/* * Copyright (c) Contributors, http://www.openmetaverse.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.Text; using System.Threading; using System.Net; using System.Net.Sockets; using System.IO; using libsecondlife; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Types; using OpenSim.Framework.Utilities; namespace OpenSim.Region.GridInterfaces.Remote { public class RemoteAssetServer : IAssetServer { private IAssetReceiver _receiver; private BlockingQueue _assetRequests; private Thread _remoteAssetServerThread; private string AssetServerUrl; private string AssetSendKey; public RemoteAssetServer() { this._assetRequests = new BlockingQueue(); this._remoteAssetServerThread = new Thread(new ThreadStart(RunRequests)); this._remoteAssetServerThread.IsBackground = true; this._remoteAssetServerThread.Start(); OpenSim.Framework.Console.MainLog.Instance.Verbose("Remote Asset Server class created"); } public void SetReceiver(IAssetReceiver receiver) { this._receiver = receiver; } public void RequestAsset(LLUUID assetID, bool isTexture) { ARequest req = new ARequest(); req.AssetID = assetID; req.IsTexture = isTexture; this._assetRequests.Enqueue(req); } public void UpdateAsset(AssetBase asset) { } public void UploadNewAsset(AssetBase asset) { Encoding Windows1252Encoding = Encoding.GetEncoding(1252); string ret = Windows1252Encoding.GetString(asset.Data); byte[] buffer = Windows1252Encoding.GetBytes(ret); WebClient client = new WebClient(); client.UploadData(this.AssetServerUrl + "assets/" + asset.FullID, buffer); } public void SetServerInfo(string ServerUrl, string ServerKey) { this.AssetServerUrl = ServerUrl; this.AssetSendKey = ServerKey; } private void RunRequests() { while (true) { //we need to add support for the asset server not knowing about a requested asset // 404... THE MAGIC FILE NOT FOUND ERROR, very useful for telling you things such as a file (or asset ;) ) not being found!!!!!!!!!!! it's 2:22AM ARequest req = this._assetRequests.Dequeue(); LLUUID assetID = req.AssetID; // OpenSim.Framework.Console.MainLog.Instance.Verbose(" RemoteAssetServer- Got a AssetServer request, processing it - " + this.AssetServerUrl + "assets/" + assetID); WebRequest AssetLoad = WebRequest.Create(this.AssetServerUrl + "assets/" + assetID); WebResponse AssetResponse = AssetLoad.GetResponse(); byte[] idata = new byte[(int)AssetResponse.ContentLength]; BinaryReader br = new BinaryReader(AssetResponse.GetResponseStream()); idata = br.ReadBytes((int)AssetResponse.ContentLength); br.Close(); AssetBase asset = new AssetBase(); asset.FullID = assetID; asset.Data = idata; _receiver.AssetReceived(asset, req.IsTexture); } } public void Close() { } } public class RemoteAssetPlugin : IAssetPlugin { public RemoteAssetPlugin() { } public IAssetServer GetAssetServer() { return (new RemoteAssetServer()); } } }