Make the IteratingUuidGatherer the only UuidGatherer.

This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
sedebug
Justin Clark-Casey (justincc) 2015-01-08 20:21:40 +00:00
parent 9dc4b2c479
commit 08606ae409
8 changed files with 112 additions and 713 deletions

View File

@ -776,7 +776,6 @@ namespace OpenSim.Region.CoreModules.Asset
{
UuidGatherer gatherer = new UuidGatherer(m_AssetService);
Dictionary<UUID, sbyte> assetIdsToCheck = new Dictionary<UUID, sbyte>();
Dictionary<UUID, bool> assetsFound = new Dictionary<UUID, bool>();
foreach (Scene s in m_Scenes)
@ -784,10 +783,11 @@ namespace OpenSim.Region.CoreModules.Asset
StampRegionStatusFile(s.RegionInfo.RegionID);
s.ForEachSOG(delegate(SceneObjectGroup e)
{
gatherer.GatherAssetUuids(e, assetIdsToCheck);
{
gatherer.AddForInspection(e);
gatherer.GatherAll();
foreach (UUID assetID in assetIdsToCheck.Keys)
foreach (UUID assetID in gatherer.GatheredUuids.Keys)
{
if (!assetsFound.ContainsKey(assetID))
{
@ -800,7 +800,7 @@ namespace OpenSim.Region.CoreModules.Asset
else if (storeUncached)
{
AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
if (cachedAsset == null && assetIdsToCheck[assetID] != (sbyte)AssetType.Unknown)
if (cachedAsset == null && gatherer.GatheredUuids[assetID] != (sbyte)AssetType.Unknown)
assetsFound[assetID] = false;
else
assetsFound[assetID] = true;
@ -810,11 +810,11 @@ namespace OpenSim.Region.CoreModules.Asset
{
m_log.DebugFormat(
"[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets",
assetID, assetIdsToCheck[assetID], e.Name, e.AbsolutePosition, s.Name);
assetID, gatherer.GatheredUuids[assetID], e.Name, e.AbsolutePosition, s.Name);
}
}
assetIdsToCheck.Clear();
gatherer.GatheredUuids.Clear();
});
}

View File

@ -93,11 +93,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
/// </value>
protected UUID m_id;
/// <value>
/// Used to collect the uuids of the assets that we need to save into the archive
/// </value>
protected Dictionary<UUID, sbyte> m_assetUuids = new Dictionary<UUID, sbyte>();
/// <value>
/// Used to collect the uuids of the users that we need to save into the archive
/// </value>
@ -225,7 +220,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
// Don't chase down link asset items as they actually point to their target item IDs rather than an asset
if (SaveAssets && itemAssetType != AssetType.Link && itemAssetType != AssetType.LinkFolder)
m_assetGatherer.GatherAssetUuids(inventoryItem.AssetID, (sbyte)inventoryItem.AssetType, m_assetUuids);
m_assetGatherer.AddForInspection(inventoryItem.AssetID);
}
/// <summary>
@ -422,12 +417,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
if (SaveAssets)
{
m_log.DebugFormat("[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetUuids.Count);
m_assetGatherer.GatherAll();
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetGatherer.GatheredUuids.Count);
AssetsRequest ar
= new AssetsRequest(
new AssetsArchiver(m_archiveWriter),
m_assetUuids, m_scene.AssetService,
m_assetGatherer.GatheredUuids, m_scene.AssetService,
m_scene.UserAccountService, m_scene.RegionInfo.ScopeID,
options, ReceivedAllAssets);

View File

@ -605,8 +605,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// so.Name, so.AttachedAvatar, url);
IDictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
IteratingHGUuidGatherer uuidGatherer
= new IteratingHGUuidGatherer(Scene.AssetService, url, ids);
HGUuidGatherer uuidGatherer
= new HGUuidGatherer(Scene.AssetService, url, ids);
uuidGatherer.AddForInspection(so);
while (!uuidGatherer.Complete)

