Another major overhaul of inventory downloading, this time pertaining to inventory links. Added yet another function to IInventoryService to get multiple items at once, so that fetching collections of linked items is done once per folder instead of once per item.

fsassets
Diva Canto 2015-05-08 20:53:28 -07:00
parent e5cf6a29fb
commit 0bf1209f90
10 changed files with 311 additions and 117 deletions

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@ -603,127 +603,17 @@ namespace OpenSim.Capabilities.Handlers
// Do some post-processing. May need to fetch more from inv server for links // Do some post-processing. May need to fetch more from inv server for links
foreach (InventoryCollection contents in fetchedContents) foreach (InventoryCollection contents in fetchedContents)
{ {
InventoryCollectionWithDescendents coll = new InventoryCollectionWithDescendents();
coll.Collection = contents;
if (contents == null)
{
bad_folders.Add(fids[i++]);
continue;
}
// Find the original request // Find the original request
LLSDFetchInventoryDescendents freq = fetchFolders[i++]; LLSDFetchInventoryDescendents freq = fetchFolders[i++];
// The inventory server isn't sending FolderID in the collection... InventoryCollectionWithDescendents coll = new InventoryCollectionWithDescendents();
// Must fetch it individually coll.Collection = contents;
if (contents.FolderID == UUID.Zero)
{
InventoryFolderBase containingFolder = new InventoryFolderBase();
containingFolder.ID = freq.folder_id;
containingFolder.Owner = freq.owner_id;
containingFolder = m_InventoryService.GetFolder(containingFolder);
if (containingFolder != null) if (BadFolder(freq, contents, bad_folders))
{ continue;
contents.FolderID = containingFolder.ID;
contents.OwnerID = containingFolder.Owner;
contents.Version = containingFolder.Version;
}
else
{
// Was it really a request for folder Zero?
// This is an overkill, but Firestorm really asks for folder Zero.
// I'm leaving the code here for the time being, but commented.
if (fetchFolders[i - 1].folder_id == UUID.Zero)
{
//coll.Collection.OwnerID = freq.owner_id;
//coll.Collection.FolderID = contents.FolderID;
//containingFolder = m_InventoryService.GetRootFolder(freq.owner_id);
//if (containingFolder != null)
//{
// m_log.WarnFormat("[WEB FETCH INV DESC HANDLER]: Request for parent of folder {0}", containingFolder.ID);
// coll.Collection.Folders.Clear();
// coll.Collection.Folders.Add(containingFolder);
// if (m_LibraryService != null && m_LibraryService.LibraryRootFolder != null)
// {
// InventoryFolderBase lib = new InventoryFolderBase(m_LibraryService.LibraryRootFolder.ID, m_LibraryService.LibraryRootFolder.Owner);
// lib.Name = m_LibraryService.LibraryRootFolder.Name;
// lib.Type = m_LibraryService.LibraryRootFolder.Type;
// lib.Version = m_LibraryService.LibraryRootFolder.Version;
// coll.Collection.Folders.Add(lib);
// }
// coll.Collection.Items.Clear();
//}
}
else
{
m_log.WarnFormat("[WEB FETCH INV DESC HANDLER]: Unable to fetch folder {0}", freq.folder_id);
bad_folders.Add(freq.folder_id);
continue;
}
}
}
if (freq.fetch_items && contents.Items != null) // Next: link management
{ ProcessLinks(freq, coll);
List<InventoryItemBase> itemsToReturn = contents.Items;
List<InventoryItemBase> originalItems = new List<InventoryItemBase>(itemsToReturn);
// descendents must only include the links, not the linked items we add
coll.Descendents = originalItems.Count;
// Add target items for links in this folder before the links themselves.
foreach (InventoryItemBase item in originalItems)
{
if (item.AssetType == (int)AssetType.Link)
{
InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
// Take care of genuinely broken links where the target doesn't exist
// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
// rather than having to keep track of every folder requested in the recursion.
if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
{
itemsToReturn.Insert(0, linkedItem);
}
}
}
// Now scan for folder links and insert the items they target and those links at the head of the return data
foreach (InventoryItemBase item in originalItems)
{
if (item.AssetType == (int)AssetType.LinkFolder)
{
InventoryCollection linkedFolderContents = m_InventoryService.GetFolderContent(coll.Collection.OwnerID, item.AssetID);
List<InventoryItemBase> links = linkedFolderContents.Items;
itemsToReturn.InsertRange(0, links);
foreach (InventoryItemBase link in linkedFolderContents.Items)
{
// Take care of genuinely broken links where the target doesn't exist
// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
// rather than having to keep track of every folder requested in the recursion.
if (link != null)
{
//m_log.DebugFormat(
// "[WEB FETCH INV DESC HANDLER]: Adding item {0} {1} from folder {2} linked from {3}",
// link.Name, (AssetType)link.AssetType, item.AssetID, contents.FolderID);
InventoryItemBase linkedItem
= m_InventoryService.GetItem(new InventoryItemBase(link.AssetID));
if (linkedItem != null)
itemsToReturn.Insert(0, linkedItem);
}
}
}
}
}
result.Add(coll); result.Add(coll);
} }
