OpenSimMirror/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs

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/*
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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 OpenSimulator Project nor the
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* 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.Collections.Generic;
using System.Reflection;
using System.Threading;
using System.Timers;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Services.Interfaces;
this is step 2 of 2 of the OpenSim.Region.Environment refactor. NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator
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namespace OpenSim.Region.CoreModules.World.Archiver
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{
/// <summary>
/// Encapsulate the asynchronous requests for the assets required for an archive operation
/// </summary>
class AssetsRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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enum RequestState
{
Initial,
Running,
Completed,
Aborted
};
/// <value>
/// Timeout threshold if we still need assets or missing asset notifications but have stopped receiving them
/// from the asset service
/// </value>
protected const int TIMEOUT = 60 * 1000;
/// <value>
/// If a timeout does occur, limit the amount of UUID information put to the console.
/// </value>
protected const int MAX_UUID_DISPLAY_ON_TIMEOUT = 3;
protected System.Timers.Timer m_requestCallbackTimer;
/// <value>
/// State of this request
/// </value>
private RequestState m_requestState = RequestState.Initial;
/// <value>
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/// uuids to request
/// </value>
protected IDictionary<UUID, AssetType> m_uuids;
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/// <value>
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/// Callback used when all the assets requested have been received.
/// </value>
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protected AssetsRequestCallback m_assetsRequestCallback;
/// <value>
/// List of assets that were found. This will be passed back to the requester.
/// </value>
protected List<UUID> m_foundAssetUuids = new List<UUID>();
/// <value>
/// Maintain a list of assets that could not be found. This will be passed back to the requester.
/// </value>
protected List<UUID> m_notFoundAssetUuids = new List<UUID>();
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/// <value>
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/// Record the number of asset replies required so we know when we've finished
/// </value>
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private int m_repliesRequired;
/// <value>
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/// Asset service used to request the assets
/// </value>
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protected IAssetService m_assetService;
protected IUserAccountService m_userAccountService;
protected UUID m_scopeID; // the grid ID
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protected AssetsArchiver m_assetsArchiver;
protected Dictionary<string, object> m_options;
protected internal AssetsRequest(
AssetsArchiver assetsArchiver, IDictionary<UUID, AssetType> uuids,
IAssetService assetService, IUserAccountService userService,
UUID scope, Dictionary<string, object> options,
AssetsRequestCallback assetsRequestCallback)
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{
m_assetsArchiver = assetsArchiver;
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m_uuids = uuids;
m_assetsRequestCallback = assetsRequestCallback;
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m_assetService = assetService;
m_userAccountService = userService;
m_scopeID = scope;
m_options = options;
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m_repliesRequired = uuids.Count;
m_requestCallbackTimer = new System.Timers.Timer(TIMEOUT);
m_requestCallbackTimer.AutoReset = false;
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m_requestCallbackTimer.Elapsed += new ElapsedEventHandler(OnRequestCallbackTimeout);
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}
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protected internal void Execute()
{
m_requestState = RequestState.Running;
m_log.DebugFormat("[ARCHIVER]: AssetsRequest executed looking for {0} assets", m_repliesRequired);
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// We can stop here if there are no assets to fetch
if (m_repliesRequired == 0)
{
m_requestState = RequestState.Completed;
PerformAssetsRequestCallback(null);
return;
}
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foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids)
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{
m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback);
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}
m_requestCallbackTimer.Enabled = true;
}
protected void OnRequestCallbackTimeout(object source, ElapsedEventArgs args)
{
try
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{
lock (this)
{
// Take care of the possibilty that this thread started but was paused just outside the lock before
// the final request came in (assuming that such a thing is possible)
if (m_requestState == RequestState.Completed)
return;
m_requestState = RequestState.Aborted;
}
// Calculate which uuids were not found. This is an expensive way of doing it, but this is a failure
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// case anyway.