View File

@ -412,12 +412,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// The act of gathering UUIDs downloads some assets from the remote server
// but not all...
Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL);
uuidGatherer.GatherAssetUuids(assetID, meta.Type, ids);
m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", ids.Count);
uuidGatherer.AddForInspection(assetID);
uuidGatherer.GatherAll();
m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", uuidGatherer.GatheredUuids.Count);
bool success = true;
foreach (UUID uuid in ids.Keys)
foreach (UUID uuid in uuidGatherer.GatheredUuids.Keys)
if (FetchAsset(userAssetURL, uuid) == null)
success = false;
@ -428,7 +429,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
m_log.DebugFormat("[HG ASSET MAPPER]: Successfully got item {0} from asset server {1}", assetID, userAssetURL);
}
public void Post(UUID assetID, UUID ownerID, string userAssetURL)
{
m_log.DebugFormat("[HG ASSET MAPPER]: Starting to send asset {0} with children to asset server {1}", assetID, userAssetURL);
@ -442,9 +442,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return;
}
Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
uuidGatherer.GatherAssetUuids(asset.FullID, asset.Type, ids);
uuidGatherer.AddForInspection(asset.FullID);
// Check which assets already exist in the destination server
@ -452,16 +451,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (!url.EndsWith("/") && !url.EndsWith("="))
url = url + "/";
string[] remoteAssetIDs = new string[ids.Count];
string[] remoteAssetIDs = new string[uuidGatherer.GatheredUuids.Count];
int i = 0;
foreach (UUID id in ids.Keys)
foreach (UUID id in uuidGatherer.GatheredUuids.Keys)
remoteAssetIDs[i++] = url + id.ToString();
bool[] exist = m_scene.AssetService.AssetsExist(remoteAssetIDs);
var existSet = new HashSet<string>();
i = 0;
foreach (UUID id in ids.Keys)
foreach (UUID id in uuidGatherer.GatheredUuids.Keys)
{
if (exist[i])
existSet.Add(id.ToString());
@ -472,7 +471,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
bool success = true;
foreach (UUID uuid in ids.Keys)
foreach (UUID uuid in uuidGatherer.GatheredUuids.Keys)
{
if (!existSet.Contains(uuid.ToString()))
{

View File

@ -219,7 +219,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids)
{
m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);
m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name);
EntityBase[] entities = scene.GetEntities();
List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
@ -253,13 +253,13 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (SaveAssets)
{
UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService);
UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids);
int prevAssets = assetUuids.Count;
foreach (SceneObjectGroup sceneObject in sceneObjects)
{
assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
}
assetGatherer.AddForInspection(sceneObject);
assetGatherer.GatherAll();
m_log.DebugFormat(
"[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",

View File

@ -61,11 +61,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
= AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
m_assetService.Store(corruptAsset);
IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
m_uuidGatherer.AddForInspection(corruptAssetUuid);
m_uuidGatherer.GatherAll();
// We count the uuid as gathered even if the asset itself is corrupt.
Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(1));
}
/// <summary>
@ -77,38 +77,42 @@ namespace OpenSim.Region.Framework.Scenes.Tests
TestHelpers.InMethod();
UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
m_uuidGatherer.GatherAssetUuids(missingAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
// We count the uuid as gathered even if the asset itself is missing.
Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
m_uuidGatherer.AddForInspection(missingAssetUuid);
m_uuidGatherer.GatherAll();
Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(0));
}
[Test]
public void TestNotecardAsset()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
TestHelpers.EnableLogging();
UUID ownerId = TestHelpers.ParseTail(0x10);
UUID soAssetId = TestHelpers.ParseTail(0x20);
UUID embeddedId = TestHelpers.ParseTail(0x20);
UUID missingEmbeddedId = TestHelpers.ParseTail(0x21);
UUID ncAssetId = TestHelpers.ParseTail(0x30);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId);
AssetBase soAsset = AssetHelpers.CreateAsset(soAssetId, so);
m_assetService.Store(soAsset);
AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString());
AssetBase ncAsset
= AssetHelpers.CreateNotecardAsset(
ncAssetId, string.Format("Hello{0}World{1}", embeddedId, missingEmbeddedId));
m_assetService.Store(ncAsset);
IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
m_uuidGatherer.GatherAssetUuids(ncAssetId, (sbyte)AssetType.Notecard, foundAssetUuids);
AssetBase embeddedAsset = AssetHelpers.CreateNotecardAsset(embeddedId, "We'll meet again.");
m_assetService.Store(embeddedAsset);
// We count the uuid as gathered even if the asset itself is corrupt.
Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
Assert.That(foundAssetUuids.ContainsKey(ncAssetId));
Assert.That(foundAssetUuids.ContainsKey(soAssetId));
m_uuidGatherer.AddForInspection(ncAssetId);
m_uuidGatherer.GatherAll();
// foreach (UUID key in m_uuidGatherer.GatheredUuids.Keys)
// System.Console.WriteLine("key : {0}", key);
Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(3));
Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(ncAssetId));
Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(embeddedId));
Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(missingEmbeddedId));
}
}
}
}