@ -732,6 +622,154 @@ namespace OpenSim.Capabilities.Handlers
return result; return result;
} }
private bool BadFolder(LLSDFetchInventoryDescendents freq, InventoryCollection contents, List<UUID> bad_folders)
{
bool bad = false;
if (contents == null)
{
bad_folders.Add(freq.folder_id);
bad = true;
}
// The inventory server isn't sending FolderID in the collection...
// Must fetch it individually
if (contents.FolderID == UUID.Zero)
{
InventoryFolderBase containingFolder = new InventoryFolderBase();
containingFolder.ID = freq.folder_id;
containingFolder.Owner = freq.owner_id;
containingFolder = m_InventoryService.GetFolder(containingFolder);
if (containingFolder != null)
{
contents.FolderID = containingFolder.ID;
contents.OwnerID = containingFolder.Owner;
contents.Version = containingFolder.Version;
}
else
{
// Was it really a request for folder Zero?
// This is an overkill, but Firestorm really asks for folder Zero.
// I'm leaving the code here for the time being, but commented.
if (freq.folder_id == UUID.Zero)
{
//coll.Collection.OwnerID = freq.owner_id;
//coll.Collection.FolderID = contents.FolderID;
//containingFolder = m_InventoryService.GetRootFolder(freq.owner_id);
//if (containingFolder != null)
//{
// m_log.WarnFormat("[WEB FETCH INV DESC HANDLER]: Request for parent of folder {0}", containingFolder.ID);
// coll.Collection.Folders.Clear();
// coll.Collection.Folders.Add(containingFolder);
// if (m_LibraryService != null && m_LibraryService.LibraryRootFolder != null)
// {
// InventoryFolderBase lib = new InventoryFolderBase(m_LibraryService.LibraryRootFolder.ID, m_LibraryService.LibraryRootFolder.Owner);
// lib.Name = m_LibraryService.LibraryRootFolder.Name;
// lib.Type = m_LibraryService.LibraryRootFolder.Type;
// lib.Version = m_LibraryService.LibraryRootFolder.Version;
// coll.Collection.Folders.Add(lib);
// }
// coll.Collection.Items.Clear();
//}
}
else
{
m_log.WarnFormat("[WEB FETCH INV DESC HANDLER]: Unable to fetch folder {0}", freq.folder_id);
bad_folders.Add(freq.folder_id);
bad = true;
}
}
}
return bad;
}
private void ProcessLinks(LLSDFetchInventoryDescendents freq, InventoryCollectionWithDescendents coll)
{
InventoryCollection contents = coll.Collection;
if (freq.fetch_items && contents.Items != null)
{
List<InventoryItemBase> itemsToReturn = contents.Items;
// descendents must only include the links, not the linked items we add
coll.Descendents = itemsToReturn.Count;
// Add target items for links in this folder before the links themselves.
List<UUID> itemIDs = new List<UUID>();
List<UUID> folderIDs = new List<UUID>();
foreach (InventoryItemBase item in itemsToReturn)
{
//m_log.DebugFormat("[XXX]: {0} {1}", item.Name, item.AssetType);
if (item.AssetType == (int)AssetType.Link)
itemIDs.Add(item.AssetID);
else if (item.AssetType == (int)AssetType.LinkFolder)
folderIDs.Add(item.AssetID);
}
//m_log.DebugFormat("[XXX]: folder {0} has {1} links and {2} linkfolders", contents.FolderID, itemIDs.Count, folderIDs.Count);
// Scan for folder links and insert the items they target and those links at the head of the return data
if (folderIDs.Count > 0)
{
InventoryCollection[] linkedFolders = m_InventoryService.GetMultipleFoldersContent(coll.Collection.OwnerID, folderIDs.ToArray());
foreach (InventoryCollection linkedFolderContents in linkedFolders)
{
List<InventoryItemBase> links = linkedFolderContents.Items;
itemsToReturn.InsertRange(0, links);
foreach (InventoryItemBase link in linkedFolderContents.Items)
{
// Take care of genuinely broken links where the target doesn't exist
// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
// rather than having to keep track of every folder requested in the recursion.
if (link != null)
{
//m_log.DebugFormat(
// "[WEB FETCH INV DESC HANDLER]: Adding item {0} {1} from folder {2} linked from {3} ({4} {5})",
// link.Name, (AssetType)link.AssetType, linkedFolderContents.FolderID, contents.FolderID, link.ID, link.AssetID);
itemIDs.Add(link.ID);
}
}
}
}
if (itemIDs.Count > 0)
{
InventoryItemBase[] linked = m_InventoryService.GetMultipleItems(freq.owner_id, itemIDs.ToArray());
if (linked == null)
{
// OMG!!! One by one!!! This is fallback code, in case the backend isn't updated
m_log.WarnFormat("[WEB FETCH INV DESC HANDLER]: GetMultipleItems failed. Falling back to fetching inventory items one by one.");
linked = new InventoryItemBase[itemIDs.Count];
int i = 0;
InventoryItemBase item = new InventoryItemBase();
item.Owner = freq.owner_id;
foreach (UUID id in itemIDs)
{
item.ID = id;
linked[i++] = m_InventoryService.GetItem(item);
}
}
foreach (InventoryItemBase linkedItem in linked)
{
// Take care of genuinely broken links where the target doesn't exist
// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
// rather than having to keep track of every folder requested in the recursion.
if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
{
itemsToReturn.Insert(0, linkedItem);
}
}
}
}
}
/// <summary> /// <summary>
/// Convert an internal inventory folder object into an LLSD object. /// Convert an internal inventory folder object into an LLSD object.

