/* * 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 { /// /// uuids to request /// protected ICollection m_uuids; /// /// 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(ICollection uuids, AssetCache assetCache, AssetsRequestCallback assetsRequestCallback) { m_uuids = uuids; m_assetsRequestCallback = assetsRequestCallback; m_assetCache = assetCache; m_repliesRequired = uuids.Count; } protected internal void Execute() { // We can stop here if there are no assets to fetch if (m_repliesRequired == 0) m_assetsRequestCallback(m_assets); foreach (LLUUID uuid in m_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); } } }