Files
opensim/OpenSim/Framework/IAssetServer.cs
Sean Dague f4bec00057 From: Alan Webb <awebb@linux.vnet.ibm.com>
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.
2009-02-16 12:20:31 +00:00

127 lines
4.6 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 OpenMetaverse;
namespace OpenSim.Framework
{
/// <summary>
/// Description of IAssetServer.
/// </summary>
public interface IAssetServer : IPlugin
{
void Initialise(ConfigSettings settings);
void Initialise(ConfigSettings settings, string url, string dir, bool test);
void Initialise(ConfigSettings settings, string url);
void SetReceiver(IAssetReceiver receiver);
void RequestAsset(UUID assetID, bool isTexture);
void StoreAsset(AssetBase asset);
void UpdateAsset(AssetBase asset);
void Close();
}
/// <summary>
/// Implemented by classes which with to asynchronously receive asset data from the asset service
/// </summary>
/// <remarks>could change to delegate?</remarks>
public interface IAssetReceiver
{
/// <summary>
/// Call back made when a requested asset has been retrieved by an asset server
/// </summary>
/// <param name="asset"></param>
/// <param name="IsTexture"></param>
void AssetReceived(AssetBase asset, bool IsTexture);
/// <summary>
/// Call back made when an asset server could not retrieve a requested asset
/// </summary>
/// <param name="assetID"></param>
/// <param name="IsTexture"></param>
void AssetNotFound(UUID assetID, bool IsTexture);
}
public class AssetServerClientPluginInitialiser : PluginInitialiserBase
{
private ConfigSettings config;
public AssetServerClientPluginInitialiser (ConfigSettings p_sv)
{
config = p_sv;
}
public override void Initialise (IPlugin plugin)
{
IAssetServer p = plugin as IAssetServer;
p.Initialise (config);
}
}
public class LegacyAssetServerClientPluginInitialiser : PluginInitialiserBase
{
private ConfigSettings config;
private string assetURL;
public LegacyAssetServerClientPluginInitialiser (ConfigSettings p_sv, string p_url)
{
config = p_sv;
assetURL = p_url;
}
public override void Initialise (IPlugin plugin)
{
IAssetServer p = plugin as IAssetServer;
p.Initialise (config, assetURL);
}
}
public class CryptoAssetServerClientPluginInitialiser : PluginInitialiserBase
{
private ConfigSettings config;
private string assetURL;
private string currdir;
private bool test;
public CryptoAssetServerClientPluginInitialiser (ConfigSettings p_sv, string p_url, string p_dir, bool p_test)
{
config = p_sv;
assetURL = p_url;
currdir = p_dir;
test = p_test;
}
public override void Initialise (IPlugin plugin)
{
IAssetServer p = plugin as IAssetServer;
p.Initialise (config, assetURL, currdir, test);
}
}
public interface IAssetPlugin
{
IAssetServer GetAssetServer();
}
}