List<UUID> uuids = new List<UUID>();
foreach (UUID uuid in m_uuids.Keys)
{
uuids.Add(uuid);
}
foreach (UUID uuid in m_foundAssetUuids)
{
uuids.Remove(uuid);
}
foreach (UUID uuid in m_notFoundAssetUuids)
{
uuids.Remove(uuid);
}
m_log.ErrorFormat(
"[ARCHIVER]: Asset service failed to return information about {0} requested assets", uuids.Count);
int i = 0;
foreach (UUID uuid in uuids)
{
m_log.ErrorFormat("[ARCHIVER]: No information about asset {0} received", uuid);
if (++i >= MAX_UUID_DISPLAY_ON_TIMEOUT)
break;
}
if (uuids.Count > MAX_UUID_DISPLAY_ON_TIMEOUT)
m_log.ErrorFormat(
"[ARCHIVER]: (... {0} more not shown)", uuids.Count - MAX_UUID_DISPLAY_ON_TIMEOUT);
m_log.Error("[ARCHIVER]: OAR save aborted. PLEASE DO NOT USE THIS OAR, IT WILL BE INCOMPLETE.");
}
catch (Exception e)
{
m_log.ErrorFormat("[ARCHIVER]: Timeout handler exception {0}", e);
}
finally
{
m_assetsArchiver.ForceClose();
}
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}
protected void PreAssetRequestCallback(string fetchedAssetID, object assetType, AssetBase fetchedAsset)
{
// Check for broken asset types and fix them with the AssetType gleaned by UuidGatherer
if (fetchedAsset != null && fetchedAsset.Type == (sbyte)AssetType.Unknown)
{
AssetType type = (AssetType)assetType;
m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, type);
fetchedAsset.Type = (sbyte)type;
}
AssetRequestCallback(fetchedAssetID, this, fetchedAsset);
}
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/// <summary>
/// Called back by the asset cache when it has the asset
/// </summary>
/// <param name="assetID"></param>
/// <param name="asset"></param>
public void AssetRequestCallback(string id, object sender, AssetBase asset)
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{
Culture.SetCurrentCulture();
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try
{
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lock (this)
{
//m_log.DebugFormat("[ARCHIVER]: Received callback for asset {0}", id);
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m_requestCallbackTimer.Stop();
if (m_requestState == RequestState.Aborted)
{
m_log.WarnFormat(
"[ARCHIVER]: Received information about asset {0} after archive save abortion. Ignoring.",
id);
return;
}
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if (asset != null)
{
if (m_options.ContainsKey("verbose"))
m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
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m_foundAssetUuids.Add(asset.FullID);
m_assetsArchiver.WriteAsset(PostProcess(asset));
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}
else
{
if (m_options.ContainsKey("verbose"))
m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
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m_notFoundAssetUuids.Add(new UUID(id));
}
if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count == m_repliesRequired)
{
m_requestState = RequestState.Completed;
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m_log.DebugFormat(
"[ARCHIVER]: Successfully added {0} assets ({1} assets notified missing)",
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m_foundAssetUuids.Count, m_notFoundAssetUuids.Count);
// We want to stop using the asset cache thread asap
// as we now need to do the work of producing the rest of the archive
Util.FireAndForget(PerformAssetsRequestCallback);
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}
else
{
m_requestCallbackTimer.Start();
}
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}
}
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catch (Exception e)
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{
m_log.ErrorFormat("[ARCHIVER]: AssetRequestCallback failed with {0}", e);
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}
}
/// <summary>
/// Perform the callback on the original requester of the assets
/// </summary>
protected void PerformAssetsRequestCallback(object o)
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{
Culture.SetCurrentCulture();
try
{
m_assetsRequestCallback(m_foundAssetUuids, m_notFoundAssetUuids);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ARCHIVER]: Terminating archive creation since asset requster callback failed with {0}", e);
}
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}
protected AssetBase PostProcess(AssetBase asset)
{
if (asset.Type == (sbyte)AssetType.Object && asset.Data != null && m_options.ContainsKey("profile"))
{
//m_log.DebugFormat("[ARCHIVER]: Rewriting object data for {0}", asset.ID);
string xml = ExternalRepresentationUtils.RewriteSOP(Utils.BytesToString(asset.Data), m_options["profile"].ToString(), m_userAccountService, m_scopeID);
asset.Data = Utils.StringToBytes(xml);
}
return asset;
}
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}
}