Get UUIDGatherer to scan notecards in the graph for asset uuids.

This is to support npc baked texture saving in oars and iars.
May address http://opensimulator.org/mantis/view.php?id=5743
0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-10-22 02:16:46 +01:00
parent a6eba09dac
commit cf2405385d
5 changed files with 68 additions and 24 deletions

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@ -146,9 +146,9 @@ namespace OpenSim.Framework.Tests
Assert.IsFalse(Util.isUUID("FOOBAR67-89ab-Cdef-0123-456789AbCdEf"),
"UUIDs with non-hex characters are recognized as correct UUIDs.");
Assert.IsFalse(Util.isUUID("01234567"),
"Too short UUIDs are regognized as correct UUIDs.");
"Too short UUIDs are recognized as correct UUIDs.");
Assert.IsFalse(Util.isUUID("01234567-89ab-Cdef-0123-456789AbCdEf0"),
"Too long UUIDs are regognized as correct UUIDs.");
"Too long UUIDs are recognized as correct UUIDs.");
Assert.IsFalse(Util.isUUID("01234567-89ab-Cdef-0123+456789AbCdEf"),
"UUIDs with wrong format are recognized as correct UUIDs.");
}

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@ -46,7 +46,6 @@ using System.Threading;
using log4net;
using Nini.Config;
using Nwc.XmlRpc;
// using BclExtras;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using Amib.Threading;
@ -91,8 +90,10 @@ namespace OpenSim.Framework
private static readonly DateTime unixEpoch =
DateTime.ParseExact("1970-01-01 00:00:00 +0", "yyyy-MM-dd hh:mm:ss z", DateTimeFormatInfo.InvariantInfo).ToUniversalTime();
public static readonly Regex UUIDPattern
= new Regex("^[0-9a-fA-F]{8}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{12}$");
private static readonly string rawUUIDPattern
= "[0-9a-fA-F]{8}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{12}";
public static readonly Regex PermissiveUUIDPattern = new Regex(rawUUIDPattern);
public static readonly Regex UUIDPattern = new Regex(string.Format("^{0}$", rawUUIDPattern));
public static FireAndForgetMethod DefaultFireAndForgetMethod = FireAndForgetMethod.SmartThreadPool;
public static FireAndForgetMethod FireAndForgetMethod = DefaultFireAndForgetMethod;

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@ -85,5 +85,31 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// We count the uuid as gathered even if the asset itself is missing.
Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
}
[Test]
public void TestNotecardAsset()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID ownerId = TestHelpers.ParseTail(0x10);
UUID soAssetId = TestHelpers.ParseTail(0x20);
UUID ncAssetId = TestHelpers.ParseTail(0x30);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId);
AssetBase soAsset = AssetHelpers.CreateAsset(soAssetId, so);
m_assetService.Store(soAsset);
AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString());
m_assetService.Store(ncAsset);
IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
m_uuidGatherer.GatherAssetUuids(ncAssetId, AssetType.Notecard, foundAssetUuids);
// We count the uuid as gathered even if the asset itself is corrupt.
Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
Assert.That(foundAssetUuids.ContainsKey(ncAssetId));
Assert.That(foundAssetUuids.ContainsKey(soAssetId));
}
}
}

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@ -62,12 +62,12 @@ namespace OpenSim.Region.Framework.Scenes
/// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
/// asset was found by the asset service.
/// </summary>
protected AssetBase m_requestedObjectAsset;
private AssetBase m_requestedObjectAsset;
/// <summary>
/// Signal whether we are currently waiting for the asset service to deliver an asset.
/// </summary>
protected bool m_waitingForObjectAsset;
private bool m_waitingForObjectAsset;
public UuidGatherer(IAssetService assetCache)
{
@ -103,9 +103,13 @@ namespace OpenSim.Region.Framework.Scenes
{
GetGestureAssetUuids(assetUuid, assetUuids);
}
else if (AssetType.Notecard == assetType)
{
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
}
else if (AssetType.LSLText == assetType)
{
GetScriptAssetUuids(assetUuid, assetUuids);
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
}
else if (AssetType.Object == assetType)
{
@ -194,7 +198,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// The callback made when we request the asset for an object from the asset service.
/// </summary>
protected void AssetReceived(string id, Object sender, AssetBase asset)
private void AssetReceived(string id, Object sender, AssetBase asset)
{
lock (this)
{
@ -238,23 +242,25 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="scriptUuid"></param>
/// <param name="assetUuids">Dictionary in which to record the references</param>
protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, AssetType> assetUuids)
private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase scriptAsset = GetAsset(scriptUuid);
m_log.DebugFormat("[ASSET GATHERER]: Getting assets for asset {0}", embeddingAssetId);
if (null != scriptAsset)
AssetBase embeddingAsset = GetAsset(embeddingAssetId);
if (null != embeddingAsset)
{
string script = Utils.BytesToString(scriptAsset.Data);
//m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
MatchCollection uuidMatches = Util.UUIDPattern.Matches(script);
//m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
string script = Utils.BytesToString(embeddingAsset.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 script", uuid);
m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
// Assume AssetIDs embedded in scripts are textures
// Assume AssetIDs embedded are textures.
assetUuids[uuid] = AssetType.Texture;
}
}
@ -265,7 +271,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="wearableAssetUuid"></param>
/// <param name="assetUuids">Dictionary in which to record the references</param>
protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase assetBase = GetAsset(wearableAssetUuid);
@ -292,7 +298,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="assetUuids"></param>
protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase objectAsset = GetAsset(sceneObjectUuid);
@ -321,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="gestureUuid"></param>
/// <param name="assetUuids"></param>
protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase assetBase = GetAsset(gestureUuid);
if (null == assetBase)

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@ -47,13 +47,24 @@ namespace OpenSim.Tests.Common
}
/// <summary>
/// Create a notecard asset with a random uuid and dummy text.
/// Create a notecard asset with dummy text and a random owner.
/// </summary>
/// <param name="assetId">/param>
/// <returns></returns>
public static AssetBase CreateNotecardAsset(UUID id)
public static AssetBase CreateNotecardAsset(UUID assetId)
{
return CreateAsset(id, AssetType.Notecard, "hello", UUID.Random());
return CreateNotecardAsset(assetId, "hello");
}
/// <summary>
/// Create a notecard asset with a random owner.
/// </summary>
/// <param name="assetId">/param>
/// <param name="text"></param>
/// <returns></returns>
public static AssetBase CreateNotecardAsset(UUID assetId, string text)
{
return CreateAsset(assetId, AssetType.Notecard, text, UUID.Random());
}
// /// <summary>