/* * 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.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); } } } }