View File

@ -55,617 +55,17 @@ namespace OpenSim.Region.Framework.Scenes
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected IAssetService m_assetService;
// /// <summary>
// /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
// /// asset was found by the asset service.
// /// </summary>
// private AssetBase m_requestedObjectAsset;
//
// /// <summary>
// /// Signal whether we are currently waiting for the asset service to deliver an asset.
// /// </summary>
// private bool m_waitingForObjectAsset;
public UuidGatherer(IAssetService assetService)
{
m_assetService = assetService;
}
/// <summary>
/// Gather all the asset uuids associated with the asset referenced by a given uuid
/// </summary>
/// <remarks>
/// This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// This method assumes that the asset type associated with this asset in persistent storage is correct (which
/// should always be the case). So with this method we always need to retrieve asset data even if the asset
/// is of a type which is known not to reference any other assets
/// </remarks>
/// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
/// <param name="assetUuids">The assets gathered</param>
public void GatherAssetUuids(UUID assetUuid, IDictionary<UUID, sbyte> assetUuids)
{
// avoid infinite loops
if (assetUuids.ContainsKey(assetUuid))
return;
try
{
AssetBase assetBase = GetAsset(assetUuid);
if (null != assetBase)
{
sbyte assetType = assetBase.Type;
assetUuids[assetUuid] = assetType;
if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
{
GetWearableAssetUuids(assetBase, assetUuids);
}
else if ((sbyte)AssetType.Gesture == assetType)
{
GetGestureAssetUuids(assetBase, assetUuids);
}
else if ((sbyte)AssetType.Notecard == assetType)
{
GetTextEmbeddedAssetUuids(assetBase, assetUuids);
}
else if ((sbyte)AssetType.LSLText == assetType)
{
GetTextEmbeddedAssetUuids(assetBase, assetUuids);
}
else if ((sbyte)OpenSimAssetType.Material == assetType)
{
GetMaterialAssetUuids(assetBase, assetUuids);
}
else if ((sbyte)AssetType.Object == assetType)
{
GetSceneObjectAssetUuids(assetBase, assetUuids);
}
}
}
catch (Exception)
{
m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset id {0}", assetUuid);
throw;
}
}
/// <summary>
/// Gather all the asset uuids associated with the asset referenced by a given uuid
/// </summary>
/// <remarks>
/// This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// </remarks>
/// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
/// <param name="assetType">The type of the asset for the uuid given</param>
/// <param name="assetUuids">The assets gathered</param>
public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary<UUID, sbyte> assetUuids)
{
// avoid infinite loops
if (assetUuids.ContainsKey(assetUuid))
return;
try
{
assetUuids[assetUuid] = assetType;
if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
{
GetWearableAssetUuids(assetUuid, assetUuids);
}
else if ((sbyte)AssetType.Gesture == assetType)
{
GetGestureAssetUuids(assetUuid, assetUuids);
}
else if ((sbyte)AssetType.Notecard == assetType)
{
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
}
else if ((sbyte)AssetType.LSLText == assetType)
{
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
}
else if ((sbyte)OpenSimAssetType.Material == assetType)
{
GetMaterialAssetUuids(assetUuid, assetUuids);
}
else if ((sbyte)AssetType.Object == assetType)
{
GetSceneObjectAssetUuids(assetUuid, assetUuids);
}
}
catch (Exception)
{
m_log.ErrorFormat(
"[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
assetUuid, assetType);
throw;
}
}
/// <summary>
/// Gather all the asset uuids associated with a given object.
/// </summary>
/// <remarks>
/// This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// </remarks>
/// <param name="sceneObject">The scene object for which to gather assets</param>
/// <param name="assetUuids">
/// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
/// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
/// </param>
public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, sbyte> assetUuids)
{
// m_log.DebugFormat(
// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
SceneObjectPart[] parts = sceneObject.Parts;
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