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@ -99,6 +99,22 @@ namespace OpenSim.Region.CoreModules.Framework.Library
return invColl; return invColl;
} }
public virtual InventoryItemBase[] GetMultipleItems(UUID principalID, UUID[] itemIDs)
{
InventoryItemBase[] itemColl = new InventoryItemBase[itemIDs.Length];
int i = 0;
InventoryItemBase item = new InventoryItemBase();
item.Owner = principalID;
foreach (UUID fid in itemIDs)
{
item.ID = fid;
itemColl[i++] = GetItem(item);
}
return itemColl;
}
/// <summary> /// <summary>
/// Add a new folder to the user's inventory /// Add a new folder to the user's inventory
/// </summary> /// </summary>

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@ -615,6 +615,23 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
return connector.GetItem(item); return connector.GetItem(item);
} }
public InventoryItemBase[] GetMultipleItems(UUID userID, UUID[] itemIDs)
{
if (itemIDs == null)
return new InventoryItemBase[0];
//m_log.Debug("[HG INVENTORY CONNECTOR]: GetItem " + item.ID);
string invURL = GetInventoryServiceURL(userID);
if (invURL == null) // not there, forward to local inventory connector to resolve
lock (m_Lock)
return m_LocalGridInventoryService.GetMultipleItems(userID, itemIDs);
IInventoryService connector = GetConnector(invURL);
return connector.GetMultipleItems(userID, itemIDs);
}
public InventoryFolderBase GetFolder(InventoryFolderBase folder) public InventoryFolderBase GetFolder(InventoryFolderBase folder)
{ {
if (folder == null) if (folder == null)

