From 23d902be42fd6d554a9098936d501609fc6e5315 Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Mon, 18 May 2009 23:18:04 +0000 Subject: Remove the old asset cache and local services and the configurations for them --- .../Framework/Communications/Cache/AssetCache.cs | 695 --------------------- .../Communications/Cache/SQLAssetServer.cs | 113 ---- .../Communications/CommunicationsManager.cs | 14 - .../Communications/Tests/Cache/AssetCacheTests.cs | 61 +- 4 files changed, 1 insertion(+), 882 deletions(-) delete mode 100644 OpenSim/Framework/Communications/Cache/AssetCache.cs delete mode 100644 OpenSim/Framework/Communications/Cache/SQLAssetServer.cs (limited to 'OpenSim/Framework/Communications') diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs deleted file mode 100644 index 7d25ca9..0000000 --- a/OpenSim/Framework/Communications/Cache/AssetCache.cs +++ /dev/null @@ -1,695 +0,0 @@ -/* - * 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 System; -using System.Collections.Generic; -using System.Reflection; -using System.Text.RegularExpressions; -using System.Threading; -using GlynnTucker.Cache; -using log4net; -using OpenMetaverse; -using OpenMetaverse.Packets; -using OpenSim.Framework.Statistics; -using System.Text; - -namespace OpenSim.Framework.Communications.Cache -{ - /// - /// Manages local cache of assets and their sending to viewers. - /// - /// - /// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either - /// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and - /// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and - /// AssetNotFound(), which means they do share the same asset and texture caches. - public class AssetCache : IAssetCache - { - private static readonly ILog m_log - = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - protected ICache m_memcache = new SimpleMemoryCache(); - - /// - /// Assets requests which are waiting for asset server data. This includes texture requests - /// - private Dictionary RequestedAssets; - - /// - /// Asset requests with data which are ready to be sent back to requesters. This includes textures. - /// - private List AssetRequests; - - /// - /// Until the asset request is fulfilled, each asset request is associated with a list of requesters - /// - private Dictionary RequestLists; - - #region IPlugin - - /// - /// The methods and properties in this section are needed to - /// support the IPlugin interface. They cann all be overridden - /// as needed by a derived class. - /// - - public virtual string Name - { - get { return "OpenSim.Framework.Communications.Cache.AssetCache"; } - } - - public virtual string Version - { - get { return "1.0"; } - } - - public virtual void Initialise() - { - m_log.Debug("[ASSET CACHE]: Asset cache null initialisation"); - } - - public virtual void Initialise(IAssetServer assetServer) - { - m_log.Debug("[ASSET CACHE]: Asset cache server-specified initialisation"); - m_log.InfoFormat("[ASSET CACHE]: Asset cache initialisation [{0}/{1}]", Name, Version); - - Reset(); - - m_assetServer = assetServer; - m_assetServer.SetReceiver(this); - - Thread assetCacheThread = new Thread(RunAssetManager); - assetCacheThread.Name = "AssetCacheThread"; - assetCacheThread.IsBackground = true; - assetCacheThread.Start(); - ThreadTracker.Add(assetCacheThread); - } - - public virtual void Initialise(ConfigSettings settings, IAssetServer assetServer) - { - m_log.Debug("[ASSET CACHE]: Asset cache configured initialisation"); - Initialise(assetServer); - } - - public void Dispose() - { - } - - #endregion - - public IAssetServer AssetServer - { - get { return m_assetServer; } - } - private IAssetServer m_assetServer; - - public AssetCache() - { - m_log.Debug("[ASSET CACHE]: Asset cache (plugin constructor)"); - } - - /// - /// Constructor. - /// - /// - public AssetCache(IAssetServer assetServer) - { - Initialise(assetServer); - } - - public void ShowState() - { - m_log.InfoFormat("Memcache:{0} RequestLists:{1}", - m_memcache.Count, - // AssetRequests.Count, - // RequestedAssets.Count, - RequestLists.Count); - } - - public void Clear() - { - m_log.Info("[ASSET CACHE]: Clearing Asset cache"); - - if (StatsManager.SimExtraStats != null) - StatsManager.SimExtraStats.ClearAssetCacheStatistics(); - - Reset(); - } - - /// - /// Reset the cache. - /// - private void Reset() - { - AssetRequests = new List(); - RequestedAssets = new Dictionary(); - RequestLists = new Dictionary(); - } - - /// - /// Process the asset queue which holds data which is packeted up and sent - /// directly back to the client. - /// - private void RunAssetManager() - { - while (true) - { - try - { - ProcessAssetQueue(); - Thread.Sleep(500); - } - catch (Exception e) - { - if (e != null) - { - m_log.ErrorFormat("[ASSET CACHE]: {0}", e); - } - else - { - // this looks weird, but we've seen this show up as an issue in unit tests, so leave it here until we know why - m_log.Error("[ASSET CACHE]: an exception was thrown in RunAssetManager, but is now null. Something is very wrong."); - } - } - } - } - - public bool TryGetCachedAsset(UUID assetId, out AssetBase asset) - { - Object tmp; - if (m_memcache.TryGet(assetId, out tmp)) - { - asset = (AssetBase)tmp; - //m_log.Info("Retrieved from cache " + assetId); - return true; - } - - asset = null; - return false; - } - - public void GetAsset(UUID assetId, AssetRequestCallback callback, bool isTexture) - { - //m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId); - - // Xantor 20080526: - // if a request is made for an asset which is not in the cache yet, but has already been requested by - // something else, queue up the callbacks on that requestor instead of swamping the assetserver - // with multiple requests for the same asset. - - AssetBase asset; - - if (TryGetCachedAsset(assetId, out asset)) - { - callback(assetId, asset); - } - else - { - // m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId); - - NewAssetRequest req = new NewAssetRequest(callback); - AssetRequestsList requestList; - - lock (RequestLists) - { - if (RequestLists.TryGetValue(assetId, out requestList)) // do we already have a request pending? - { - // m_log.DebugFormat("[ASSET CACHE]: Intercepted Duplicate request for {0} {1}", isTexture ? "texture" : "asset", assetId); - // add to callbacks for this assetId - RequestLists[assetId].Requests.Add(req); - } - else - { - // m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId); - requestList = new AssetRequestsList(); - requestList.TimeRequested = DateTime.Now; - requestList.Requests.Add(req); - - RequestLists.Add(assetId, requestList); - - m_assetServer.RequestAsset(assetId, isTexture); - } - } - } - } - - public AssetBase GetAsset(UUID assetID, bool isTexture) - { - // I'm not going over 3 seconds since this will be blocking processing of all the other inbound - // packets from the client. - const int pollPeriod = 200; - int maxPolls = 15; - - AssetBase asset; - - if (TryGetCachedAsset(assetID, out asset)) - { - return asset; - } - - m_assetServer.RequestAsset(assetID, isTexture); - - do - { - Thread.Sleep(pollPeriod); - - if (TryGetCachedAsset(assetID, out asset)) - { - return asset; - } - } - while (--maxPolls > 0); - - m_log.WarnFormat("[ASSET CACHE]: {0} {1} was not received before the retrieval timeout was reached", - isTexture ? "texture" : "asset", assetID.ToString()); - - return null; - } - - public void AddAsset(AssetBase asset) - { - if (!m_memcache.Contains(asset.FullID)) - { - m_log.Info("[CACHE] Caching " + asset.FullID + " for 24 hours from last access"); - // Use 24 hour rolling asset cache. - m_memcache.AddOrUpdate(asset.FullID, asset, TimeSpan.FromHours(24)); - - // According to http://wiki.secondlife.com/wiki/AssetUploadRequest, Local signifies that the - // information is stored locally. It could disappear, in which case we could send the - // ImageNotInDatabase packet to tell the client this. - // - // However, this doesn't quite appear to work with local textures that are part of an avatar's - // appearance texture set. Whilst sending an ImageNotInDatabase does trigger an automatic rebake - // and reupload by the client, if those assets aren't pushed to the asset server anyway, then - // on crossing onto another region server, other avatars can no longer