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
parent
9dc4b2c479
commit
08606ae409
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@ -776,7 +776,6 @@ namespace OpenSim.Region.CoreModules.Asset
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{
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{
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UuidGatherer gatherer = new UuidGatherer(m_AssetService);
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UuidGatherer gatherer = new UuidGatherer(m_AssetService);
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Dictionary<UUID, sbyte> assetIdsToCheck = new Dictionary<UUID, sbyte>();
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Dictionary<UUID, bool> assetsFound = new Dictionary<UUID, bool>();
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Dictionary<UUID, bool> assetsFound = new Dictionary<UUID, bool>();
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foreach (Scene s in m_Scenes)
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foreach (Scene s in m_Scenes)
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@ -785,9 +784,10 @@ namespace OpenSim.Region.CoreModules.Asset
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s.ForEachSOG(delegate(SceneObjectGroup e)
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s.ForEachSOG(delegate(SceneObjectGroup e)
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{
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{
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gatherer.GatherAssetUuids(e, assetIdsToCheck);
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gatherer.AddForInspection(e);
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gatherer.GatherAll();
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foreach (UUID assetID in assetIdsToCheck.Keys)
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foreach (UUID assetID in gatherer.GatheredUuids.Keys)
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{
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{
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if (!assetsFound.ContainsKey(assetID))
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if (!assetsFound.ContainsKey(assetID))
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{
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{
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@ -800,7 +800,7 @@ namespace OpenSim.Region.CoreModules.Asset
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else if (storeUncached)
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else if (storeUncached)
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{
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{
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AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
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AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
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if (cachedAsset == null && assetIdsToCheck[assetID] != (sbyte)AssetType.Unknown)
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if (cachedAsset == null && gatherer.GatheredUuids[assetID] != (sbyte)AssetType.Unknown)
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assetsFound[assetID] = false;
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assetsFound[assetID] = false;
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else
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else
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assetsFound[assetID] = true;
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assetsFound[assetID] = true;
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@ -810,11 +810,11 @@ namespace OpenSim.Region.CoreModules.Asset
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{
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{
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[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",
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"[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",
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assetID, assetIdsToCheck[assetID], e.Name, e.AbsolutePosition, s.Name);
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assetID, gatherer.GatheredUuids[assetID], e.Name, e.AbsolutePosition, s.Name);
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}
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}
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}
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}
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assetIdsToCheck.Clear();
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gatherer.GatheredUuids.Clear();
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});
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});
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}
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}
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@ -93,11 +93,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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/// </value>
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/// </value>
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protected UUID m_id;
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protected UUID m_id;
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/// <value>
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/// Used to collect the uuids of the assets that we need to save into the archive
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/// </value>
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protected Dictionary<UUID, sbyte> m_assetUuids = new Dictionary<UUID, sbyte>();
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/// <value>
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/// <value>
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/// Used to collect the uuids of the users that we need to save into the archive
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/// Used to collect the uuids of the users that we need to save into the archive
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/// </value>
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/// </value>
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@ -225,7 +220,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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// Don't chase down link asset items as they actually point to their target item IDs rather than an asset
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// Don't chase down link asset items as they actually point to their target item IDs rather than an asset
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if (SaveAssets && itemAssetType != AssetType.Link && itemAssetType != AssetType.LinkFolder)
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if (SaveAssets && itemAssetType != AssetType.Link && itemAssetType != AssetType.LinkFolder)
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m_assetGatherer.GatherAssetUuids(inventoryItem.AssetID, (sbyte)inventoryItem.AssetType, m_assetUuids);
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m_assetGatherer.AddForInspection(inventoryItem.AssetID);
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}
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}
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/// <summary>
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/// <summary>
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@ -422,12 +417,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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if (SaveAssets)
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if (SaveAssets)
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{
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{
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m_log.DebugFormat("[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetUuids.Count);
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m_assetGatherer.GatherAll();
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m_log.DebugFormat(
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"[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetGatherer.GatheredUuids.Count);
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AssetsRequest ar
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AssetsRequest ar
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= new AssetsRequest(
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= new AssetsRequest(
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new AssetsArchiver(m_archiveWriter),
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new AssetsArchiver(m_archiveWriter),
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m_assetUuids, m_scene.AssetService,
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m_assetGatherer.GatheredUuids, m_scene.AssetService,
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m_scene.UserAccountService, m_scene.RegionInfo.ScopeID,
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m_scene.UserAccountService, m_scene.RegionInfo.ScopeID,
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options, ReceivedAllAssets);
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options, ReceivedAllAssets);
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@ -605,8 +605,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// so.Name, so.AttachedAvatar, url);
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// so.Name, so.AttachedAvatar, url);
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IDictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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IDictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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IteratingHGUuidGatherer uuidGatherer
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HGUuidGatherer uuidGatherer
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= new IteratingHGUuidGatherer(Scene.AssetService, url, ids);
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= new HGUuidGatherer(Scene.AssetService, url, ids);
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uuidGatherer.AddForInspection(so);
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uuidGatherer.AddForInspection(so);
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while (!uuidGatherer.Complete)
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while (!uuidGatherer.Complete)
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@ -412,12 +412,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// The act of gathering UUIDs downloads some assets from the remote server
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// The act of gathering UUIDs downloads some assets from the remote server
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// but not all...