// m_log.DebugFormat(
// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
try
{
Primitive.TextureEntry textureEntry = part.Shape.Textures;
if (textureEntry != null)
{
// Get the prim's default texture. This will be used for faces which don't have their own texture
if (textureEntry.DefaultTexture != null)
GatherTextureEntryAssets(textureEntry.DefaultTexture, assetUuids);
if (textureEntry.FaceTextures != null)
{
// Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
{
if (texture != null)
GatherTextureEntryAssets(texture, assetUuids);
}
}
}
// If the prim is a sculpt then preserve this information too
if (part.Shape.SculptTexture != UUID.Zero)
assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
if (part.CollisionSound != UUID.Zero)
assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
if (part.ParticleSystem.Length > 0)
{
try
{
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
if (ps.Texture != UUID.Zero)
assetUuids[ps.Texture] = (sbyte)AssetType.Texture;
}
catch (Exception)
{
m_log.WarnFormat(
"[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.",
part.Name, part.UUID, sceneObject.Name, sceneObject.UUID);
}
}
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
// Now analyze this prim's inventory items to preserve all the uuids that they reference
foreach (TaskInventoryItem tii in taskDictionary.Values)
{
// m_log.DebugFormat(
// "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
// tii.Name, tii.Type, part.Name, part.UUID);
if (!assetUuids.ContainsKey(tii.AssetID))
GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids);
}
// FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
// to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and
// inventory transfer. There needs to be a way for a module to register a method without assuming a
// Scene.EventManager is present.
// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
// still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
GatherMaterialsUuids(part, assetUuids);
}
catch (Exception e)
{
m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
m_log.DebugFormat(
"[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
part.Shape.TextureEntry.Length);
}
}
}
/// <summary>
/// Gather all the asset uuids found in one face of a Texture Entry.
/// </summary>
private void GatherTextureEntryAssets(Primitive.TextureEntryFace texture, IDictionary<UUID, sbyte> assetUuids)
{
assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
if (texture.MaterialID != UUID.Zero)
{
GatherAssetUuids(texture.MaterialID, (sbyte)OpenSimAssetType.Material, assetUuids);
}
}
/// <summary>
/// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
/// stored in legacy format in part.DynAttrs
/// </summary>
/// <param name="part"></param>
/// <param name="assetUuids"></param>
//public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids)
public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, sbyte> assetUuids)
{
// scan thru the dynAttrs map of this part for any textures used as materials
OSD osdMaterials = null;
lock (part.DynAttrs)
{
if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
{
OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
if (materialsStore == null)
return;
materialsStore.TryGetValue("Materials", out osdMaterials);
}
if (osdMaterials != null)
{
//m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd));
if (osdMaterials is OSDArray)
{
OSDArray matsArr = osdMaterials as OSDArray;
foreach (OSDMap matMap in matsArr)
{
try
{
if (matMap.ContainsKey("Material"))
{
OSDMap mat = matMap["Material"] as OSDMap;
if (mat.ContainsKey("NormMap"))
{
UUID normalMapId = mat["NormMap"].AsUUID();
if (normalMapId != UUID.Zero)
{
assetUuids[normalMapId] = (sbyte)AssetType.Texture;
//m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
}
}
if (mat.ContainsKey("SpecMap"))
{
UUID specularMapId = mat["SpecMap"].AsUUID();
if (specularMapId != UUID.Zero)
{
assetUuids[specularMapId] = (sbyte)AssetType.Texture;
//m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
}
}
}
}
catch (Exception e)
{
m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message);
}
}
}
}
}
}
/// <summary>
/// Get an asset synchronously, potentially using an asynchronous callback. If the
/// asynchronous callback is used, we will wait for it to complete.
