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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.Reflection;
- using System.Threading;
- using libsecondlife;
- using log4net;
- using OpenSim.Framework.AssetLoader.Filesystem;
- namespace OpenSim.Framework.Communications.Cache
- {
- public abstract class AssetServerBase : IAssetServer
- {
- private static readonly ILog m_log
- = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected IAssetReceiver m_receiver;
- protected BlockingQueue<AssetRequest> m_assetRequests;
- protected Thread m_localAssetServerThread;
- protected IAssetProvider m_assetProvider;
- protected object m_syncLock = new object();
- // Temporarily hardcoded - should be a plugin
- protected IAssetLoader assetLoader = new AssetLoaderFileSystem();
- protected abstract void StoreAsset(AssetBase asset);
- protected abstract void CommitAssets();
- /// <summary>
- /// This method must be implemented by a subclass to retrieve the asset named in the
- /// AssetRequest. If the asset is not found, null should be returned.
- /// </summary>
- /// <param name="req"></param>
- /// <returns></returns>
- protected abstract AssetBase GetAsset(AssetRequest req);
- /// <summary>
- /// Process an asset request. This method will call GetAsset(AssetRequest req)
- /// on the subclass.
- /// </summary>
- /// <param name="req"></param>
- protected virtual void ProcessRequest(AssetRequest req)
- {
- AssetBase asset = GetAsset(req);
- if (asset != null)
- {
- //m_log.InfoFormat("[ASSETSERVER]: Asset {0} received from asset server", req.AssetID);
- m_receiver.AssetReceived(asset, req.IsTexture);
- }
- else
- {
- //m_log.ErrorFormat("[ASSET SERVER]: Asset {0} not found by asset server", req.AssetID);
- m_receiver.AssetNotFound(req.AssetID, req.IsTexture);
- }
- }
- public virtual void LoadDefaultAssets()
- {
- m_log.Info("[ASSET SERVER]: Setting up asset database");
- assetLoader.ForEachDefaultXmlAsset(StoreAsset);
- CommitAssets();
- }
- public AssetServerBase()
- {
- m_log.Info("[ASSET SERVER]: Starting asset storage system");
- m_assetRequests = new BlockingQueue<AssetRequest>();
- m_localAssetServerThread = new Thread(RunRequests);
- m_localAssetServerThread.Name = "LocalAssetServerThread";
- m_localAssetServerThread.IsBackground = true;
- m_localAssetServerThread.Start();
- ThreadTracker.Add(m_localAssetServerThread);
- }
- private void RunRequests()
- {
- while (true) // Since it's a 'blocking queue'
- {
- try
- {
- AssetRequest req = m_assetRequests.Dequeue();
- ProcessRequest(req);
- }
- catch (Exception e)
- {
- m_log.Error("[ASSET SERVER]: " + e.ToString());
- }
- }
- }
- /// <summary>
- /// The receiver will be called back with asset data once it comes in.
- /// </summary>
- /// <param name="receiver"></param>
- public void SetReceiver(IAssetReceiver receiver)
- {
- m_receiver = receiver;
- }
- public void RequestAsset(LLUUID assetID, bool isTexture)
- {
- AssetRequest req = new AssetRequest();
- req.AssetID = assetID;
- req.IsTexture = isTexture;
- m_assetRequests.Enqueue(req);
- #if DEBUG
- //m_log.InfoFormat("[ASSET SERVER]: Added {0} to request queue", assetID);
- #endif
- }
- public virtual void UpdateAsset(AssetBase asset)
- {
- lock (m_syncLock)
- {
- m_assetProvider.UpdateAsset(asset);
- m_assetProvider.CommitAssets();
- }
- }
- public void StoreAndCommitAsset(AssetBase asset)
- {
- lock (m_syncLock)
- {
- StoreAsset(asset);
- CommitAssets();
- }
- }
- public virtual void Close()
- {
- m_localAssetServerThread.Abort();
- }
- public void SetServerInfo(string ServerUrl, string ServerKey)
- {
- }
- }
- }
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