Add "wearables check" console command
This checks that all the wearable assets and any assets for a given logged in avatar exist in the asset servicemb-throttle-test
parent
9b09dd3575
commit
3a1ce2715a
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@ -73,6 +73,67 @@ namespace OpenSim.Region.Framework.Scenes
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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>
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/// <param name="assetUuids">The assets gathered</param>
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public void GatherAssetUuids(UUID assetUuid, IDictionary<UUID, sbyte> assetUuids)
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{
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// avoid infinite loops
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if (assetUuids.ContainsKey(assetUuid))
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return;
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try
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{
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AssetBase assetBase = GetAsset(assetUuid);
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if (null != assetBase)
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{
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sbyte assetType = assetBase.Type;
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assetUuids[assetUuid] = assetType;
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if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
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{
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GetWearableAssetUuids(assetBase, assetUuids);
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}
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else if ((sbyte)AssetType.Gesture == assetType)
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{
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GetGestureAssetUuids(assetBase, assetUuids);
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}
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else if ((sbyte)AssetType.Notecard == assetType)
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{
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GetTextEmbeddedAssetUuids(assetBase, assetUuids);
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}
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else if ((sbyte)AssetType.LSLText == assetType)
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{
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GetTextEmbeddedAssetUuids(assetBase, assetUuids);
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}
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else if ((sbyte)OpenSimAssetType.Material == assetType)
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{
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GetMaterialAssetUuids(assetBase, assetUuids);
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}
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else if ((sbyte)AssetType.Object == assetType)
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{
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GetSceneObjectAssetUuids(assetBase, assetUuids);
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}
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}
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}
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catch (Exception)
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{
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m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset id {0}", assetUuid);
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throw;
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}
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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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@ -246,19 +307,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// /// <summary>
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// /// The callback made when we request the asset for an object from the asset service.
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// /// </summary>
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// private void AssetReceived(string id, Object sender, AssetBase asset)
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// {
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// lock (this)
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// {
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// m_requestedObjectAsset = asset;
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// m_waitingForObjectAsset = false;
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// Monitor.Pulse(this);
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// }
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// }
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/// <summary>
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/// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
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/// stored in legacy format in part.DynAttrs
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@ -362,32 +410,42 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// Record the asset uuids embedded within the given script.
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/// Record the asset uuids embedded within the given text (e.g. a script).
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/// </summary>
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/// <param name="scriptUuid"></param>
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/// <param name="textAssetUuid"></param>
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, sbyte> assetUuids)
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private void GetTextEmbeddedAssetUuids(UUID textAssetUuid, IDictionary<UUID, sbyte> assetUuids)
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{
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// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
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AssetBase embeddingAsset = GetAsset(embeddingAssetId);
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AssetBase textAsset = GetAsset(textAssetUuid);
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if (null != embeddingAsset)
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if (null != textAsset)
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GetTextEmbeddedAssetUuids(textAsset, assetUuids);
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}
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/// <summary>
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/// Record the asset uuids embedded within the given text (e.g. a script).
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/// </summary>
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/// <param name="textAsset"></param>
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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private void GetTextEmbeddedAssetUuids(AssetBase textAsset, IDictionary<UUID, sbyte> assetUuids)
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{
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// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
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string script = Utils.BytesToString(textAsset.Data);
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// m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
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MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
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// m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
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foreach (Match uuidMatch in uuidMatches)
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{
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string script = Utils.BytesToString(embeddingAsset.Data);
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// m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
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MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
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// m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
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UUID uuid = new UUID(uuidMatch.Value);
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// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
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foreach (Match uuidMatch in uuidMatches)
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{
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UUID uuid = new UUID(uuidMatch.Value);
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// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
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// Embedded asset references (if not false positives) could be for many types of asset, so we will
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// label these as unknown.
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assetUuids[uuid] = (sbyte)AssetType.Unknown;
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}
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// Embedded asset references (if not false positives) could be for many types of asset, so we will
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// label these as unknown.