/// </summary>
/// <param name="uuid"></param>
/// <returns></returns>
protected virtual AssetBase GetAsset(UUID uuid)
{
return m_assetService.Get(uuid.ToString());
// XXX: Switching to do this synchronously where the call was async before but we always waited for it
// to complete anyway!
// m_waitingForObjectAsset = true;
// m_assetCache.Get(uuid.ToString(), this, AssetReceived);
//
// // The asset cache callback can either
// //
// // 1. Complete on the same thread (if the asset is already in the cache) or
// // 2. Come in via a different thread (if we need to go fetch it).
// //
// // The code below handles both these alternatives.
// lock (this)
// {
// if (m_waitingForObjectAsset)
// {
// Monitor.Wait(this);
// m_waitingForObjectAsset = false;
// }
// }
//
// return m_requestedObjectAsset;
}
/// <summary>
/// Record the asset uuids embedded within the given text (e.g. a script).
/// </summary>
/// <param name="textAssetUuid"></param>
/// <param name="assetUuids">Dictionary in which to record the references</param>
private void GetTextEmbeddedAssetUuids(UUID textAssetUuid, IDictionary<UUID, sbyte> assetUuids)
{
// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
AssetBase textAsset = GetAsset(textAssetUuid);
if (null != textAsset)
GetTextEmbeddedAssetUuids(textAsset, assetUuids);
}
/// <summary>
/// Record the asset uuids embedded within the given text (e.g. a script).
/// </summary>
/// <param name="textAsset"></param>
/// <param name="assetUuids">Dictionary in which to record the references</param>
private void GetTextEmbeddedAssetUuids(AssetBase textAsset, IDictionary<UUID, sbyte> assetUuids)
{
// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
string script = Utils.BytesToString(textAsset.Data);
// m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
// m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
foreach (Match uuidMatch in uuidMatches)
{
UUID uuid = new UUID(uuidMatch.Value);
// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
// Embedded asset references (if not false positives) could be for many types of asset, so we will
// label these as unknown.
assetUuids[uuid] = (sbyte)AssetType.Unknown;
}
}
/// <summary>
/// Record the uuids referenced by the given wearable asset
/// </summary>
/// <param name="wearableAssetUuid"></param>
/// <param name="assetUuids">Dictionary in which to record the references</param>
private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, sbyte> assetUuids)
{
AssetBase assetBase = GetAsset(wearableAssetUuid);
if (null != assetBase)
GetWearableAssetUuids(assetBase, assetUuids);
}
/// <summary>
/// Record the uuids referenced by the given wearable asset
/// </summary>
/// <param name="assetBase"></param>
/// <param name="assetUuids">Dictionary in which to record the references</param>
private void GetWearableAssetUuids(AssetBase assetBase, IDictionary<UUID, sbyte> assetUuids)
{
//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
AssetWearable wearableAsset = new AssetBodypart(assetBase.FullID, assetBase.Data);
wearableAsset.Decode();
//m_log.DebugFormat(
// "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
foreach (UUID uuid in wearableAsset.Textures.Values)
{
assetUuids[uuid] = (sbyte)AssetType.Texture;
}
}
/// <summary>
/// Get all the asset uuids associated with a given object. This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="assetUuids"></param>
private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids)
{
AssetBase sceneObjectAsset = GetAsset(sceneObjectUuid);
if (null != sceneObjectAsset)
GetSceneObjectAssetUuids(sceneObjectAsset, assetUuids);
}
/// <summary>
/// Get all the asset uuids associated with a given object. This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// </summary>
/// <param name="sceneObjectAsset"></param>
/// <param name="assetUuids"></param>
private void GetSceneObjectAssetUuids(AssetBase sceneObjectAsset, IDictionary<UUID, sbyte> assetUuids)
{
string xml = Utils.BytesToString(sceneObjectAsset.Data);
CoalescedSceneObjects coa;
if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
{
foreach (SceneObjectGroup sog in coa.Objects)
GatherAssetUuids(sog, assetUuids);
}
else
{
SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
