/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
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* * 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
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*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Environment.Modules.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;
///
/// Assets retrieved in this request
///
protected Dictionary m_assets = new Dictionary();
///
/// 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 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, m_notFoundAssetUuids);
foreach (UUID uuid in m_uuids)
{
m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
}
}
///
/// Called back by the asset cache when it has the asset
///
///
///
public void AssetRequestCallback(UUID assetID, AssetBase asset)
{
if (asset != null)
m_assets[assetID] = asset;
else
m_notFoundAssetUuids.Add(assetID);
//m_log.DebugFormat(
// "[ARCHIVER]: Received {0} assets and notification of {1} missing assets", m_assets.Count, m_notFoundAssetUuids.Count);
if (m_assets.Count + m_notFoundAssetUuids.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()
{
try
{
m_assetsRequestCallback(m_assets, m_notFoundAssetUuids);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ARCHIVER]: Terminating archive creation since asset requster callback failed with {0}", e);
}
}
}
}