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// but not all...
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Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL);
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL);
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uuidGatherer.GatherAssetUuids(assetID, meta.Type, ids);
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uuidGatherer.AddForInspection(assetID);
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m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", ids.Count);
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uuidGatherer.GatherAll();
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m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", uuidGatherer.GatheredUuids.Count);
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bool success = true;
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bool success = true;
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foreach (UUID uuid in ids.Keys)
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foreach (UUID uuid in uuidGatherer.GatheredUuids.Keys)
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if (FetchAsset(userAssetURL, uuid) == null)
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if (FetchAsset(userAssetURL, uuid) == null)
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success = false;
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success = false;
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@ -428,7 +429,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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m_log.DebugFormat("[HG ASSET MAPPER]: Successfully got item {0} from asset server {1}", assetID, userAssetURL);
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m_log.DebugFormat("[HG ASSET MAPPER]: Successfully got item {0} from asset server {1}", assetID, userAssetURL);
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}
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}
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public void Post(UUID assetID, UUID ownerID, string userAssetURL)
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public void Post(UUID assetID, UUID ownerID, string userAssetURL)
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{
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{
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m_log.DebugFormat("[HG ASSET MAPPER]: Starting to send asset {0} with children to asset server {1}", assetID, userAssetURL);
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m_log.DebugFormat("[HG ASSET MAPPER]: Starting to send asset {0} with children to asset server {1}", assetID, userAssetURL);
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@ -442,9 +442,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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return;
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return;
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}
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}
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Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
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uuidGatherer.GatherAssetUuids(asset.FullID, asset.Type, ids);
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uuidGatherer.AddForInspection(asset.FullID);
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// Check which assets already exist in the destination server
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// Check which assets already exist in the destination server
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@ -452,16 +451,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (!url.EndsWith("/") && !url.EndsWith("="))
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if (!url.EndsWith("/") && !url.EndsWith("="))
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url = url + "/";
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url = url + "/";
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string[] remoteAssetIDs = new string[ids.Count];
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string[] remoteAssetIDs = new string[uuidGatherer.GatheredUuids.Count];
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int i = 0;
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int i = 0;
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foreach (UUID id in ids.Keys)
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foreach (UUID id in uuidGatherer.GatheredUuids.Keys)
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remoteAssetIDs[i++] = url + id.ToString();
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remoteAssetIDs[i++] = url + id.ToString();
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bool[] exist = m_scene.AssetService.AssetsExist(remoteAssetIDs);
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bool[] exist = m_scene.AssetService.AssetsExist(remoteAssetIDs);
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var existSet = new HashSet<string>();
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var existSet = new HashSet<string>();
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i = 0;
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i = 0;
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foreach (UUID id in ids.Keys)
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foreach (UUID id in uuidGatherer.GatheredUuids.Keys)
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{
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{
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if (exist[i])
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if (exist[i])
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existSet.Add(id.ToString());
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existSet.Add(id.ToString());
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@ -472,7 +471,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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bool success = true;
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bool success = true;
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foreach (UUID uuid in ids.Keys)
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foreach (UUID uuid in uuidGatherer.GatheredUuids.Keys)
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{
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{
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if (!existSet.Contains(uuid.ToString()))
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if (!existSet.Contains(uuid.ToString()))
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{
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{
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@ -219,7 +219,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids)
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private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids)
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{
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{
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m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);
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m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name);
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EntityBase[] entities = scene.GetEntities();
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EntityBase[] entities = scene.GetEntities();
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List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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@ -253,13 +253,13 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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if (SaveAssets)
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if (SaveAssets)
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{
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{
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UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService);
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UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids);
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int prevAssets = assetUuids.Count;
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int prevAssets = assetUuids.Count;
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foreach (SceneObjectGroup sceneObject in sceneObjects)
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foreach (SceneObjectGroup sceneObject in sceneObjects)
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{
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assetGatherer.AddForInspection(sceneObject);
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assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
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}
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assetGatherer.GatherAll();
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
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"[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
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@ -61,11 +61,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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= AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
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= AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
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m_assetService.Store(corruptAsset);
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m_assetService.Store(corruptAsset);
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IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
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m_uuidGatherer.AddForInspection(corruptAssetUuid);
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m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
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m_uuidGatherer.GatherAll();
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// We count the uuid as gathered even if the asset itself is corrupt.