if (null != sog)
GatherAssetUuids(sog, assetUuids);
}
}
/// <summary>
/// Get the asset uuid associated with a gesture
/// </summary>
/// <param name="gestureUuid"></param>
/// <param name="assetUuids"></param>
private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids)
{
AssetBase gestureAsset = GetAsset(gestureUuid);
if (null == gestureAsset)
return;
GetGestureAssetUuids(gestureAsset, assetUuids);
}
/// <summary>
/// Get the asset uuid associated with a gesture
/// </summary>
/// <param name="gestureAsset"></param>
/// <param name="assetUuids"></param>
private void GetGestureAssetUuids(AssetBase gestureAsset, IDictionary<UUID, sbyte> assetUuids)
{
using (MemoryStream ms = new MemoryStream(gestureAsset.Data))
using (StreamReader sr = new StreamReader(ms))
{
sr.ReadLine(); // Unknown (Version?)
sr.ReadLine(); // Unknown
sr.ReadLine(); // Unknown
sr.ReadLine(); // Name
sr.ReadLine(); // Comment ?
int count = Convert.ToInt32(sr.ReadLine()); // Item count
for (int i = 0 ; i < count ; i++)
{
string type = sr.ReadLine();
if (type == null)
break;
string name = sr.ReadLine();
if (name == null)
break;
string id = sr.ReadLine();
if (id == null)
break;
string unknown = sr.ReadLine();
if (unknown == null)
break;
// If it can be parsed as a UUID, it is an asset ID
UUID uuid;
if (UUID.TryParse(id, out uuid))
assetUuids[uuid] = (sbyte)AssetType.Animation; // the asset is either an Animation or a Sound, but this distinction isn't important
}
}
}
/// <summary>
/// Get the asset uuid's referenced in a material.
/// </summary>
private void GetMaterialAssetUuids(UUID materialUuid, IDictionary<UUID, sbyte> assetUuids)
{
AssetBase assetBase = GetAsset(materialUuid);
if (null == assetBase)
return;
GetMaterialAssetUuids(assetBase, assetUuids);
}
/// <summary>
/// Get the asset uuid's referenced in a material.
/// </summary>
private void GetMaterialAssetUuids(AssetBase materialAsset, IDictionary<UUID, sbyte> assetUuids)
{
OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data);
UUID normMap = mat["NormMap"].AsUUID();
if (normMap != UUID.Zero)
assetUuids[normMap] = (sbyte)AssetType.Texture;
UUID specMap = mat["SpecMap"].AsUUID();
if (specMap != UUID.Zero)
assetUuids[specMap] = (sbyte)AssetType.Texture;
}
}
public class HGUuidGatherer : UuidGatherer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected string m_assetServerURL;
public HGUuidGatherer(IAssetService assetService, string assetServerURL)
: base(assetService)
{
m_assetServerURL = assetServerURL;
if (!m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("="))
m_assetServerURL = m_assetServerURL + "/";
}
protected override AssetBase GetAsset(UUID uuid)
{
if (string.Empty == m_assetServerURL)
return base.GetAsset(uuid);
else
return FetchAsset(uuid);
}
public AssetBase FetchAsset(UUID assetID)
{
// Test if it's already here
AssetBase asset = m_assetService.Get(assetID.ToString());
if (asset == null)
{
// It's not, so fetch it from abroad
asset = m_assetService.Get(m_assetServerURL + assetID.ToString());
if (asset != null)
m_log.DebugFormat("[HGUUIDGatherer]: Copied asset {0} from {1} to local asset server", assetID, m_assetServerURL);
else
m_log.DebugFormat("[HGUUIDGatherer]: Failed to fetch asset {0} from {1}", assetID, m_assetServerURL);
}
//else
// m_log.DebugFormat("[HGUUIDGatherer]: Asset {0} from {1} was already here", assetID, m_assetServerURL);
return asset;
}
}
/// <summary>
/// Gather uuids for a given entity.
/// </summary>
/// <remarks>
/// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
/// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
/// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
/// retrieved to work out which assets it references).
/// </remarks>
public class IteratingUuidGatherer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Is gathering complete?
/// </summary>
public bool Complete { get { return m_assetUuidsToInspect.Count <= 0; } }
/// <summary>
/// The dictionary of UUIDs gathered so far. If Complete == true then this is all the reachable UUIDs.
/// </summary>
/// <value>The gathered uuids.</value>
public IDictionary<UUID, sbyte> GatheredUuids { get; private set; }
/// <summary>
/// Gets the next UUID to inspect.
/// </summary>
@ -683,10 +83,17 @@ namespace OpenSim.Region.Framework.Scenes