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assetUuids[uuid] = (sbyte)AssetType.Unknown;
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}
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}
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@ -401,18 +459,26 @@ namespace OpenSim.Region.Framework.Scenes
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AssetBase assetBase = GetAsset(wearableAssetUuid);
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if (null != assetBase)
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GetWearableAssetUuids(assetBase, assetUuids);
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}
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/// <summary>
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/// Record the uuids referenced by the given wearable asset
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/// </summary>
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/// <param name="assetBase"></param>
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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private void GetWearableAssetUuids(AssetBase assetBase, IDictionary<UUID, sbyte> assetUuids)
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{
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//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
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AssetWearable wearableAsset = new AssetBodypart(assetBase.FullID, assetBase.Data);
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wearableAsset.Decode();
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//m_log.DebugFormat(
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// "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
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foreach (UUID uuid in wearableAsset.Textures.Values)
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{
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//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
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AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
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wearableAsset.Decode();
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//m_log.DebugFormat(
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// "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
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foreach (UUID uuid in wearableAsset.Textures.Values)
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{
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assetUuids[uuid] = (sbyte)AssetType.Texture;
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}
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assetUuids[uuid] = (sbyte)AssetType.Texture;
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}
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}
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@ -425,25 +491,35 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="assetUuids"></param>
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private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids)
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{
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AssetBase objectAsset = GetAsset(sceneObjectUuid);
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AssetBase sceneObjectAsset = GetAsset(sceneObjectUuid);
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if (null != objectAsset)
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if (null != sceneObjectAsset)
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GetSceneObjectAssetUuids(sceneObjectAsset, assetUuids);
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}
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/// <summary>
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/// Get all the asset uuids associated with a given object. 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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/// </summary>
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/// <param name="sceneObjectAsset"></param>
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/// <param name="assetUuids"></param>
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private void GetSceneObjectAssetUuids(AssetBase sceneObjectAsset, IDictionary<UUID, sbyte> assetUuids)
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{
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string xml = Utils.BytesToString(sceneObjectAsset.Data);
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CoalescedSceneObjects coa;
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if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
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{
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string xml = Utils.BytesToString(objectAsset.Data);
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foreach (SceneObjectGroup sog in coa.Objects)
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GatherAssetUuids(sog, assetUuids);
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}
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else
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{
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SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
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CoalescedSceneObjects coa;
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if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
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{
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foreach (SceneObjectGroup sog in coa.Objects)
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GatherAssetUuids(sog, assetUuids);
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}
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else
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{
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SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
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if (null != sog)
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GatherAssetUuids(sog, assetUuids);
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}
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if (null != sog)
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GatherAssetUuids(sog, assetUuids);
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}
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}
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@ -454,12 +530,22 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="assetUuids"></param>
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private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids)
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{
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AssetBase assetBase = GetAsset(gestureUuid);
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if (null == assetBase)
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AssetBase gestureAsset = GetAsset(gestureUuid);
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if (null == gestureAsset)
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return;
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using (MemoryStream ms = new MemoryStream(assetBase.Data))
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using (StreamReader sr = new StreamReader(ms))
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GetGestureAssetUuids(gestureAsset, assetUuids);
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}
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/// <summary>
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/// Get the asset uuid associated with a gesture
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/// </summary>
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/// <param name="gestureAsset"></param>
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/// <param name="assetUuids"></param>
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private void GetGestureAssetUuids(AssetBase gestureAsset, IDictionary<UUID, sbyte> assetUuids)
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{
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using (MemoryStream ms = new MemoryStream(gestureAsset.Data))
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using (StreamReader sr = new StreamReader(ms))
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{
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sr.ReadLine(); // Unknown (Version?)
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sr.ReadLine(); // Unknown
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if (null == assetBase)
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return;
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OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(assetBase.Data);
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GetMaterialAssetUuids(assetBase, assetUuids);
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}
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/// <summary>
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/// Get the asset uuid's referenced in a material.