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// We count the uuid as gathered even if the asset itself is corrupt.
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Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
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Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(1));
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}
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}
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/// <summary>
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/// <summary>
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TestHelpers.InMethod();
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TestHelpers.InMethod();
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UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
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UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
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IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
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m_uuidGatherer.GatherAssetUuids(missingAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
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m_uuidGatherer.AddForInspection(missingAssetUuid);
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m_uuidGatherer.GatherAll();
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// We count the uuid as gathered even if the asset itself is missing.
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Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(0));
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Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
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}
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}
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[Test]
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[Test]
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public void TestNotecardAsset()
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public void TestNotecardAsset()
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{
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{
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TestHelpers.InMethod();
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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TestHelpers.EnableLogging();
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UUID ownerId = TestHelpers.ParseTail(0x10);
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UUID ownerId = TestHelpers.ParseTail(0x10);
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UUID soAssetId = TestHelpers.ParseTail(0x20);
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UUID embeddedId = TestHelpers.ParseTail(0x20);
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UUID missingEmbeddedId = TestHelpers.ParseTail(0x21);
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UUID ncAssetId = TestHelpers.ParseTail(0x30);
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UUID ncAssetId = TestHelpers.ParseTail(0x30);
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SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId);
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AssetBase ncAsset
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AssetBase soAsset = AssetHelpers.CreateAsset(soAssetId, so);
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= AssetHelpers.CreateNotecardAsset(
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m_assetService.Store(soAsset);
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ncAssetId, string.Format("Hello{0}World{1}", embeddedId, missingEmbeddedId));
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AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString());
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m_assetService.Store(ncAsset);
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m_assetService.Store(ncAsset);
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IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
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AssetBase embeddedAsset = AssetHelpers.CreateNotecardAsset(embeddedId, "We'll meet again.");
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m_uuidGatherer.GatherAssetUuids(ncAssetId, (sbyte)AssetType.Notecard, foundAssetUuids);
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m_assetService.Store(embeddedAsset);
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// We count the uuid as gathered even if the asset itself is corrupt.
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m_uuidGatherer.AddForInspection(ncAssetId);
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Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
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m_uuidGatherer.GatherAll();
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Assert.That(foundAssetUuids.ContainsKey(ncAssetId));
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Assert.That(foundAssetUuids.ContainsKey(soAssetId));
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// foreach (UUID key in m_uuidGatherer.GatheredUuids.Keys)
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// System.Console.WriteLine("key : {0}", key);
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Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(3));
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Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(ncAssetId));
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Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(embeddedId));
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Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(missingEmbeddedId));
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}
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}
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}
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}
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}
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}
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@ -55,617 +55,17 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected IAssetService m_assetService;
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// /// <summary>
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// /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
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// /// asset was found by the asset service.
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// /// </summary>
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// private AssetBase m_requestedObjectAsset;
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//
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// /// <summary>
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// /// Signal whether we are currently waiting for the asset service to deliver an asset.
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// /// </summary>
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// private bool m_waitingForObjectAsset;
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public UuidGatherer(IAssetService assetService)
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{
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m_assetService = assetService;
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}
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/// <summary>
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/// Gather all the asset uuids associated with the asset referenced by a given uuid
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/// </summary>
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/// <remarks>
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/// This includes both those directly associated with
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/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
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/// within this object).
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/// This method assumes that the asset type associated with this asset in persistent storage is correct (which
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/// should always be the case). So with this method we always need to retrieve asset data even if the asset
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/// is of a type which is known not to reference any other assets
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/// </remarks>
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/// <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>
|
/// <summary>
|
||||||
/// Is gathering complete?
|
/// Is gathering complete?
