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* notice, this list of conditions and the following disclaimer in the
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* 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
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*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Serialization;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.World.Archiver
{
///
/// Encapsulate the asynchronous requests for the assets required for an archive operation
///
class AssetsRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// uuids to request
///
protected ICollection m_uuids;
///
/// Callback used when all the assets requested have been received.
///
protected AssetsRequestCallback m_assetsRequestCallback;
///
/// List of assets that were found. This will be passed back to the requester.
///
protected List m_foundAssetUuids = new List();
///
/// Maintain a list of assets that could not be found. This will be passed back to the requester.
///
protected List m_notFoundAssetUuids = new List();
///
/// 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 IAssetService m_assetCache;
protected AssetsArchiver m_assetsArchiver;
protected internal AssetsRequest(
AssetsArchiver assetsArchiver, ICollection uuids,
IAssetService assetCache, AssetsRequestCallback assetsRequestCallback)
{
m_assetsArchiver = assetsArchiver;
m_uuids = uuids;
m_assetsRequestCallback = assetsRequestCallback;
m_assetCache = assetCache;
m_repliesRequired = uuids.Count;
}
protected internal void Execute()
{
m_log.DebugFormat("[ARCHIVER]: AssetsRequest executed looking for {0} assets", m_repliesRequired);
// We can stop here if there are no assets to fetch
if (m_repliesRequired == 0)
m_assetsRequestCallback(m_foundAssetUuids, m_notFoundAssetUuids);
foreach (UUID uuid in m_uuids)
{
m_assetCache.Get(uuid.ToString(), this, AssetRequestCallback);
}
}
///
/// Called back by the asset cache when it has the asset
///
///
///
public void AssetRequestCallback(string id, object sender, AssetBase asset)
{
//m_log.DebugFormat("[ARCHIVER]: Received callback for asset {0}", assetID);
if (asset != null)
{
m_foundAssetUuids.Add(asset.FullID);
m_assetsArchiver.WriteAsset(asset);
}
else
{
m_notFoundAssetUuids.Add(new UUID(id));
}
if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count == m_repliesRequired)
{
m_log.DebugFormat(
"[ARCHIVER]: Successfully added {0} assets ({1} assets missing)",
m_foundAssetUuids.Count, m_notFoundAssetUuids.Count);
// We want to stop using the asset cache thread asap
// as we now need to do the work of producing the rest of 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()
{
try
{
m_assetsRequestCallback(m_foundAssetUuids, m_notFoundAssetUuids);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ARCHIVER]: Terminating archive creation since asset requster callback failed with {0}", e);
}
}
}
}