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@ -307,6 +307,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
return item; return item;
} }
public InventoryItemBase[] GetMultipleItems(UUID userID, UUID[] itemIDs)
{
return m_InventoryService.GetMultipleItems(userID, itemIDs);
}
public InventoryFolderBase GetFolder(InventoryFolderBase folder) public InventoryFolderBase GetFolder(InventoryFolderBase folder)
{ {
return m_InventoryService.GetFolder(folder); return m_InventoryService.GetFolder(folder);

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@ -303,6 +303,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
return m_RemoteConnector.GetItem(item); return m_RemoteConnector.GetItem(item);
} }
public InventoryItemBase[] GetMultipleItems(UUID userID, UUID[] itemIDs)
{
if (itemIDs == null)
return new InventoryItemBase[0];
return m_RemoteConnector.GetMultipleItems(userID, itemIDs);
}
public InventoryFolderBase GetFolder(InventoryFolderBase folder) public InventoryFolderBase GetFolder(InventoryFolderBase folder)
{ {
//m_log.DebugFormat("[XINVENTORY CONNECTOR]: GetFolder {0}", folder.ID); //m_log.DebugFormat("[XINVENTORY CONNECTOR]: GetFolder {0}", folder.ID);

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@ -149,6 +149,8 @@ namespace OpenSim.Server.Handlers.Inventory
return HandleDeleteItems(request); return HandleDeleteItems(request);
case "GETITEM": case "GETITEM":
return HandleGetItem(request); return HandleGetItem(request);
case "GETMULTIPLEITEMS":
return HandleGetMultipleItems(request);
case "GETFOLDER": case "GETFOLDER":
return HandleGetFolder(request); return HandleGetFolder(request);
case "GETACTIVEGESTURES": case "GETACTIVEGESTURES":
@ -576,6 +578,40 @@ namespace OpenSim.Server.Handlers.Inventory
return Util.UTF8NoBomEncoding.GetBytes(xmlString); return Util.UTF8NoBomEncoding.GetBytes(xmlString);
} }
byte[] HandleGetMultipleItems(Dictionary<string, object> request)
{
Dictionary<string, object> resultSet = new Dictionary<string, object>();
UUID principal = UUID.Zero;
UUID.TryParse(request["PRINCIPAL"].ToString(), out principal);
string itemIDstr = request["ITEMS"].ToString();
int count = 0;
Int32.TryParse(request["COUNT"].ToString(), out count);
UUID[] fids = new UUID[count];
string[] uuids = itemIDstr.Split(',');
int i = 0;
foreach (string id in uuids)
{
UUID fid = UUID.Zero;
if (UUID.TryParse(id, out fid))
fids[i] = fid;
i += 1;
}
InventoryItemBase[] itemsList = m_InventoryService.GetMultipleItems(principal, fids);
if (itemsList != null && itemsList.Length > 0)
{
count = 0;
foreach (InventoryItemBase item in itemsList)
resultSet["item_" + count++] = (item == null) ? (object)"NULL" : EncodeItem(item);
}
string xmlString = ServerUtils.BuildXmlResponse(resultSet);
//m_log.DebugFormat("[XXX]: resp string: {0}", xmlString);
return Util.UTF8NoBomEncoding.GetBytes(xmlString);
}
byte[] HandleGetFolder(Dictionary<string,object> request) byte[] HandleGetFolder(Dictionary<string,object> request)
{ {
Dictionary<string, object> result = new Dictionary<string, object>(); Dictionary<string, object> result = new Dictionary<string, object>();

