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