get the required textures. - // There doesn't appear to be any signal from the sim to the newly region border crossed client - // asking it to reupload its local texture assets to that region server. - // - // One can think of other cunning ways around this. For instance, on a region crossing or teleport, - // the original sim could squirt local assets to the new sim. Or the new sim could have pointers - // to the original sim to fetch the 'local' assets (this is getting more complicated). - // - // But for now, we're going to take the easy way out and store local assets globally. - // - // TODO: Also, Temporary is now deprecated. We should start ignoring it and not passing it out from LLClientView. - if (!asset.Temporary || asset.Local) - { - m_assetServer.StoreAsset(asset); - } - - if (StatsManager.SimExtraStats != null) - StatsManager.SimExtraStats.AddAsset(asset); - } - } - - public void ExpireAsset(UUID uuid) - { - if (m_memcache.Contains(uuid)) - { - m_memcache.Remove(uuid); - - if (StatsManager.SimExtraStats != null) - StatsManager.SimExtraStats.RemoveAsset(uuid); - } - } - - // See IAssetReceiver - public virtual void AssetReceived(AssetBase asset, bool IsTexture) - { - AssetInfo assetInf = new AssetInfo(asset); - - ProcessReceivedAsset(IsTexture, assetInf, null); - - if (!m_memcache.Contains(assetInf.FullID)) - { - m_memcache.AddOrUpdate(assetInf.FullID, assetInf, TimeSpan.FromHours(24)); - - if (StatsManager.SimExtraStats != null) - StatsManager.SimExtraStats.AddAsset(assetInf); - - if (RequestedAssets.ContainsKey(assetInf.FullID)) - { - AssetRequest req = RequestedAssets[assetInf.FullID]; - req.AssetInf = assetInf; - req.NumPackets = CalculateNumPackets(assetInf.Data); - - RequestedAssets.Remove(assetInf.FullID); - - if (req.AssetRequestSource == 2 && assetInf.Type == 10) - { - // If it's a direct request for a script, drop it - // because it's a hacked client - } - else - { - lock (AssetRequests) - { - AssetRequests.Add(req); - } - } - } - } - - // Notify requesters for this asset - AssetRequestsList reqList; - - lock (RequestLists) - { - if (RequestLists.TryGetValue(asset.FullID, out reqList)) - RequestLists.Remove(asset.FullID); - } - - if (reqList != null) - { - if (StatsManager.SimExtraStats != null) - StatsManager.SimExtraStats.AddAssetRequestTimeAfterCacheMiss(DateTime.Now - reqList.TimeRequested); - - foreach (NewAssetRequest req in reqList.Requests) - { - // Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked - // m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID); - req.Callback(asset.FullID, asset); - } - } - } - - protected void ProcessReceivedAsset(bool IsTexture, AssetInfo assetInf, IUserService userService) - { - // if (!IsTexture && assetInf.ContainsReferences && false) - // { - // assetInf.Data = ProcessAssetData(assetInf.Data, userService); - // } - } - - // See IAssetReceiver - public virtual void AssetNotFound(UUID assetId, bool isTexture) - { -// m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetId); - - // Remember the fact that this asset could not be found to prevent delays from repeated requests - m_memcache.Add(assetId, null, TimeSpan.FromHours(24)); - - // Notify requesters for this asset - AssetRequestsList reqList; - lock (RequestLists) - { - if (RequestLists.TryGetValue(assetId, out reqList)) - RequestLists.Remove(assetId); - } - - if (reqList != null) - { - if (StatsManager.SimExtraStats != null) - StatsManager.SimExtraStats.AddAssetRequestTimeAfterCacheMiss(DateTime.Now - reqList.TimeRequested); - - foreach (NewAssetRequest req in reqList.Requests) - { - req.Callback(assetId, null); - } - } - } - - /// - /// Calculate the number of packets required to send the asset to the client. - /// - /// - /// - private static int CalculateNumPackets(byte[] data) - { - const uint m_maxPacketSize = 600; - int numPackets = 1; - - if (data.LongLength > m_maxPacketSize) - { - // over max number of bytes so split up file - long restData = data.LongLength - m_maxPacketSize; - int restPackets = (int)((restData + m_maxPacketSize - 1) / m_maxPacketSize); - numPackets += restPackets; - } - - return