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@ -316,6 +316,7 @@ namespace OpenSim.Services.Connectors
return inventoryArr; return inventoryArr;
} }
public List<InventoryItemBase> GetFolderItems(UUID principalID, UUID folderID) public List<InventoryItemBase> GetFolderItems(UUID principalID, UUID folderID)
{ {
Dictionary<string,object> ret = MakeRequest("GETFOLDERITEMS", Dictionary<string,object> ret = MakeRequest("GETFOLDERITEMS",
@ -526,6 +527,42 @@ namespace OpenSim.Services.Connectors
return null; return null;
} }
public virtual InventoryItemBase[] GetMultipleItems(UUID principalID, UUID[] itemIDs)
{
InventoryItemBase[] itemArr = new InventoryItemBase[itemIDs.Length];
try
{
Dictionary<string, object> resultSet = MakeRequest("GETMULTIPLEITEMS",
new Dictionary<string, object> {
{ "PRINCIPAL", principalID.ToString() },
{ "ITEMS", String.Join(",", itemIDs) },
{ "COUNT", itemIDs.Length.ToString() }
});
if (!CheckReturn(resultSet))
return null;
int i = 0;
foreach (KeyValuePair<string, object> kvp in resultSet)
{
InventoryCollection inventory = new InventoryCollection();
if (kvp.Key.StartsWith("item_"))
{
if (kvp.Value is Dictionary<string, object>)
itemArr[i++] = BuildItem((Dictionary<string, object>)kvp.Value);
else
itemArr[i++] = null;
}
}
}
catch (Exception e)
{
m_log.WarnFormat("[XINVENTORY SERVICES CONNECTOR]: Exception in GetMultipleItems: {0}", e.Message);
}
return itemArr;
}
public InventoryFolderBase GetFolder(InventoryFolderBase folder) public InventoryFolderBase GetFolder(InventoryFolderBase folder)
{ {
try try

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@ -301,6 +301,21 @@ namespace OpenSim.Services.Connectors.SimianGrid
return null; return null;
} }
public InventoryItemBase[] GetMultipleItems(UUID principalID, UUID[] itemIDs)
{
InventoryItemBase[] result = new InventoryItemBase[itemIDs.Length];
int i = 0;
InventoryItemBase item = new InventoryItemBase();
item.Owner = principalID;
foreach (UUID id in itemIDs)
{
item.ID = id;
result[i++] = GetItem(item);
}
return result;
}
/// <summary> /// <summary>
/// Get a folder, given by its UUID /// Get a folder, given by its UUID
/// </summary> /// </summary>

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@ -82,7 +82,7 @@ namespace OpenSim.Services.Interfaces
/// </summary> /// </summary>
/// <param name="userId"></param> /// <param name="userId"></param>
/// <param name="folderIDs"></param> /// <param name="folderIDs"></param>
/// <returns>Inventory content. null if the request failed.</returns> /// <returns>Inventory content.</returns>
InventoryCollection[] GetMultipleFoldersContent(UUID userID, UUID[] folderIDs); InventoryCollection[] GetMultipleFoldersContent(UUID userID, UUID[] folderIDs);
/// <summary> /// <summary>
@ -163,6 +163,13 @@ namespace OpenSim.Services.Interfaces
/// <returns>null if no item was found, otherwise the found item</returns> /// <returns>null if no item was found, otherwise the found item</returns>
InventoryItemBase GetItem(InventoryItemBase item); InventoryItemBase GetItem(InventoryItemBase item);
/// <summary>
/// Get multiple items, given by their UUIDs
/// </summary>
/// <param name="item"></param>
/// <returns>null if no item was found, otherwise the found item</returns>
InventoryItemBase[] GetMultipleItems(UUID userID, UUID[] ids);
/// <summary> /// <summary>
/// Get a folder, given by its UUID /// Get a folder, given by its UUID
/// </summary> /// </summary>

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@ -610,6 +610,21 @@ namespace OpenSim.Services.InventoryService
return ConvertToOpenSim(items[0]); return ConvertToOpenSim(items[0]);
} }
public virtual InventoryItemBase[] GetMultipleItems(UUID userID, UUID[] ids)
{
InventoryItemBase[] items = new InventoryItemBase[ids.Length];
int i = 0;
InventoryItemBase item = new InventoryItemBase();
item.Owner = userID;
foreach (UUID id in ids)
{
item.ID = id;
items[i++] = GetItem(item);
}
return items;
}
public virtual InventoryFolderBase GetFolder(InventoryFolderBase folder) public virtual InventoryFolderBase GetFolder(InventoryFolderBase folder)
{ {
XInventoryFolder[] folders = m_Database.GetFolders( XInventoryFolder[] folders = m_Database.GetFolders(