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public bool Complete { get { return m_assetUuidsToInspect.Count <= 0; } }
|
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>
|
/// <summary>
|
||||||
/// Gets the next UUID to inspect.
|
/// Gets the next UUID to inspect.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -683,10 +83,17 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
protected IAssetService m_assetService;
|
protected IAssetService m_assetService;
|
||||||
|
|
||||||
protected IDictionary<UUID, sbyte> m_gatheredAssetUuids;
|
|
||||||
|
|
||||||
protected Queue<UUID> m_assetUuidsToInspect;
|
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>
|
/// <summary>
|
||||||
/// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
|
/// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -697,10 +104,10 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// Gathered UUIDs will be collected in this dictinaory.
|
/// 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.
|
/// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected.
|
||||||
/// </param>
|
/// </param>
|
||||||
public IteratingUuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector)
|
public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector)
|
||||||
{
|
{
|
||||||
m_assetService = assetService;
|
m_assetService = assetService;
|
||||||
m_gatheredAssetUuids = collector;
|
GatheredUuids = collector;
|
||||||
|
|
||||||
// FIXME: Not efficient for searching, can improve.
|
// FIXME: Not efficient for searching, can improve.
|
||||||
m_assetUuidsToInspect = new Queue<UUID>();
|
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 the prim is a sculpt then preserve this information too
|
||||||
if (part.Shape.SculptTexture != UUID.Zero)
|
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)
|
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)
|
if (part.CollisionSound != UUID.Zero)
|
||||||
m_gatheredAssetUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
|
GatheredUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
|
||||||
|
|
||||||
if (part.ParticleSystem.Length > 0)
|
if (part.ParticleSystem.Length > 0)
|
||||||
{
|
{
|
||||||
|
@ -779,7 +186,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
|
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
|
||||||
if (ps.Texture != UUID.Zero)
|
if (ps.Texture != UUID.Zero)
|
||||||
m_gatheredAssetUuids[ps.Texture] = (sbyte)AssetType.Texture;
|
GatheredUuids[ps.Texture] = (sbyte)AssetType.Texture;
|
||||||
}
|
}
|
||||||
catch (Exception)
|
catch (Exception)
|
||||||
{
|
{
|
||||||
|
@ -798,7 +205,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
|
// "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
|
||||||
// tii.Name, tii.Type, part.Name, part.UUID);
|
// 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);
|
AddForInspection(tii.AssetID, (sbyte)tii.Type);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -865,7 +272,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
private void GetAssetUuids(UUID assetUuid)
|
private void GetAssetUuids(UUID assetUuid)
|
||||||
{
|
{
|
||||||
// avoid infinite loops
|
// avoid infinite loops
|
||||||
if (m_gatheredAssetUuids.ContainsKey(assetUuid))
|
if (GatheredUuids.ContainsKey(assetUuid))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
try
|
try
|
||||||
|
@ -875,7 +282,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (null != assetBase)
|
if (null != assetBase)
|
||||||
{
|
{
|
||||||
sbyte assetType = assetBase.Type;
|
sbyte assetType = assetBase.Type;
|
||||||
m_gatheredAssetUuids[assetUuid] = assetType;
|
GatheredUuids[assetUuid] = assetType;
|
||||||
|
|
||||||
if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == 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
|
// Here, we want to collect uuids which require further asset fetches but mark the others as gathered
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
m_gatheredAssetUuids[assetUuid] = assetType;
|
GatheredUuids[assetUuid] = assetType;
|
||||||
|
|
||||||
if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
|
if ((sbyte)AssetType.Bodypart == assetType
|
||||||
{
|
|| (sbyte)AssetType.Clothing == assetType
|
||||||
AddForInspection(assetUuid);
|
|| (sbyte)AssetType.Gesture == assetType
|
||||||
}
|
|| (sbyte)AssetType.Notecard == assetType
|
||||||
else if ((sbyte)AssetType.Gesture == assetType)
|
|| (sbyte)AssetType.LSLText == assetType
|
||||||
{
|
|| (sbyte)OpenSimAssetType.Material == assetType
|
||||||