numPackets; - } - - public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest) - { - UUID requestID = UUID.Zero; - byte source = 2; - if (transferRequest.TransferInfo.SourceType == 2) - { - //direct asset request - requestID = new UUID(transferRequest.TransferInfo.Params, 0); - } - else if (transferRequest.TransferInfo.SourceType == 3) - { - //inventory asset request - requestID = new UUID(transferRequest.TransferInfo.Params, 80); - source = 3; - //m_log.Debug("asset request " + requestID); - } - - //check to see if asset is in local cache, if not we need to request it from asset server. - //m_log.Debug("asset request " + requestID); - if (!m_memcache.Contains(requestID)) - { - //not found asset - // so request from asset server - if (!RequestedAssets.ContainsKey(requestID)) - { - AssetRequest request = new AssetRequest(); - request.RequestUser = userInfo; - request.RequestAssetID = requestID; - request.TransferRequestID = transferRequest.TransferInfo.TransferID; - request.AssetRequestSource = source; - request.Params = transferRequest.TransferInfo.Params; - RequestedAssets.Add(requestID, request); - m_assetServer.RequestAsset(requestID, false); - } - - return; - } - - // It has an entry in our cache - AssetBase asset = (AssetBase)m_memcache[requestID]; - - // FIXME: We never tell the client about assets which do not exist when requested by this transfer mechanism, which can't be right. - if (null == asset) - { - //m_log.DebugFormat("[ASSET CACHE]: Asset transfer request for asset which is {0} already known to be missing. Dropping", requestID); - return; - } - - // Scripts cannot be retrieved by direct request - if (transferRequest.TransferInfo.SourceType == 2 && asset.Type == 10) - return; - - // The asset is knosn to exist and is in our cache, so add it to the AssetRequests list - AssetRequest req = new AssetRequest(); - req.RequestUser = userInfo; - req.RequestAssetID = requestID; - req.TransferRequestID = transferRequest.TransferInfo.TransferID; - req.AssetRequestSource = source; - req.Params = transferRequest.TransferInfo.Params; - req.AssetInf = new AssetInfo(asset); - req.NumPackets = CalculateNumPackets(asset.Data); - lock (AssetRequests) - { - AssetRequests.Add(req); - } - } - - /// - /// Process the asset queue which sends packets directly back to the client. - /// - private void ProcessAssetQueue() - { - //should move the asset downloading to a module, like has been done with texture downloading - if (AssetRequests.Count == 0) - { - //no requests waiting - return; - } - - // if less than 5, do all of them - int num = Math.Min(5, AssetRequests.Count); - - AssetRequest req; - AssetRequestToClient req2 = new AssetRequestToClient(); - - lock (AssetRequests) - { - for (int i = 0; i < num; i++) - { - req = AssetRequests[0]; - AssetRequests.RemoveAt(0); - req2.AssetInf = req.AssetInf; - req2.AssetRequestSource = req.AssetRequestSource; - req2.DataPointer = req.DataPointer; - req2.DiscardLevel = req.DiscardLevel; - req2.ImageInfo = req.ImageInfo; - req2.IsTextureRequest = req.IsTextureRequest; - req2.NumPackets = req.NumPackets; - req2.PacketCounter = req.PacketCounter; - req2.Params = req.Params; - req2.RequestAssetID = req.RequestAssetID; - req2.TransferRequestID = req.TransferRequestID; - req.RequestUser.SendAsset(req2); - } - } - } - - public byte[] ProcessAssetData(byte[] assetData, IUserService userService) - { - string data = Encoding.ASCII.GetString(assetData); - - data = ProcessAssetDataString(data, userService); - - return Encoding.ASCII.GetBytes(data); - } - - public string ProcessAssetDataString(string data, IUserService userService) - { - Regex regex = new Regex("(creator_url|owner_url)\\s+(\\S+)"); - - data = regex.Replace(data, delegate(Match m) - { - string result = String.Empty; - - string key = m.Groups[1].Captures[0].Value; - - string value = m.Groups[2].Captures[0].Value; - - Uri userUri; - - switch (key) - { - case "creator_url": - userUri = new Uri(value); - result = "creator_id " + ResolveUserUri(userService, userUri); - break; - - case "owner_url": - userUri = new Uri(value); - result = "owner_id " + ResolveUserUri(userService, userUri); - break; - } - - return result; - }); - - return data; - } - - private Guid ResolveUserUri(IUserService userService, Uri userUri) - { - Guid id; - UserProfileData userProfile = userService.GetUserProfile(userUri); - if (userProfile == null) - { - id = Guid.Empty; - } - else - { - id = userProfile.ID.Guid; - } - return id; - } - - - public class AssetRequest - { - public IClientAPI RequestUser; - public UUID RequestAssetID; - public AssetInfo AssetInf; - public TextureImage ImageInfo; - public UUID TransferRequestID; - public long DataPointer = 0; - public int NumPackets = 0; - public int PacketCounter = 0; - public bool IsTextureRequest; - public byte AssetRequestSource = 2; - public byte[] Params = null; - //public bool AssetInCache; - //public int TimeRequested; - public int DiscardLevel = -1; - } - - public class AssetInfo : AssetBase - { - public AssetInfo(AssetBase aBase) - { - Data = aBase.Data; - FullID = aBase.FullID; - Type = aBase.Type; - Name = aBase.Name; - Description = aBase.Description; - } - - public const string Secret = "secret"; - } - - public class TextureImage : AssetBase - { - public TextureImage(AssetBase aBase) - { - Data = aBase.Data; - FullID = aBase.FullID; - Type = aBase.Type; - Name = aBase.Name; - Description = aBase.Description; - } - } - - /// - /// A list of requests for a particular asset. - /// - public class AssetRequestsList - { - /// - /// A list of requests for assets - /// - public List Requests = new List(); - - /// - /// Record the time that this request was first made. - /// - public DateTime TimeRequested; - } - - /// - /// Represent a request for an asset that has yet to be fulfilled. - /// - public class NewAssetRequest - { - public AssetRequestCallback Callback; - - public NewAssetRequest(AssetRequestCallback callback) - { - Callback = callback; - } - } - } -} diff --git a/OpenSim/Framework/Communications/Cache/SQLAssetServer.cs b/OpenSim/Framework/Communications/Cache/SQLAssetServer.cs deleted file mode 100644 index 227744d..0000000 --- a/OpenSim/Framework/Communications/Cache/SQLAssetServer.cs +++ /dev/null @@ -1,113 +0,0 @@ -/* - * Copyright (c) Contributors, http://www.openmetaverse.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 System; -using System.Reflection; -using log4net; -using OpenSim.Data; - -namespace OpenSim.Framework.Communications.Cache -{ - public class SQLAssetServer : AssetServerBase - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - #region IPlugin - - public override string Name - { - get { return "SQL"; } - } - - public override string Version - { - get { return "1.0"; } - } - - public override void Initialise(ConfigSettings p_set) - { - m_log.Debug("[SQLAssetServer]: Plugin configured initialisation"); - Initialise(p_set.StandaloneAssetPlugin,p_set.StandaloneAssetSource); - } - - #endregion - - public SQLAssetServer() {} - - public SQLAssetServer(string pluginName, string connect) - { - m_log.Debug("[SQLAssetServer]: Direct constructor"); - Initialise(pluginName, connect); - } - - public void Initialise(string pluginName, string connect) - { - AddPlugin(pluginName, connect); - } - - public SQLAssetServer(IAssetDataPlugin assetProvider) - { - m_assetProvider = assetProvider; - } - - public void AddPlugin(string FileName, string connect) - { - m_log.Info("[SQLAssetServer]: AssetStorage: Attempting to load " + FileName); - Assembly pluginAssembly = Assembly.LoadFrom(FileName); - - foreach (Type pluginType in pluginAssembly.GetTypes()) - { - if (!pluginType.IsAbstract) - { - Type typeInterface = pluginType.GetInterface("IAssetDataPlugin", true); - - if (typeInterface != null) - { - IAssetDataPlugin plug = - (IAssetDataPlugin) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); - m_assetProvider = plug; - m_assetProvider.Initialise(connect); - - m_log.Info("[AssetStorage]: " + - "Added " + m_assetProvider.Name + " " + - m_assetProvider.Version); - } - } - } - } - - protected override AssetBase GetAsset(AssetRequest req) - { - return m_assetProvider.FetchAsset(req.AssetID); - } - - public override void StoreAsset(AssetBase asset) - { - m_assetProvider.CreateAsset(asset); - } - } -} diff --git a/OpenSim/Framework/Communications/CommunicationsManager.cs b/OpenSim/Framework/Communications/CommunicationsManager.cs index b49e7bc..81fb8e1 100644 --- a/OpenSim/Framework/Communications/CommunicationsManager.cs +++ b/OpenSim/Framework/Communications/CommunicationsManager.cs @@ -72,25 +72,12 @@ namespace OpenSim.Framework.Communications } protected UserProfileCacheService m_userProfileCacheService; - // protected AgentAssetTransactionsManager m_transactionsManager; - - // public AgentAssetTransactionsManager TransactionsManager - // { - // get { return m_transactionsManager; } - // } - public IAvatarService AvatarService { get { return m_avatarService; } } protected IAvatarService m_avatarService; - public IAssetCache AssetCache - { - get { return m_assetCache; } - } - protected IAssetCache m_assetCache; - public IInterServiceInventoryServices InterServiceInventoryService { get { return m_interServiceInventoryService; } @@ -132,7 +119,6 @@ namespace OpenSim.Framework.Communications bool dumpAssetsToFile, LibraryRootFolder libraryRootFolder) { m_networkServersInfo = serversInfo; - m_assetCache = assetCache; m_userProfileCacheService = new UserProfileCacheService(this, libraryRootFolder); m_httpServer = httpServer; } diff --git a/OpenSim/Framework/Communications/Tests/Cache/AssetCacheTests.cs b/OpenSim/Framework/Communications/Tests/Cache/AssetCacheTests.cs index a5ee549..a40adf3 100644 --- a/OpenSim/Framework/Communications/Tests/Cache/AssetCacheTests.cs +++ b/OpenSim/Framework/Communications/Tests/Cache/AssetCacheTests.cs @@ -43,51 +43,6 @@ namespace OpenSim.Framework.Communications.Tests [TestFixture] public class AssetCacheTests { - protected UUID m_assetIdReceived; - protected AssetBase m_assetReceived; - - /// - /// Test the 'asynchronous' get asset mechanism (though this won't be done asynchronously within this test) - /// - [Test] - public void TestGetAsset() - { - UUID assetId = UUID.Parse("00000000-0000-0000-0000-000000000001"); - byte[] assetData = new byte[] { 3, 2, 1 }; - - AssetBase asset = new AssetBase(); - asset.FullID = assetId; - asset.Data = assetData; - - TestAssetDataPlugin assetPlugin = new TestAssetDataPlugin(); - assetPlugin.CreateAsset(asset); - - SQLAssetServer assetServer = new SQLAssetServer(assetPlugin); - IAssetCache assetCache = new AssetCache(assetServer); - - assetCache.GetAsset(assetId, AssetRequestCallback, false); - - // Manually pump the asset server - while (assetServer.HasWaitingRequests()) - assetServer.ProcessNextRequest(); - - Assert.That( - assetId, Is.EqualTo(m_assetIdReceived), "Asset id stored differs from asset id received"); - Assert.That( - assetData, Is.EqualTo(m_assetReceived.Data), "Asset data stored differs from asset data received"); - } - - private void AssetRequestCallback(UUID assetId, AssetBase asset) - { - m_assetIdReceived = assetId; - m_assetReceived = asset; - - lock (this) - { - Monitor.PulseAll(this); - } - } - private class FakeUserService : IUserService { public void AddTemporaryUserProfile(UserProfileData userProfile) @@ -109,7 +64,7 @@ namespace OpenSim.Framework.Communications.Tests { UserProfileData userProfile = new UserProfileData(); - userProfile.ID = new UUID( Util.GetHashGuid( uri.ToString(), AssetCache.AssetInfo.Secret )); +// userProfile.ID = new UUID( Util.GetHashGuid( uri.ToString(), AssetCache.AssetInfo.Secret )); return userProfile; } @@ -189,19 +144,5 @@ namespace OpenSim.Framework.Communications.Tests return true; } } - - [Test] - public void TestProcessAssetData() - { - string url = "http://host/dir/"; - string creatorData = " creator_url " + url + " "; - string ownerData = " owner_url " + url + " "; - - AssetCache assetCache = new AssetCache(); - FakeUserService fakeUserService = new FakeUserService(); - - Assert.AreEqual(" creator_id " + Util.GetHashGuid(url, AssetCache.AssetInfo.Secret) + " ", assetCache.ProcessAssetDataString(creatorData, fakeUserService)); - Assert.AreEqual(" owner_id " + Util.GetHashGuid(url, AssetCache.AssetInfo.Secret) + " ", assetCache.ProcessAssetDataString(ownerData, fakeUserService)); - } } } -- cgit v1.1