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The change makes two principal implementation changes: [1] It removes the hard coded set of possible asset server client implementations, allowing any arbitrary implementation that has been identified to the PluginLoader as an appropriate extension. The extension point for asset server client extension is /OpenSim/AssetServerClient. All of the old configuration rules have been preserved, and any of the legacy configuration values will still work as they did before, except the implementation is now loaded as a plug-in, rather than as a hard-coded instantiation of a specific class. The re-hashing of IAssetServer as an extension of IPlugin made upgrading of the implementation classes a necessity. Caveat: I have not been able to meaningfully test the crypto-grid clients. I believe they should work correctly, but the refactoring necessary to handle plug-in based initialization (vs constructor-based initialisation) admits the possibility of a problem. [2] The asset cache implementation, previously introduce as a hard-code class instantiation is now implemented as an IPlugin. Once again the previous (configurationless) behavior has been preserved. But now it is possible for those interested in experimenting with cache technologies to do so simply by introducing a new extension for the asset cache extension point (/OpenSim/AssetCache). I've tested all of the configuration settings, after applying the patch to a newly extracted tree, and they seem to work OK.
237 lines
8.3 KiB
C#
237 lines
8.3 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Reflection;
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using System.Threading;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Data;
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using OpenSim.Framework.AssetLoader.Filesystem;
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using OpenSim.Framework.Statistics;
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namespace OpenSim.Framework.Communications.Cache
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{
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public abstract class AssetServerBase : IAssetServer
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{
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected IAssetReceiver m_receiver;
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protected BlockingQueue<AssetRequest> m_assetRequests;
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protected Thread m_localAssetServerThread;
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protected IAssetDataPlugin m_assetProvider;
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#region IPlugin
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/// <summary>
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/// The methods and properties in this region are needed to implement
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/// the IPlugin interface and its local extensions.
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/// These can all be overridden as appropriate by a derived class.
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/// These methods are only applicable when a class is loaded by the
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/// IPlugin mechanism.
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///
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/// Note that in the case of AssetServerBase, all initialization is
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/// performed by the default constructor, so nothing additional is
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/// required here. A derived class may wish to do more.
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/// </summary>
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public virtual string Name
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{
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// get { return "OpenSim.Framework.Communications.Cache.AssetServerBase"; }
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get { return "AssetServerBase"; }
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}
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public virtual string Version
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{
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get { return "1.0"; }
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}
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public virtual void Initialise()
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{
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m_log.Debug("[ASSET SERVER]: IPlugin null initialization");
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}
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public virtual void Initialise(ConfigSettings settings)
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{
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m_log.Debug("[ASSET SERVER]: IPlugin null configured initialization(1)");
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m_log.InfoFormat("[ASSET SERVER]: Initializing client [{0}/{1}", Name, Version);
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}
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public virtual void Initialise(ConfigSettings settings, string p_url)
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{
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m_log.Debug("[ASSET SERVER]: IPlugin null configured initialization(2)");
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m_log.InfoFormat("[ASSET SERVER]: Initializing client [{0}/{1}", Name, Version);
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}
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public virtual void Initialise(ConfigSettings settings, string p_url, string p_dir, bool p_t)
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{
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m_log.Debug("[ASSET SERVER]: IPlugin null configured initialization(3)");
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m_log.InfoFormat("[ASSET SERVER]: Initializing client [{0}/{1}", Name, Version);
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}
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public virtual void Dispose()
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{
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m_log.Debug("[ASSET SERVER]: dispose");
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}
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#endregion
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public IAssetDataPlugin AssetProviderPlugin
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{
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get { return m_assetProvider; }
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}
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// Temporarily hardcoded - should be a plugin
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protected IAssetLoader assetLoader = new AssetLoaderFileSystem();
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public abstract void StoreAsset(AssetBase asset);
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/// <summary>
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/// This method must be implemented by a subclass to retrieve the asset named in the
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/// AssetRequest. If the asset is not found, null should be returned.
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/// </summary>
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/// <param name="req"></param>
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/// <returns></returns>
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/// <exception cref="System.Exception">
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/// Thrown if the request failed for some other reason than that the
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/// asset cannot be found.
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/// </exception>
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protected abstract AssetBase GetAsset(AssetRequest req);
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/// <summary>
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/// Process an asset request. This method will call GetAsset(AssetRequest req)
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/// on the subclass.
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/// </summary>
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/// <param name="req"></param>
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protected virtual void ProcessRequest(AssetRequest req)
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{
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AssetBase asset;
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try
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{
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asset = GetAsset(req);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[ASSET]: Asset request for {0} threw exception {1}", req.AssetID, e);
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddAssetServiceRequestFailure();
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m_receiver.AssetNotFound(req.AssetID, req.IsTexture);
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return;
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}
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if (asset != null)
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{
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//m_log.DebugFormat("[ASSET]: Asset {0} received from asset server", req.AssetID);
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m_receiver.AssetReceived(asset, req.IsTexture);
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}
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else
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{
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//m_log.WarnFormat("[ASSET]: Asset {0} not found by asset server", req.AssetID);
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m_receiver.AssetNotFound(req.AssetID, req.IsTexture);
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}
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}
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public virtual void LoadDefaultAssets(string pAssetSetsXml)
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{
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m_log.Info("[ASSET SERVER]: Setting up asset database");
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assetLoader.ForEachDefaultXmlAsset(pAssetSetsXml, StoreAsset);
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}
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public AssetServerBase()
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{
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m_log.Info("[ASSET SERVER]: Starting asset storage system");
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m_assetRequests = new BlockingQueue<AssetRequest>();
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m_localAssetServerThread = new Thread(RunRequests);
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m_localAssetServerThread.Name = "LocalAssetServerThread";
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m_localAssetServerThread.IsBackground = true;
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m_localAssetServerThread.Start();
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ThreadTracker.Add(m_localAssetServerThread);
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}
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private void RunRequests()
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{
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while (true) // Since it's a 'blocking queue'
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{
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try
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{
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AssetRequest req = m_assetRequests.Dequeue();
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ProcessRequest(req);
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}
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catch (Exception e)
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{
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m_log.Error("[ASSET SERVER]: " + e.ToString());
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}
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}
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}
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/// <summary>
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/// The receiver will be called back with asset data once it comes in.
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/// </summary>
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/// <param name="receiver"></param>
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public void SetReceiver(IAssetReceiver receiver)
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{
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m_receiver = receiver;
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}
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public void RequestAsset(UUID assetID, bool isTexture)
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{
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AssetRequest req = new AssetRequest();
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req.AssetID = assetID;
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req.IsTexture = isTexture;
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m_assetRequests.Enqueue(req);
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#if DEBUG
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//m_log.InfoFormat("[ASSET SERVER]: Added {0} to request queue", assetID);
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#endif
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}
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public virtual void UpdateAsset(AssetBase asset)
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{
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m_assetProvider.UpdateAsset(asset);
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}
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public virtual void Close()
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{
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m_localAssetServerThread.Abort();
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}
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public void SetServerInfo(string ServerUrl, string ServerKey)
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{
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}
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}
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}
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