protected IAssetService m_assetService;
protected IDictionary<UUID, sbyte> m_gatheredAssetUuids;
protected Queue<UUID> m_assetUuidsToInspect;
/// <summary>
/// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
/// </summary>
/// <remarks>In this case the collection of gathered assets will start out blank.</remarks>
/// <param name="assetService">
/// Asset service.
/// </param>
public UuidGatherer(IAssetService assetService) : this(assetService, new Dictionary<UUID, sbyte>()) {}
/// <summary>
/// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
/// </summary>
@ -697,10 +104,10 @@ namespace OpenSim.Region.Framework.Scenes
/// Gathered UUIDs will be collected in this dictinaory.
/// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected.
/// </param>
public IteratingUuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector)
public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector)
{
m_assetService = assetService;
m_gatheredAssetUuids = collector;
GatheredUuids = collector;
// FIXME: Not efficient for searching, can improve.
m_assetUuidsToInspect = new Queue<UUID>();
@ -765,13 +172,13 @@ namespace OpenSim.Region.Framework.Scenes
// If the prim is a sculpt then preserve this information too
if (part.Shape.SculptTexture != UUID.Zero)
m_gatheredAssetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
GatheredUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
m_gatheredAssetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
GatheredUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
if (part.CollisionSound != UUID.Zero)
m_gatheredAssetUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
GatheredUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
if (part.ParticleSystem.Length > 0)
{
@ -779,7 +186,7 @@ namespace OpenSim.Region.Framework.Scenes
{
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
if (ps.Texture != UUID.Zero)
m_gatheredAssetUuids[ps.Texture] = (sbyte)AssetType.Texture;
GatheredUuids[ps.Texture] = (sbyte)AssetType.Texture;
}
catch (Exception)
{
@ -798,7 +205,7 @@ namespace OpenSim.Region.Framework.Scenes
// "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
// tii.Name, tii.Type, part.Name, part.UUID);
if (!m_gatheredAssetUuids.ContainsKey(tii.AssetID))
if (!GatheredUuids.ContainsKey(tii.AssetID))
AddForInspection(tii.AssetID, (sbyte)tii.Type);
}
@ -865,7 +272,7 @@ namespace OpenSim.Region.Framework.Scenes
private void GetAssetUuids(UUID assetUuid)
{
// avoid infinite loops
if (m_gatheredAssetUuids.ContainsKey(assetUuid))
if (GatheredUuids.ContainsKey(assetUuid))
return;
try
@ -875,7 +282,7 @@ namespace OpenSim.Region.Framework.Scenes
if (null != assetBase)
{
sbyte assetType = assetBase.Type;
m_gatheredAssetUuids[assetUuid] = assetType;
GatheredUuids[assetUuid] = assetType;
if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
{
@ -915,29 +322,15 @@ namespace OpenSim.Region.Framework.Scenes
// Here, we want to collect uuids which require further asset fetches but mark the others as gathered
try
{
m_gatheredAssetUuids[assetUuid] = assetType;
GatheredUuids[assetUuid] = assetType;
if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
{
AddForInspection(assetUuid);
}
else if ((sbyte)AssetType.Gesture == assetType)
{
AddForInspection(assetUuid);
}
else if ((sbyte)AssetType.Notecard == assetType)
{
AddForInspection(assetUuid);
}
else if ((sbyte)AssetType.LSLText == assetType)
{
AddForInspection(assetUuid);
}
else if ((sbyte)OpenSimAssetType.Material == assetType)
{
AddForInspection(assetUuid);
}
else if ((sbyte)AssetType.Object == assetType)
if ((sbyte)AssetType.Bodypart == assetType
|| (sbyte)AssetType.Clothing == assetType
|| (sbyte)AssetType.Gesture == assetType
|| (sbyte)AssetType.Notecard == assetType
|| (sbyte)AssetType.LSLText == assetType
|| (sbyte)OpenSimAssetType.Material == assetType
|| (sbyte)AssetType.Object == assetType)
{
AddForInspection(assetUuid);
}
@ -956,7 +349,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private void RecordTextureEntryAssetUuids(Primitive.TextureEntryFace texture)
{
m_gatheredAssetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
GatheredUuids[texture.TextureID] = (sbyte)AssetType.Texture;
if (texture.MaterialID != UUID.Zero)
AddForInspection(texture.MaterialID);
