/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.IO; using System.Reflection; using System.Threading; using System.Xml; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Region.Framework.Interfaces; using OpenSim.Services.Interfaces; //using HyperGrid.Framework; //using OpenSim.Region.Communications.Hypergrid; namespace OpenSim.Region.CoreModules.Framework.InventoryAccess { public class HGAssetMapper { #region Fields private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); // This maps between inventory server urls and inventory server clients // private Dictionary m_inventoryServers = new Dictionary(); private Scene m_scene; private string m_HomeURI; #endregion #region Constructor public HGAssetMapper(Scene scene, string homeURL) { m_scene = scene; m_HomeURI = homeURL; } #endregion #region Internal functions private AssetMetadata FetchMetadata(string url, UUID assetID) { if (string.IsNullOrEmpty(url)) return null; if (!url.EndsWith("/") && !url.EndsWith("=")) url = url + "/"; AssetMetadata meta = m_scene.AssetService.GetMetadata(url + assetID.ToString()); if (meta != null) m_log.DebugFormat("[HG ASSET MAPPER]: Fetched metadata for asset {0} of type {1} from {2} ", assetID, meta.Type, url); else m_log.DebugFormat("[HG ASSET MAPPER]: Unable to fetched metadata for asset {0} from {1} ", assetID, url); return meta; } private AssetBase FetchAsset(string url, UUID assetID) { // Test if it's already here AssetBase asset = m_scene.AssetService.Get(assetID.ToString()); if (asset == null) { if (string.IsNullOrEmpty(url)) return null; if (!url.EndsWith("/") && !url.EndsWith("=")) url = url + "/"; asset = m_scene.AssetService.Get(url + assetID.ToString()); //if (asset != null) // m_log.DebugFormat("[HG ASSET MAPPER]: Fetched asset {0} of type {1} from {2} ", assetID, asset.Metadata.Type, url); //else // m_log.DebugFormat("[HG ASSET MAPPER]: Unable to fetch asset {0} from {1} ", assetID, url); } return asset; } public bool PostAsset(string url, AssetBase asset) { if (string.IsNullOrEmpty(url)) return false; if (!url.EndsWith("/") && !url.EndsWith("=")) url = url + "/"; if (asset == null) { m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache."); return false; } // See long comment in AssetCache.AddAsset if (asset.Temporary || asset.Local) return true; // We need to copy the asset into a new asset, because // we need to set its ID to be URL+UUID, so that the // HGAssetService dispatches it to the remote grid. // It's not pretty, but the best that can be done while // not having a global naming infrastructure AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID); Copy(asset, asset1); asset1.ID = url + asset.ID; AdjustIdentifiers(asset1.Metadata); if (asset1.Metadata.Type == (sbyte)AssetType.Object) asset1.Data = AdjustIdentifiers(asset.Data); else asset1.Data = asset.Data; string id = m_scene.AssetService.Store(asset1); if (String.IsNullOrEmpty(id)) { m_log.DebugFormat("[HG ASSET MAPPER]: Asset server {0} did not accept {1}", url, asset.ID); return false; } else { m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url); return true; } } private void Copy(AssetBase from, AssetBase to) { //to.Data = from.Data; // don't copy this, it's copied elsewhere to.Description = from.Description; to.FullID = from.FullID; to.ID = from.ID; to.Local = from.Local; to.Name = from.Name; to.Temporary = from.Temporary; to.Type = from.Type; } private void AdjustIdentifiers(AssetMetadata meta) { if (!string.IsNullOrEmpty(meta.CreatorID)) { UUID uuid = UUID.Zero; UUID.TryParse(meta.CreatorID, out uuid); UserAccount creator = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid); if (creator != null) meta.CreatorID = m_HomeURI + ";" + creator.FirstName + " " + creator.LastName; } } protected byte[] AdjustIdentifiers(byte[] data) { string xml = Utils.BytesToString(data); return Utils.StringToBytes(RewriteSOP(xml)); } protected void TransformXml(XmlReader reader, XmlWriter writer) { // m_log.DebugFormat("[HG ASSET MAPPER]: Transforming XML"); int sopDepth = -1; UserAccount creator = null; bool hasCreatorData = false; while (reader.Read()) { // Console.WriteLine("Depth: {0}, name {1}", reader.Depth, reader.Name); switch (reader.NodeType) { case XmlNodeType.Attribute: // Console.WriteLine("FOUND ATTRIBUTE {0}", reader.Name); writer.WriteAttributeString(reader.Name, reader.Value); break; case XmlNodeType.CDATA: writer.WriteCData(reader.Value); break; case XmlNodeType.Comment: writer.WriteComment(reader.Value); break; case XmlNodeType.DocumentType: writer.WriteDocType(reader.Name, reader.Value, null, null); break; case XmlNodeType.Element: // m_log.DebugFormat("Depth {0} at element {1}", reader.Depth, reader.Name); writer.WriteStartElement(reader.Prefix, reader.LocalName, reader.NamespaceURI); if (reader.HasAttributes) { while (reader.MoveToNextAttribute()) writer.WriteAttributeString(reader.Name, reader.Value); reader.MoveToElement(); } if (reader.LocalName == "SceneObjectPart") { if (sopDepth < 0) { sopDepth = reader.Depth; // m_log.DebugFormat("[HG ASSET MAPPER]: Set sopDepth to {0}", sopDepth); } } else { if (sopDepth >= 0 && reader.Depth == sopDepth + 1) { if (reader.Name == "CreatorID") { reader.Read(); if (reader.NodeType == XmlNodeType.Element && reader.Name == "Guid" || reader.Name == "UUID") { reader.Read(); if (reader.NodeType == XmlNodeType.Text) { UUID uuid = UUID.Zero; UUID.TryParse(reader.Value, out uuid); creator = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid); writer.WriteElementString("UUID", reader.Value); reader.Read(); } else { // If we unexpected run across mixed content in this node, still carry on // transforming the subtree (this replicates earlier behaviour). TransformXml(reader, writer); } } else { // If we unexpected run across mixed content in this node, still carry on // transforming the subtree (this replicates earlier behaviour). TransformXml(reader, writer); } } else if (reader.Name == "CreatorData") { reader.Read(); if (reader.NodeType == XmlNodeType.Text) { hasCreatorData = true; writer.WriteString(reader.Value); } else { // If we unexpected run across mixed content in this node, still carry on // transforming the subtree (this replicates earlier behaviour). TransformXml(reader, writer); } } } } if (reader.IsEmptyElement) { // m_log.DebugFormat("[HG ASSET MAPPER]: Writing end for empty element {0}", reader.Name); writer.WriteEndElement(); } break; case XmlNodeType.EndElement: // m_log.DebugFormat("Depth {0} at EndElement", reader.Depth); if (sopDepth == reader.Depth) { if (!hasCreatorData && creator != null) writer.WriteElementString(reader.Prefix, "CreatorData", reader.NamespaceURI, string.Format("{0};{1} {2}", m_HomeURI, creator.FirstName, creator.LastName)); // m_log.DebugFormat("[HG ASSET MAPPER]: Reset sopDepth"); sopDepth = -1; creator = null; hasCreatorData = false; } writer.WriteEndElement(); break; case XmlNodeType.EntityReference: writer.WriteEntityRef(reader.Name); break; case XmlNodeType.ProcessingInstruction: writer.WriteProcessingInstruction(reader.Name, reader.Value); break; case XmlNodeType.Text: writer.WriteString(reader.Value); break; case XmlNodeType.XmlDeclaration: // For various reasons, not all serializations have xml declarations (or consistent ones) // and as it's embedded inside a byte stream we don't need it anyway, so ignore. break; default: m_log.WarnFormat( "[HG ASSET MAPPER]: Unrecognized node {0} in asset XML transform in {1}", reader.NodeType, m_scene.Name); break; } } } protected string RewriteSOP(string xmlData) { // Console.WriteLine("Input XML [{0}]", xmlData); using (StringWriter sw = new StringWriter()) using (XmlTextWriter writer = new XmlTextWriter(sw)) using (XmlTextReader wrappedReader = new XmlTextReader(xmlData, XmlNodeType.Element, null)) using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment })) { TransformXml(reader, writer); // Console.WriteLine("Output: [{0}]", sw.ToString()); return sw.ToString(); } // We are now taking the more complex streaming approach above because some assets can be very large // and can trigger higher CPU use or possibly memory problems. // XmlDocument doc = new XmlDocument(); // doc.LoadXml(xml); // XmlNodeList sops = doc.GetElementsByTagName("SceneObjectPart"); // // foreach (XmlNode sop in sops) // { // UserAccount creator = null; // bool hasCreatorData = false; // XmlNodeList nodes = sop.ChildNodes; // foreach (XmlNode node in nodes) // { // if (node.Name == "CreatorID") // { // UUID uuid = UUID.Zero; // UUID.TryParse(node.InnerText, out uuid); // creator = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid); // } // if (node.Name == "CreatorData" && node.InnerText != null && node.InnerText != string.Empty) // hasCreatorData = true; // // //if (node.Name == "OwnerID") // //{ // // UserAccount owner = GetUser(node.InnerText); // // if (owner != null) // // node.InnerText = m_ProfileServiceURL + "/" + node.InnerText + "/" + owner.FirstName + " " + owner.LastName; // //} // } // // if (!hasCreatorData && creator != null) // { // XmlElement creatorData = doc.CreateElement("CreatorData"); // creatorData.InnerText = m_HomeURI + ";" + creator.FirstName + " " + creator.LastName; // sop.AppendChild(creatorData); // } // } // // using (StringWriter wr = new StringWriter()) // { // doc.Save(wr); // return wr.ToString(); // } } // TODO: unused // private void Dump(Dictionary lst) // { // m_log.Debug("XXX -------- UUID DUMP ------- XXX"); // foreach (KeyValuePair kvp in lst) // m_log.Debug(" >> " + kvp.Key + " (texture? " + kvp.Value + ")"); // m_log.Debug("XXX -------- UUID DUMP ------- XXX"); // } #endregion #region Public interface public void Get(UUID assetID, UUID ownerID, string userAssetURL) { // Get the item from the remote asset server onto the local AssetService AssetMetadata meta = FetchMetadata(userAssetURL, assetID); if (meta == null) return; // The act of gathering UUIDs downloads some assets from the remote server // but not all... HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL); uuidGatherer.AddForInspection(assetID); uuidGatherer.GatherAll(); m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", uuidGatherer.GatheredUuids.Count); bool success = true; foreach (UUID uuid in uuidGatherer.GatheredUuids.Keys) if (FetchAsset(userAssetURL, uuid) == null) success = false; // maybe all pieces got here... if (!success) m_log.DebugFormat("[HG ASSET MAPPER]: Problems getting item {0} from asset server {1}", assetID, userAssetURL); else m_log.DebugFormat("[HG ASSET MAPPER]: Successfully got item {0} from asset server {1}", assetID, userAssetURL); } public void Post(UUID assetID, UUID ownerID, string userAssetURL) { m_log.DebugFormat("[HG ASSET MAPPER]: Starting to send asset {0} with children to asset server {1}", assetID, userAssetURL); // Find all the embedded assets AssetBase asset = m_scene.AssetService.Get(assetID.ToString()); if (asset == null) { m_log.DebugFormat("[HG ASSET MAPPER]: Something wrong with asset {0}, it could not be found", assetID); return; } HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty); uuidGatherer.AddForInspection(asset.FullID); uuidGatherer.GatherAll(); // Check which assets already exist in the destination server string url = userAssetURL; if (!url.EndsWith("/") && !url.EndsWith("=")) url = url + "/"; string[] remoteAssetIDs = new string[uuidGatherer.GatheredUuids.Count]; int i = 0; foreach (UUID id in uuidGatherer.GatheredUuids.Keys) remoteAssetIDs[i++] = url + id.ToString(); bool[] exist = m_scene.AssetService.AssetsExist(remoteAssetIDs); var existSet = new HashSet(); i = 0; foreach (UUID id in uuidGatherer.GatheredUuids.Keys) { if (exist[i]) existSet.Add(id.ToString()); ++i; } // Send only those assets which don't already exist in the destination server bool success = true; foreach (UUID uuid in uuidGatherer.GatheredUuids.Keys) { if (!existSet.Contains(uuid.ToString())) { asset = m_scene.AssetService.Get(uuid.ToString()); if (asset == null) { m_log.DebugFormat("[HG ASSET MAPPER]: Could not find asset {0}", uuid); } else { try { success &= PostAsset(userAssetURL, asset); } catch (Exception e) { m_log.Error( string.Format( "[HG ASSET MAPPER]: Failed to post asset {0} (type {1}, length {2}) referenced from {3} to {4} with exception ", asset.ID, asset.Type, asset.Data.Length, assetID, userAssetURL), e); // For debugging purposes for now we will continue to throw the exception up the stack as was already happening. However, after // debugging we may want to simply report the failure if we can tell this is due to a failure // with a particular asset and not a destination network failure where all asset posts will fail (and // generate large amounts of log spam). throw e; } } } else { m_log.DebugFormat( "[HG ASSET MAPPER]: Didn't post asset {0} referenced from {1} because it already exists in asset server {2}", uuid, assetID, userAssetURL); } } if (!success) m_log.DebugFormat("[HG ASSET MAPPER]: Problems sending asset {0} with children to asset server {1}", assetID, userAssetURL); else m_log.DebugFormat("[HG ASSET MAPPER]: Successfully sent asset {0} with children to asset server {1}", assetID, userAssetURL); } #endregion } }