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/// </summary>
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private void GetMaterialAssetUuids(AssetBase materialAsset, IDictionary<UUID, sbyte> assetUuids)
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{
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OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data);
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UUID normMap = mat["NormMap"].AsUUID();
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if (normMap != UUID.Zero)
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@ -51,7 +51,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
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private List<Scene> m_scenes = new List<Scene>();
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// private IAvatarFactoryModule m_avatarFactory;
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public string Name { get { return "Appearance Information Module"; } }
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@ -83,7 +84,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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// m_log.DebugFormat("[APPEARANCE INFO MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
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lock (m_scenes)
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m_scenes.Remove(scene.RegionInfo.RegionID);
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m_scenes.Remove(scene);
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}
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public void RegionLoaded(Scene scene)
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// m_log.DebugFormat("[APPEARANCE INFO MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
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lock (m_scenes)
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m_scenes[scene.RegionInfo.RegionID] = scene;
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m_scenes.Add(scene);
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scene.AddCommand(
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"Users", this, "show appearance",
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@ -140,6 +141,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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"If no avatar name is given then a general summary for all avatars in the scene is shown.\n"
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+ "If an avatar name is given then specific information about current wearables is shown.",
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HandleShowWearablesCommand);
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scene.AddCommand(
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"Users", this, "wearables check",
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"wearables check <first-name> <last-name>",
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"Check that the wearables of a given avatar in the scene are valid.",
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"This currently checks that the wearable assets themselves and any assets referenced by them exist.",
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HandleCheckWearablesCommand);
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}
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private void HandleSendAppearanceCommand(string module, string[] cmd)
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@ -163,7 +171,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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lock (m_scenes)
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{
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foreach (Scene scene in m_scenes.Values)
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foreach (Scene scene in m_scenes)
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{
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if (targetNameSupplied)
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{
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@ -215,7 +223,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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lock (m_scenes)
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{
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foreach (Scene scene in m_scenes.Values)
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foreach (Scene scene in m_scenes)
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{
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if (targetNameSupplied)
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{
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lock (m_scenes)
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{
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foreach (Scene scene in m_scenes.Values)
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foreach (Scene scene in m_scenes)
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{
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ScenePresence sp = scene.GetScenePresence(firstname, lastname);
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if (sp != null && !sp.IsChildAgent)
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lock (m_scenes)
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{
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foreach (Scene scene in m_scenes.Values)
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foreach (Scene scene in m_scenes)
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{
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scene.ForEachRootScenePresence(
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sp =>
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{
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lock (m_scenes)
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{
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foreach (Scene scene in m_scenes.Values)
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foreach (Scene scene in m_scenes)
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{
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ScenePresence sp = scene.GetScenePresence(optionalTargetFirstName, optionalTargetLastName);
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if (sp != null && !sp.IsChildAgent)
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lock (m_scenes)
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{
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foreach (Scene scene in m_scenes.Values)
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foreach (Scene scene in m_scenes)
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{
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scene.ForEachRootScenePresence(
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sp =>
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@ -376,6 +384,76 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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MainConsole.Instance.Output(sb.ToString());
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}
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private void HandleCheckWearablesCommand(string module, string[] cmd)
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{
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if (cmd.Length != 4)
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{
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MainConsole.Instance.OutputFormat("Usage: wearables check <first-name> <last-name>");
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return;
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}
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string firstname = cmd[2];
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string lastname = cmd[3];
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StringBuilder sb = new StringBuilder();
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UuidGatherer uuidGatherer = new UuidGatherer(m_scenes[0].AssetService);
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lock (m_scenes)
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{
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foreach (Scene scene in m_scenes)
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{
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ScenePresence sp = scene.GetScenePresence(firstname, lastname);
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if (sp != null && !sp.IsChildAgent)
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{
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sb.AppendFormat("Wearables checks for {0}\n\n", sp.Name);
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for (int i = (int)WearableType.Shape; i < (int)WearableType.Physics; i++)
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{
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AvatarWearable aw = sp.Appearance.Wearables[i];
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if (aw.Count > 0)
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{
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sb.Append(Enum.GetName(typeof(WearableType), i));
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sb.Append("\n");
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for (int j = 0; j < aw.Count; j++)
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{
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WearableItem wi = aw[j];
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ConsoleDisplayList cdl = new ConsoleDisplayList();
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cdl.Indent = 2;
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cdl.AddRow("Item UUID", wi.ItemID);
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cdl.AddRow("Assets", "");
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sb.Append(cdl.ToString());
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Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>();
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uuidGatherer.GatherAssetUuids(wi.AssetID, assetUuids);
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string[] assetStrings
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= Array.ConvertAll<UUID, string>(assetUuids.Keys.ToArray(), u => u.ToString());
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bool[] existChecks = scene.AssetService.AssetsExist(assetStrings);
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ConsoleDisplayTable cdt = new ConsoleDisplayTable();
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cdt.Indent = 4;
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cdt.AddColumn("Type", 10);
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cdt.AddColumn("UUID", ConsoleDisplayUtil.UuidSize);
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cdt.AddColumn("Found", 5);
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for (int k = 0; k < existChecks.Length; k++)
|
||||
cdt.AddRow((AssetType)assetUuids[new UUID(assetStrings[k])], assetStrings[k], existChecks[k] ? "yes" : "no");
|
||||
|
||||
sb.Append(cdt.ToString());
|
||||
sb.Append("\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
MainConsole.Instance.Output(sb.ToString());
|
||||
}
|
||||
|
||||
private void AppendWearablesDetailReport(ScenePresence sp, StringBuilder sb)
|
||||
{
|
||||
sb.AppendFormat("\nWearables for {0}\n", sp.Name);
|
||||
|
|
Loading…
Reference in New Issue