/*
 * 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.IO;
using Db4objects.Db4o;
using Db4objects.Db4o.Query;
using libsecondlife;
using OpenSim.Framework.Console;

namespace OpenSim.Framework.Communications.Cache
{
    public class LocalAssetServer : AssetServerBase
    {
        private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);

        private IObjectContainer db;

        public LocalAssetServer()
        {
            bool yapfile;
            yapfile = File.Exists(Path.Combine(Util.dataDir(), "regionassets.yap"));

            db = Db4oFactory.OpenFile(Path.Combine(Util.dataDir(), "regionassets.yap"));
            m_log.Info("[ASSETS]: Db4 Asset database  creation");

            if (!yapfile)
            {
                SetUpAssetDatabase();
            }
        }

        public void CreateAndCommitAsset(AssetBase asset)
        {
            AssetStorage store = new AssetStorage();
            store.Data = asset.Data;
            store.Name = asset.Name;
            store.UUID = asset.FullID;
            db.Set(store);
            db.Commit();
        }

        public override void Close()
        {
            base.Close();

            if (db != null)
            {
                m_log.Info("[ASSETSERVER]: Closing local asset server database");
                db.Close();
            }
        }

        protected override AssetBase GetAsset(AssetRequest req)
        {
            byte[] idata = null;
            bool found = false;
            AssetStorage foundAsset = null;
            IObjectSet result = db.Query(new AssetUUIDQuery(req.AssetID));
            if (result.Count > 0)
            {
                foundAsset = (AssetStorage) result.Next();
                found = true;
            }

            AssetBase asset = new AssetBase();
            if (found)
            {
                asset.FullID = foundAsset.UUID;
                asset.Type = foundAsset.Type;
                asset.InvType = foundAsset.Type;
                asset.Name = foundAsset.Name;
                idata = foundAsset.Data;
                asset.Data = idata;

                return asset;
            }
            else
            {
                return null;
            }
        }

        protected override void StoreAsset(AssetBase asset)
        {
            AssetStorage store = new AssetStorage();
            store.Data = asset.Data;
            store.Name = asset.Name;
            store.UUID = asset.FullID;
            db.Set(store);

            CommitAssets();
        }

        protected override void CommitAssets()
        {
            db.Commit();
        }

        protected virtual void SetUpAssetDatabase()
        {
            m_log.Info("[LOCAL ASSET SERVER]: Setting up asset database");

            base.LoadDefaultAssets();
        }
    }

    public class AssetUUIDQuery : Predicate
    {
        private LLUUID _findID;

        public AssetUUIDQuery(LLUUID find)
        {
            _findID = find;
        }

        public bool Match(AssetStorage asset)
        {
            return (asset.UUID == _findID);
        }
    }
}
