601 lines
26 KiB
C#
601 lines
26 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Text.RegularExpressions;
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using System.Threading;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse.Assets;
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using OpenMetaverse.StructuredData;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using OpenSim.Services.Interfaces;
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using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
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namespace OpenSim.Region.Framework.Scenes
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{
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/// <summary>
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/// Gather uuids for a given entity.
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/// </summary>
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/// <remarks>
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/// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
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/// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
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/// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
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/// retrieved to work out which assets it references).
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/// </remarks>
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public class UuidGatherer
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Is gathering complete?
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/// </summary>
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public bool Complete { get { return m_assetUuidsToInspect.Count <= 0; } }
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/// <summary>
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/// The dictionary of UUIDs gathered so far. If Complete == true then this is all the reachable UUIDs.
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/// </summary>
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/// <value>The gathered uuids.</value>
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public IDictionary<UUID, sbyte> GatheredUuids { get; private set; }
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/// <summary>
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/// Gets the next UUID to inspect.
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/// </summary>
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/// <value>If there is no next UUID then returns null</value>
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public UUID? NextUuidToInspect
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{
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get
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{
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if (Complete)
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return null;
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else
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return m_assetUuidsToInspect.Peek();
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}
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}
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protected IAssetService m_assetService;
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protected Queue<UUID> m_assetUuidsToInspect;
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/// <summary>
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/// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
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/// </summary>
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/// <remarks>In this case the collection of gathered assets will start out blank.</remarks>
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/// <param name="assetService">
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/// Asset service.
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/// </param>
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public UuidGatherer(IAssetService assetService) : this(assetService, new Dictionary<UUID, sbyte>()) {}
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/// <summary>
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/// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
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/// </summary>
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/// <param name="assetService">
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/// Asset service.
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/// </param>
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/// <param name="collector">
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/// Gathered UUIDs will be collected in this dictinaory.
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/// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected.
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/// </param>
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public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector)
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{
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m_assetService = assetService;
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GatheredUuids = collector;
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// FIXME: Not efficient for searching, can improve.
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m_assetUuidsToInspect = new Queue<UUID>();
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}
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/// <summary>
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/// Adds the asset uuid for inspection during the gathering process.
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/// </summary>
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/// <returns><c>true</c>, if for inspection was added, <c>false</c> otherwise.</returns>
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/// <param name="uuid">UUID.</param>
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public bool AddForInspection(UUID uuid)
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{
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if (m_assetUuidsToInspect.Contains(uuid))
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return false;
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m_assetUuidsToInspect.Enqueue(uuid);
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return true;
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}
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/// <summary>
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/// Gather all the asset uuids associated with a given object.
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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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/// </remarks>
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/// <param name="sceneObject">The scene object for which to gather assets</param>
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public void AddForInspection(SceneObjectGroup sceneObject)
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{
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// m_log.DebugFormat(
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// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
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SceneObjectPart[] parts = sceneObject.Parts;
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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// m_log.DebugFormat(
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// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
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try
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{
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Primitive.TextureEntry textureEntry = part.Shape.Textures;
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if (textureEntry != null)
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{
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// Get the prim's default texture. This will be used for faces which don't have their own texture
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if (textureEntry.DefaultTexture != null)
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RecordTextureEntryAssetUuids(textureEntry.DefaultTexture);
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if (textureEntry.FaceTextures != null)
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{
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// Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
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foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
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{
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if (texture != null)
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RecordTextureEntryAssetUuids(texture);
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}
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}
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}
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// If the prim is a sculpt then preserve this information too
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if (part.Shape.SculptTexture != UUID.Zero)
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GatheredUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
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if (part.Shape.ProjectionTextureUUID != UUID.Zero)
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GatheredUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
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if (part.CollisionSound != UUID.Zero)
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GatheredUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
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if (part.ParticleSystem.Length > 0)
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{
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try
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{
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Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
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if (ps.Texture != UUID.Zero)
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GatheredUuids[ps.Texture] = (sbyte)AssetType.Texture;
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}
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catch (Exception)
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{
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m_log.WarnFormat(
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"[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.",
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part.Name, part.UUID, sceneObject.Name, sceneObject.UUID);
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}
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}
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TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
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// Now analyze this prim's inventory items to preserve all the uuids that they reference
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foreach (TaskInventoryItem tii in taskDictionary.Values)
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{
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// m_log.DebugFormat(
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// "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
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// tii.Name, tii.Type, part.Name, part.UUID);
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if (!GatheredUuids.ContainsKey(tii.AssetID))
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AddForInspection(tii.AssetID, (sbyte)tii.Type);
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}
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// FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
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// to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and
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// inventory transfer. There needs to be a way for a module to register a method without assuming a
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// Scene.EventManager is present.
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// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
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// still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
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RecordMaterialsUuids(part);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
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m_log.DebugFormat(
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"[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
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part.Shape.TextureEntry.Length);
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}
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}
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}
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/// <summary>
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/// Gathers the next set of assets returned by the next uuid to get from the asset service.
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/// </summary>
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/// <returns>false if gathering is already complete, true otherwise</returns>
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public bool GatherNext()
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{
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if (Complete)
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return false;
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GetAssetUuids(m_assetUuidsToInspect.Dequeue());
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return true;
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}
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/// <summary>
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/// Gathers all remaining asset UUIDS no matter how many calls are required to the asset service.