AddForInspection(assetUuid);
|
|| (sbyte)AssetType.Object == assetType)
|
||||||
}
|
|
||||||
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)
|
|
||||||
{
|
{
|
||||||
AddForInspection(assetUuid);
|
AddForInspection(assetUuid);
|
||||||
}
|
}
|
||||||
|
@ -956,7 +349,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void RecordTextureEntryAssetUuids(Primitive.TextureEntryFace texture)
|
private void RecordTextureEntryAssetUuids(Primitive.TextureEntryFace texture)
|
||||||
{
|
{
|
||||||
m_gatheredAssetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
|
GatheredUuids[texture.TextureID] = (sbyte)AssetType.Texture;
|
||||||
|
|
||||||
if (texture.MaterialID != UUID.Zero)
|
if (texture.MaterialID != UUID.Zero)
|
||||||
AddForInspection(texture.MaterialID);
|
AddForInspection(texture.MaterialID);
|
||||||
|
@ -1003,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
UUID normalMapId = mat["NormMap"].AsUUID();
|
UUID normalMapId = mat["NormMap"].AsUUID();
|
||||||
if (normalMapId != UUID.Zero)
|
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());
|
//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();
|
UUID specularMapId = mat["SpecMap"].AsUUID();
|
||||||
if (specularMapId != UUID.Zero)
|
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());
|
//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);
|
// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
|
||||||
|
|
||||||
string script = Utils.BytesToString(textAsset.Data);
|
string text = Utils.BytesToString(textAsset.Data);
|
||||||
// m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
|
// m_log.DebugFormat("[UUID GATHERER]: Text {0}", text);
|
||||||
MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
|
MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(text);
|
||||||
// m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
|
// m_log.DebugFormat("[UUID GATHERER]: Found {0} matches in text", uuidMatches.Count);
|
||||||
|
|
||||||
foreach (Match uuidMatch in uuidMatches)
|
foreach (Match uuidMatch in uuidMatches)
|
||||||
{
|
{
|
||||||
UUID uuid = new UUID(uuidMatch.Value);
|
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);
|
// "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
|
||||||
|
|
||||||
foreach (UUID uuid in wearableAsset.Textures.Values)
|
foreach (UUID uuid in wearableAsset.Textures.Values)
|
||||||
m_gatheredAssetUuids[uuid] = (sbyte)AssetType.Texture;
|
GatheredUuids[uuid] = (sbyte)AssetType.Texture;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -1138,7 +531,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// If it can be parsed as a UUID, it is an asset ID
|
// If it can be parsed as a UUID, it is an asset ID
|
||||||
UUID uuid;
|
UUID uuid;
|
||||||
if (UUID.TryParse(id, out 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();
|
UUID normMap = mat["NormMap"].AsUUID();
|
||||||
if (normMap != UUID.Zero)
|
if (normMap != UUID.Zero)
|
||||||
m_gatheredAssetUuids[normMap] = (sbyte)AssetType.Texture;
|
GatheredUuids[normMap] = (sbyte)AssetType.Texture;
|
||||||
|
|
||||||
UUID specMap = mat["SpecMap"].AsUUID();
|
UUID specMap = mat["SpecMap"].AsUUID();
|
||||||
if (specMap != UUID.Zero)
|
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);
|
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||||
|
|
||||||
protected string m_assetServerURL;
|
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)
|
: base(assetService, collector)
|
||||||
{
|
{
|
||||||
m_assetServerURL = assetServerURL;
|
m_assetServerURL = assetServerURL;
|
||||||
|
|
|
@ -426,10 +426,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
|
||||||
cdl.AddRow("Assets", "");
|
cdl.AddRow("Assets", "");
|
||||||
sb.Append(cdl.ToString());
|
sb.Append(cdl.ToString());
|
||||||
|
|
||||||
Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>();
|
uuidGatherer.AddForInspection(wi.AssetID);
|
||||||
uuidGatherer.GatherAssetUuids(wi.AssetID, assetUuids);
|
uuidGatherer.GatherAll();
|
||||||
string[] assetStrings
|
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);
|
bool[] existChecks = scene.AssetService.AssetsExist(assetStrings);
|
||||||
|
|
||||||
|
@ -440,7 +440,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
|
||||||
cdt.AddColumn("Found", 5);
|
cdt.AddColumn("Found", 5);
|
||||||
|
|
||||||
for (int k = 0; k < existChecks.Length; k++)
|
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(cdt.ToString());
|
||||||
sb.Append("\n");
|
sb.Append("\n");
|
||||||
|
|
Loading…
Reference in New Issue