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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 log4net;
- using OpenMetaverse;
- using OpenSim.Data;
- using OpenSim.Framework.AssetLoader.Filesystem;
- using OpenSim.Framework.Statistics;
- 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 = new BlockingQueue<AssetRequest>();
- protected Thread m_localAssetServerThread;
- protected IAssetDataPlugin m_assetProvider;
- #region IPlugin
-
- /// <summary>
- /// The methods and properties in this region are needed to implement
- /// the IPlugin interface and its local extensions.
- /// These can all be overridden as appropriate by a derived class.
- /// These methods are only applicable when a class is loaded by the
- /// IPlugin mechanism.
- ///
- /// Note that in the case of AssetServerBase, all initialization is
- /// performed by the default constructor, so nothing additional is
- /// required here. A derived class may wish to do more.
- /// </summary>
- public virtual string Name
- {
- // get { return "OpenSim.Framework.Communications.Cache.AssetServerBase"; }
- get { return "AssetServerBase"; }
- }
- public virtual string Version
- {
- get { return "1.0"; }
- }
- public virtual void Initialise()
- {
- m_log.Debug("[ASSET SERVER]: IPlugin null initialization");
- }
- public virtual void Initialise(ConfigSettings settings)
- {
- m_log.Debug("[ASSET SERVER]: IPlugin null configured initialization(1)");
- m_log.InfoFormat("[ASSET SERVER]: Initializing client [{0}/{1}", Name, Version);
- }
- public virtual void Initialise(ConfigSettings settings, string p_url)
- {
- m_log.Debug("[ASSET SERVER]: IPlugin null configured initialization(2)");
- m_log.InfoFormat("[ASSET SERVER]: Initializing client [{0}/{1}", Name, Version);
- }
- public virtual void Initialise(ConfigSettings settings, string p_url, string p_dir, bool p_t)
- {
- m_log.Debug("[ASSET SERVER]: IPlugin null configured initialization(3)");
- m_log.InfoFormat("[ASSET SERVER]: Initializing client [{0}/{1}", Name, Version);
- }
- public virtual void Dispose()
- {
- m_log.Debug("[ASSET SERVER]: dispose");
- }
- #endregion
- public IAssetDataPlugin AssetProviderPlugin
- {
- get { return m_assetProvider; }
- }
- // Temporarily hardcoded - should be a plugin
- protected IAssetLoader assetLoader = new AssetLoaderFileSystem();
- public virtual void Start()
- {
- m_log.Debug("[ASSET SERVER]: Starting asset server");
- m_localAssetServerThread = new Thread(RunRequests);
- m_localAssetServerThread.Name = "LocalAssetServerThread";
- m_localAssetServerThread.IsBackground = true;
- m_localAssetServerThread.Start();
- ThreadTracker.Add(m_localAssetServerThread);
- }
-
- public virtual void Stop()
- {
- m_localAssetServerThread.Abort();
- }
-
- public abstract void StoreAsset(AssetBase asset);
- /// <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>
- /// <exception cref="System.Exception">
- /// Thrown if the request failed for some other reason than that the
- /// asset cannot be found.
- /// </exception>
- protected abstract AssetBase GetAsset(AssetRequest req);
-
- /// <summary>
- /// Does the asset server have any waiting requests?
- /// </summary>
- ///
- /// This does include any request that is currently being handled. This information is not reliable where
- /// another thread may be processing requests.
- ///
- /// <returns>
- /// True if there are waiting requests. False if there are no waiting requests.
- /// </returns>
- public virtual bool HasWaitingRequests()
- {
- return m_assetRequests.Count() != 0;
- }
-
- /// <summary>
- /// Process an asset request. This method will call GetAsset(AssetRequest req)
- /// on the subclass.
- /// </summary>
- public virtual void ProcessNextRequest()
- {
- AssetRequest req = m_assetRequests.Dequeue();
- AssetBase asset;
- try
- {
- asset = GetAsset(req);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[ASSET]: Asset request for {0} threw exception {1} - Stack Trace: {2}", req.AssetID, e, e.StackTrace);
- if (StatsManager.SimExtraStats != null)
- StatsManager.SimExtraStats.AddAssetServiceRequestFailure();
- m_receiver.AssetNotFound(req.AssetID, req.IsTexture);
-
- return;
- }
- if (asset != null)
- {
- //m_log.DebugFormat("[ASSET]: Asset {0} received from asset server", req.AssetID);
- m_receiver.AssetReceived(asset, req.IsTexture);
- }
- else
- {
- //m_log.WarnFormat("[ASSET]: Asset {0} not found by asset server", req.AssetID);
- m_receiver.AssetNotFound(req.AssetID, req.IsTexture);
- }
- }
- public virtual void LoadDefaultAssets(string pAssetSetsXml)
- {
- m_log.Info("[ASSET SERVER]: Setting up asset database");
- assetLoader.ForEachDefaultXmlAsset(pAssetSetsXml, StoreAsset);
- }
- private void RunRequests()
- {
- while (true) // Since it's a 'blocking queue'
- {
- try
- {
- ProcessNextRequest();
- }
- 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(UUID assetID, bool isTexture)
- {
- AssetRequest req = new AssetRequest();
- req.AssetID = assetID;
- req.IsTexture = isTexture;
- m_assetRequests.Enqueue(req);
- //m_log.DebugFormat("[ASSET SERVER]: Added {0} to request queue", assetID);
- }
- public virtual void UpdateAsset(AssetBase asset)
- {
- m_assetProvider.UpdateAsset(asset);
- }
- public void SetServerInfo(string ServerUrl, string ServerKey)
- {
- }
- }
- }
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