@ -1003,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes
UUID normalMapId = mat["NormMap"].AsUUID();
if (normalMapId != UUID.Zero)
{
m_gatheredAssetUuids[normalMapId] = (sbyte)AssetType.Texture;
GatheredUuids[normalMapId] = (sbyte)AssetType.Texture;
//m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
}
}
@ -1012,7 +405,7 @@ namespace OpenSim.Region.Framework.Scenes
UUID specularMapId = mat["SpecMap"].AsUUID();
if (specularMapId != UUID.Zero)
{
m_gatheredAssetUuids[specularMapId] = (sbyte)AssetType.Texture;
GatheredUuids[specularMapId] = (sbyte)AssetType.Texture;
//m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
}
}
@ -1048,17 +441,17 @@ namespace OpenSim.Region.Framework.Scenes
{
// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
string script = Utils.BytesToString(textAsset.Data);
// m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
// m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
string text = Utils.BytesToString(textAsset.Data);
// m_log.DebugFormat("[UUID GATHERER]: Text {0}", text);
MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(text);
// m_log.DebugFormat("[UUID GATHERER]: Found {0} matches in text", uuidMatches.Count);
foreach (Match uuidMatch in uuidMatches)
{
UUID uuid = new UUID(uuidMatch.Value);
// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
// m_log.DebugFormat("[UUID GATHERER]: Recording {0} in text", uuid);
AddForInspection(uuid);
GatheredUuids[uuid] = (sbyte)AssetType.Unknown;
}
}
@ -1076,7 +469,7 @@ namespace OpenSim.Region.Framework.Scenes
// "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
foreach (UUID uuid in wearableAsset.Textures.Values)
m_gatheredAssetUuids[uuid] = (sbyte)AssetType.Texture;
GatheredUuids[uuid] = (sbyte)AssetType.Texture;
}
/// <summary>
@ -1138,7 +531,7 @@ namespace OpenSim.Region.Framework.Scenes
// If it can be parsed as a UUID, it is an asset ID
UUID uuid;
if (UUID.TryParse(id, out uuid))
m_gatheredAssetUuids[uuid] = (sbyte)AssetType.Animation; // the asset is either an Animation or a Sound, but this distinction isn't important
GatheredUuids[uuid] = (sbyte)AssetType.Animation; // the asset is either an Animation or a Sound, but this distinction isn't important
}
}
}
@ -1152,21 +545,24 @@ namespace OpenSim.Region.Framework.Scenes
UUID normMap = mat["NormMap"].AsUUID();
if (normMap != UUID.Zero)
m_gatheredAssetUuids[normMap] = (sbyte)AssetType.Texture;
GatheredUuids[normMap] = (sbyte)AssetType.Texture;
UUID specMap = mat["SpecMap"].AsUUID();
if (specMap != UUID.Zero)
m_gatheredAssetUuids[specMap] = (sbyte)AssetType.Texture;
GatheredUuids[specMap] = (sbyte)AssetType.Texture;
}
}
public class IteratingHGUuidGatherer : IteratingUuidGatherer
public class HGUuidGatherer : UuidGatherer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected string m_assetServerURL;
public IteratingHGUuidGatherer(IAssetService assetService, string assetServerURL, IDictionary<UUID, sbyte> collector)
public HGUuidGatherer(IAssetService assetService, string assetServerURL)
: this(assetService, assetServerURL, new Dictionary<UUID, sbyte>()) {}
public HGUuidGatherer(IAssetService assetService, string assetServerURL, IDictionary<UUID, sbyte> collector)
: base(assetService, collector)
{
m_assetServerURL = assetServerURL;

View File

@ -426,10 +426,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
cdl.AddRow("Assets", "");
sb.Append(cdl.ToString());
Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>();
uuidGatherer.GatherAssetUuids(wi.AssetID, assetUuids);
uuidGatherer.AddForInspection(wi.AssetID);
uuidGatherer.GatherAll();
string[] assetStrings
= Array.ConvertAll<UUID, string>(assetUuids.Keys.ToArray(), u => u.ToString());
= Array.ConvertAll<UUID, string>(uuidGatherer.GatheredUuids.Keys.ToArray(), u => u.ToString());
bool[] existChecks = scene.AssetService.AssetsExist(assetStrings);
@ -440,7 +440,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
cdt.AddColumn("Found", 5);
for (int k = 0; k < existChecks.Length; k++)
cdt.AddRow((AssetType)assetUuids[new UUID(assetStrings[k])], assetStrings[k], existChecks[k] ? "yes" : "no");
cdt.AddRow(
(AssetType)uuidGatherer.GatheredUuids[new UUID(assetStrings[k])],
assetStrings[k], existChecks[k] ? "yes" : "no");
sb.Append(cdt.ToString());
sb.Append("\n");