive
- Thread newThread = new Thread(PerformAssetsRequestCallback);
- newThread.Name = "OpenSimulator archiving thread post assets receipt";
- newThread.Start();
- }
- }
-
- ///
- /// Perform the callback on the original requester of the assets
- ///
- protected void PerformAssetsRequestCallback()
- {
- m_assetsRequestCallback(m_assets);
- }
- }
}
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs
new file mode 100644
index 0000000..2021b70
--- /dev/null
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs
@@ -0,0 +1,105 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSim Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using OpenSim.Framework;
+using OpenSim.Framework.Communications.Cache;
+using OpenSim.Region.Environment.Interfaces;
+using OpenSim.Region.Environment.Scenes;
+using System.Collections.Generic;
+using System.Threading;
+using libsecondlife;
+
+namespace OpenSim.Region.Environment.Modules.World.Archiver
+{
+ ///
+ /// Encapsulate the asynchronous requests for the assets required for an archive operation
+ ///
+ class AssetsRequest
+ {
+ ///
+ /// Callback used when all the assets requested have been received.
+ ///
+ protected AssetsRequestCallback m_assetsRequestCallback;
+
+ ///
+ /// Assets retrieved in this request
+ ///
+ protected Dictionary m_assets = new Dictionary();
+
+ ///
+ /// Record the number of asset replies required so we know when we've finished
+ ///
+ private int m_repliesRequired;
+
+ ///
+ /// Asset cache used to request the assets
+ ///
+ protected AssetCache m_assetCache;
+
+ protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection uuids)
+ {
+ m_assetsRequestCallback = assetsRequestCallback;
+ m_assetCache = assetCache;
+ m_repliesRequired = uuids.Count;
+
+ // We can stop here if there are no assets to fetch
+ if (m_repliesRequired == 0)
+ m_assetsRequestCallback(m_assets);
+
+ foreach (LLUUID uuid in uuids)
+ {
+ m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
+ }
+ }
+
+ ///
+ /// Called back by the asset cache when it has the asset
+ ///
+ ///
+ ///
+ public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
+ {
+ m_assets[assetID] = asset;
+
+ if (m_assets.Count == m_repliesRequired)
+ {
+ // We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive
+ Thread newThread = new Thread(PerformAssetsRequestCallback);
+ newThread.Name = "OpenSimulator archiving thread post assets receipt";
+ newThread.Start();
+ }
+ }
+
+ ///
+ /// Perform the callback on the original requester of the assets
+ ///
+ protected void PerformAssetsRequestCallback()
+ {
+ m_assetsRequestCallback(m_assets);
+ }
+ }
+}
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index dcc92cc..e274139 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -863,12 +863,12 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// Backup the scene. This acts as the main method of the backup thread.
///
///
public void Backup()
{
- EventManager.TriggerOnBackup(m_storageManager.DataStore);
+ EventManager.TriggerOnBackup(m_storageManager.DataStore);
m_backingup = false;
//return true;
}
--
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