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/*
* 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
{
/// <summary>
/// Encapsulate the asynchronous requests for the assets required for an archive operation
/// </summary>
class AssetsRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <value>
/// uuids to request
/// </value>
protected ICollection<UUID> m_uuids;
/// <value>
/// Callback used when all the assets requested have been received.
/// </value>
protected AssetsRequestCallback m_assetsRequestCallback;
/// <value>
/// List of assets that were found. This will be passed back to the requester.
/// </value>
protected List<UUID> m_foundAssetUuids = new List<UUID>();
/// <value>
/// Maintain a list of assets that could not be found. This will be passed back to the requester.
/// </value>
protected List<UUID> m_notFoundAssetUuids = new List<UUID>();
/// <value>
/// Record the number of asset replies required so we know when we've finished
/// </value>
private int m_repliesRequired;
/// <value>
/// Asset cache used to request the assets
/// </value>
protected IAssetService m_assetCache;
protected AssetsArchiver m_assetsArchiver;
protected internal AssetsRequest(
AssetsArchiver assetsArchiver, ICollection<UUID> 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, AssetReceived);
}
}
protected void AssetReceived(string id, object sender, AssetBase asset)
{
if (asset != null)
{
AssetRequestCallback(asset.FullID, asset);
}
}
/// <summary>
/// Called back by the asset cache when it has the asset
/// </summary>
/// <param name="assetID"></param>
/// <param name="asset"></param>
public void AssetRequestCallback(UUID assetID, AssetBase asset)
{
//m_log.DebugFormat("[ARCHIVER]: Received callback for asset {0}", assetID);
if (asset != null)
{
m_foundAssetUuids.Add(assetID);
m_assetsArchiver.WriteAsset(asset);
}
else
{
m_notFoundAssetUuids.Add(assetID);
}
if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count == m_repliesRequired)
{
m_log.DebugFormat(
"[ARCHIVER]: Successfully received {0} assets and notification of {1} missing assets",
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();
}
}
/// <summary>
/// Perform the callback on the original requester of the assets
/// </summary>
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);
}
}
}
}
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