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/// </summary>
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/// <returns>false if gathering is already complete, true otherwise</returns>
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public bool GatherAll()
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{
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if (Complete)
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return false;
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while (GatherNext());
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return true;
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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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private void GetAssetUuids(UUID assetUuid)
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{
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// avoid infinite loops
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if (GatheredUuids.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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GatheredUuids[assetUuid] = assetType;
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if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
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{
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RecordWearableAssetUuids(assetBase);
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}
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else if ((sbyte)AssetType.Gesture == assetType)
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{
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RecordGestureAssetUuids(assetBase);
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}
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else if ((sbyte)AssetType.Notecard == assetType)
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{
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RecordTextEmbeddedAssetUuids(assetBase);
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}
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else if ((sbyte)AssetType.LSLText == assetType)
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{
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RecordTextEmbeddedAssetUuids(assetBase);
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}
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else if ((sbyte)OpenSimAssetType.Material == assetType)
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{
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RecordMaterialAssetUuids(assetBase);
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}
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else if ((sbyte)AssetType.Object == assetType)
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{
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RecordSceneObjectAssetUuids(assetBase);
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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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private void AddForInspection(UUID assetUuid, sbyte assetType)
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{
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// Here, we want to collect uuids which require further asset fetches but mark the others as gathered
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try
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{
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GatheredUuids[assetUuid] = assetType;
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if ((sbyte)AssetType.Bodypart == assetType
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|| (sbyte)AssetType.Clothing == assetType
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|| (sbyte)AssetType.Gesture == assetType
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|| (sbyte)AssetType.Notecard == assetType
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|| (sbyte)AssetType.LSLText == assetType
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|| (sbyte)OpenSimAssetType.Material == assetType
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|| (sbyte)AssetType.Object == assetType)
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{
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AddForInspection(assetUuid);
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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(
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"[ITERATABLE UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
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assetUuid, assetType);
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throw;
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}
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}
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/// <summary>
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/// Collect all the asset uuids found in one face of a Texture Entry.
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/// </summary>
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private void RecordTextureEntryAssetUuids(Primitive.TextureEntryFace texture)
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{
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GatheredUuids[texture.TextureID] = (sbyte)AssetType.Texture;
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if (texture.MaterialID != UUID.Zero)
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AddForInspection(texture.MaterialID);
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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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/// </summary>
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/// <param name="part"></param>
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private void RecordMaterialsUuids(SceneObjectPart part)
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{
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// scan thru the dynAttrs map of this part for any textures used as materials
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OSD osdMaterials = null;
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lock (part.DynAttrs)
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{
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if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
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{
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OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
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if (materialsStore == null)
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return;
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materialsStore.TryGetValue("Materials", out osdMaterials);
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}
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if (osdMaterials != null)
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{
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//m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd));
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if (osdMaterials is OSDArray)
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{
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OSDArray matsArr = osdMaterials as OSDArray;
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foreach (OSDMap matMap in matsArr)
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{
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try
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{
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if (matMap.ContainsKey("Material"))
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{
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OSDMap mat = matMap["Material"] as OSDMap;
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if (mat.ContainsKey("NormMap"))
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{
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UUID normalMapId = mat["NormMap"].AsUUID();
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if (normalMapId != UUID.Zero)
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{
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GatheredUuids[normalMapId] = (sbyte)AssetType.Texture;
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//m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
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}
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}
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if (mat.ContainsKey("SpecMap"))
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{
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UUID specularMapId = mat["SpecMap"].AsUUID();
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if (specularMapId != UUID.Zero)
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{
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GatheredUuids[specularMapId] = (sbyte)AssetType.Texture;
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//m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
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}
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}
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}
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}
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catch (Exception e)
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{
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m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message);
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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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/// <summary>
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/// Get an asset synchronously, potentially using an asynchronous callback. If the
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/// asynchronous callback is used, we will wait for it to complete.
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/// </summary>
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/// <param name="uuid"></param>
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/// <returns></returns>
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protected virtual AssetBase GetAsset(UUID uuid)
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{
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return m_assetService.Get(uuid.ToString());
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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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private void RecordTextEmbeddedAssetUuids(AssetBase textAsset)
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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 text = Utils.BytesToString(textAsset.Data);
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// m_log.DebugFormat("[UUID GATHERER]: Text {0}", text);
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MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(text);
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// m_log.DebugFormat("[UUID GATHERER]: Found {0} matches in text", uuidMatches.Count);
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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("[UUID GATHERER]: Recording {0} in text", uuid);
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GatheredUuids[uuid] = (sbyte)AssetType.Unknown;
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}
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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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private void RecordWearableAssetUuids(AssetBase assetBase)
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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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GatheredUuids[uuid] = (sbyte)AssetType.Texture;
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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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private void RecordSceneObjectAssetUuids(AssetBase sceneObjectAsset)
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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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foreach (SceneObjectGroup sog in coa.Objects)
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AddForInspection(sog);
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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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AddForInspection(sog);
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}
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}
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/// <summary>
|
|
/// Get the asset uuid associated with a gesture
|
|
/// </summary>
|
|
/// <param name="gestureAsset"></param>
|
|
private void RecordGestureAssetUuids(AssetBase gestureAsset)
|
|
{
|
|
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))
|
|
GatheredUuids[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 RecordMaterialAssetUuids(AssetBase materialAsset)
|
|
{
|
|
OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data);
|
|
|
|
UUID normMap = mat["NormMap"].AsUUID();
|
|
if (normMap != UUID.Zero)
|
|
GatheredUuids[normMap] = (sbyte)AssetType.Texture;
|
|
|
|
UUID specMap = mat["SpecMap"].AsUUID();
|
|
if (specMap != UUID.Zero)
|
|
GatheredUuids[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)
|
|
: this(assetService, assetServerURL, new Dictionary<UUID, sbyte>()) {}
|
|
|
|
public HGUuidGatherer(IAssetService assetService, string assetServerURL, IDictionary<UUID, sbyte> collector)
|
|
: base(assetService, collector)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|