/* * 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 OpenSimulator 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 System.Threading; using log4net; using OpenMetaverse; using OpenSim.Data; using OpenSim.Framework.AssetLoader.Filesystem; using OpenSim.Framework.Statistics; namespace OpenSim.Framework.Communications.Cache { public abstract class AssetServerBase : IAssetServer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected IAssetReceiver m_receiver; protected BlockingQueue m_assetRequests = new BlockingQueue(); protected Thread m_localAssetServerThread; protected IAssetDataPlugin m_assetProvider; #region IPlugin /// /// The methods and properties in this region are needed to implement /// the IPlugin interface and its local extensions. /// These can all be overridden as appropriate by a derived class. /// These methods are only applicable when a class is loaded by the /// IPlugin mechanism. /// /// Note that in the case of AssetServerBase, all initialization is /// performed by the default constructor, so nothing additional is /// required here. A derived class may wish to do more. /// public virtual string Name { // get { return "OpenSim.Framework.Communications.Cache.AssetServerBase"; } get { return "AssetServerBase"; } } public virtual string Version { get { return "1.0"; } } public virtual void Initialise() { m_log.Debug("[ASSET SERVER]: IPlugin null initialization"); } public virtual void Initialise(ConfigSettings settings) { m_log.Debug("[ASSET SERVER]: IPlugin null configured initialization(1)"); m_log.InfoFormat("[ASSET SERVER]: Initializing client [{0}/{1}", Name, Version); } public virtual void Initialise(ConfigSettings settings, string p_url) { m_log.Debug("[ASSET SERVER]: IPlugin null configured initialization(2)"); m_log.InfoFormat("[ASSET SERVER]: Initializing client [{0}/{1}", Name, Version); } public virtual void Initialise(ConfigSettings settings, string p_url, string p_dir, bool p_t) { m_log.Debug("[ASSET SERVER]: IPlugin null configured initialization(3)"); m_log.InfoFormat("[ASSET SERVER]: Initializing client [{0}/{1}", Name, Version); } public virtual void Dispose() { m_log.Debug("[ASSET SERVER]: dispose"); } #endregion public IAssetDataPlugin AssetProviderPlugin { get { return m_assetProvider; } } // Temporarily hardcoded - should be a plugin protected IAssetLoader assetLoader = new AssetLoaderFileSystem(); public virtual void Start() { m_log.Debug("[ASSET SERVER]: Starting asset server"); m_localAssetServerThread = new Thread(RunRequests); m_localAssetServerThread.Name = "LocalAssetServerThread"; m_localAssetServerThread.IsBackground = true; m_localAssetServerThread.Start(); ThreadTracker.Add(m_localAssetServerThread); } public virtual void Stop() { m_localAssetServerThread.Abort(); } public abstract void StoreAsset(AssetBase asset); /// /// This method must be implemented by a subclass to retrieve the asset named in the /// AssetRequest. If the asset is not found, null should be returned. /// /// /// /// /// Thrown if the request failed for some other reason than that the /// asset cannot be found. /// protected abstract AssetBase GetAsset(AssetRequest req); /// /// Does the asset server have any waiting requests? /// /// /// This does include any request that is currently being handled. This information is not reliable where /// another thread may be processing requests. /// /// /// True if there are waiting requests. False if there are no waiting requests. /// public virtual bool HasWaitingRequests() { return m_assetRequests.Count() != 0; } /// /// Process an asset request. This method will call GetAsset(AssetRequest req) /// on the subclass. /// public virtual void ProcessNextRequest() { AssetRequest req = m_assetRequests.Dequeue(); AssetBase asset; try { asset = GetAsset(req); } catch (Exception e) { m_log.ErrorFormat("[ASSET]: Asset request for {0} threw exception {1} - Stack Trace: {2}", req.AssetID, e, e.StackTrace); if (StatsManager.SimExtraStats != null) StatsManager.SimExtraStats.AddAssetServiceRequestFailure(); m_receiver.AssetNotFound(req.AssetID, req.IsTexture); return; } if (asset != null) { //m_log.DebugFormat("[ASSET]: Asset {0} received from asset server", req.AssetID); m_receiver.AssetReceived(asset, req.IsTexture); } else { //m_log.WarnFormat("[ASSET]: Asset {0} not found by asset server", req.AssetID); m_receiver.AssetNotFound(req.AssetID, req.IsTexture); } } public virtual void LoadDefaultAssets(string pAssetSetsXml) { m_log.Info("[ASSET SERVER]: Setting up asset database"); assetLoader.ForEachDefaultXmlAsset(pAssetSetsXml, StoreAsset); } private void RunRequests() { while (true) // Since it's a 'blocking queue' { try { ProcessNextRequest(); } catch (Exception e) { m_log.Error("[ASSET SERVER]: " + e.ToString()); } } } /// /// The receiver will be called back with asset data once it comes in. /// /// public void SetReceiver(IAssetReceiver receiver) { m_receiver = receiver; } public void RequestAsset(UUID assetID, bool isTexture) { AssetRequest req = new AssetRequest(); req.AssetID = assetID; req.IsTexture = isTexture; m_assetRequests.Enqueue(req); //m_log.DebugFormat("[ASSET SERVER]: Added {0} to request queue", assetID); } public virtual void UpdateAsset(AssetBase asset) { m_assetProvider.UpdateAsset(asset); } public void SetServerInfo(string ServerUrl, string ServerKey) { } } }