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247 lines
8.8 KiB
C#
247 lines
8.8 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 = new BlockingQueue<AssetRequest>();
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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 virtual void Start()
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{
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m_log.Debug("[ASSET SERVER]: Starting asset server");
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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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public virtual void Stop()
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{
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m_localAssetServerThread.Abort();
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}
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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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/// Does the asset server have any waiting requests?
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/// </summary>
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///
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/// This does include any request that is currently being handled. This information is not reliable where
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/// another thread may be processing requests.
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///
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/// <returns>
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/// True if there are waiting requests. False if there are no waiting requests.
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/// </returns>
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public virtual bool HasWaitingRequests()
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{
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return m_assetRequests.Count() != 0;
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}
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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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public virtual void ProcessNextRequest()
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{
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AssetRequest req = m_assetRequests.Dequeue();
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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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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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ProcessNextRequest();
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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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//m_log.DebugFormat("[ASSET SERVER]: Added {0} to request queue", assetID);
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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 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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