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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 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
- {
- /// <summary>
- /// Encapsulate the asynchronous requests for the assets required for an archive operation
- /// </summary>
- class AssetsRequest
- {
- /// <summary>
- /// uuids to request
- /// </summary>
- protected ICollection<LLUUID> m_uuids;
-
- /// <summary>
- /// Callback used when all the assets requested have been received.
- /// </summary>
- protected AssetsRequestCallback m_assetsRequestCallback;
- /// <summary>
- /// Assets retrieved in this request
- /// </summary>
- protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>();
- /// <summary>
- /// Record the number of asset replies required so we know when we've finished
- /// </summary>
- private int m_repliesRequired;
- /// <summary>
- /// Asset cache used to request the assets
- /// </summary>
- protected AssetCache m_assetCache;
- protected internal AssetsRequest(ICollection<LLUUID> uuids, AssetCache assetCache, AssetsRequestCallback assetsRequestCallback)
- {
- m_uuids = uuids;
- m_assetsRequestCallback = assetsRequestCallback;
- m_assetCache = assetCache;
- m_repliesRequired = uuids.Count;
- }
-
- protected internal void Execute()
- {
- // We can stop here if there are no assets to fetch
- if (m_repliesRequired == 0)
- m_assetsRequestCallback(m_assets);
- foreach (LLUUID uuid in m_uuids)
- {
- m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
- }
- }
- /// <summary>
- /// Called back by the asset cache when it has the asset
- /// </summary>
- /// <param name="assetID"></param>
- /// <param name="asset"></param>
- 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();
- }
- }
- /// <summary>
- /// Perform the callback on the original requester of the assets
- /// </summary>
- protected void PerformAssetsRequestCallback()
- {
- m_assetsRequestCallback(m_assets);
- }
- }
- }
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