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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 OpenMetaverse;
- using OpenMetaverse.Packets;
- namespace OpenSim.Framework
- {
- public delegate void AssetRequestCallback(UUID assetId, AssetBase asset);
- /// <summary>
- /// Interface to the local asset cache. This is the mechanism through which assets can be added and requested.
- /// </summary>
- public interface IAssetCache : IAssetReceiver, IPlugin
- {
- /// <value>
- /// The 'server' from which assets can be requested and to which assets are persisted.
- /// </value>
- IAssetServer AssetServer { get; }
-
- void Initialise(ConfigSettings cs, IAssetServer server);
- /// <summary>
- /// Report statistical data to the log.
- /// </summary>
- void ShowState();
-
- /// <summary>
- /// Clear the asset cache.
- /// </summary>
- void Clear();
-
- /// <summary>
- /// Get an asset only if it's already in the cache.
- /// </summary>
- /// <param name="assetId"></param>
- /// <param name="asset"></param>
- /// <returns>true if the asset was in the cache, false if it was not</returns>
- bool TryGetCachedAsset(UUID assetID, out AssetBase asset);
-
- /// <summary>
- /// Asynchronously retrieve an asset.
- /// </summary>
- /// <param name="assetId"></param>
- /// <param name="callback">
- /// <param name="isTexture"></param>
- /// A callback invoked when the asset has either been found or not found.
- /// If the asset was found this is called with the asset UUID and the asset data
- /// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
- void GetAsset(UUID assetID, AssetRequestCallback callback, bool isTexture);
-
- /// <summary>
- /// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
- /// load it into the cache.
- /// </summary>
- ///
- /// XXX We'll keep polling the cache until we get the asset or we exceed
- /// the allowed number of polls. This isn't a very good way of doing things since a single thread
- /// is processing inbound packets, so if the asset server is slow, we could block this for up to
- /// the timeout period. Whereever possible we want to use the asynchronous callback GetAsset()
- ///
- /// <param name="assetID"></param>
- /// <param name="isTexture"></param>
- /// <returns>null if the asset could not be retrieved</returns>
- AssetBase GetAsset(UUID assetID, bool isTexture);
-
- /// <summary>
- /// Add an asset to both the persistent store and the cache.
- /// </summary>
- /// <param name="asset"></param>
- void AddAsset(AssetBase asset);
-
- /// <summary>
- /// Expire an asset from the cache
- /// </summary>
- /// Allows you to clear a specific asset by uuid out
- /// of the asset cache. This is needed because the osdynamic
- /// texture code grows the asset cache without bounds. The
- /// real solution here is a much better cache archicture, but
- /// this is a stop gap measure until we have such a thing.
- void ExpireAsset(UUID assetID);
-
- /// <summary>
- /// Handle an asset request from the client. The result will be sent back asynchronously.
- /// </summary>
- /// <param name="userInfo"></param>
- /// <param name="transferRequest"></param>
- void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest);
- }
- public class AssetCachePluginInitialiser : PluginInitialiserBase
- {
- private ConfigSettings config;
- private IAssetServer server;
- public AssetCachePluginInitialiser (ConfigSettings p_sv, IAssetServer p_as)
- {
- config = p_sv;
- server = p_as;
- }
- public override void Initialise (IPlugin plugin)
- {
- IAssetCache p = plugin as IAssetCache;
- p.Initialise (config, server);
- }
- }
- }
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