Files
opensim/OpenSim/Framework/Communications/Cache/AssetServerBase.cs

247 lines
8.8 KiB
C#

/*
* 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}", req.AssetID, e);
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)
{
}
}
}