OpenSimMirror/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs

207 lines
8.2 KiB
C#

/*
* 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
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*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
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<string, InventoryClient> m_inventoryServers = new Dictionary<string, InventoryClient>();
private Scene m_scene;
#endregion
#region Constructor
public HGAssetMapper(Scene scene)
{
m_scene = scene;
}
#endregion
#region Internal functions
public AssetBase FetchAsset(string url, UUID assetID)
{
AssetBase asset = m_scene.AssetService.Get(url + "/" + assetID.ToString());
if (asset != null)
{
m_log.DebugFormat("[HG ASSET MAPPER]: Copied asset {0} from {1} to local asset server. ", asset.ID, url);
return asset;
}
return null;
}
public bool PostAsset(string url, AssetBase asset)
{
if (asset != null)
{
// See long comment in AssetCache.AddAsset
if (!asset.Temporary || asset.Local)
{
// 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);
try
{
asset1.ID = url + "/" + asset.ID;
UUID temp = UUID.Zero;
// TODO: if the creator is local, stick this grid's URL in front
//if (UUID.TryParse(asset.Metadata.CreatorID, out temp))
// asset1.Metadata.CreatorID = ??? + "/" + asset.Metadata.CreatorID;
}
catch
{
m_log.Warn("[HG ASSET MAPPER]: Oops.");
}
m_scene.AssetService.Store(asset1);
m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
}
return true;
}
else
m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache.");
return false;
}
private void Copy(AssetBase from, AssetBase to)
{
to.Data = from.Data;
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;
}
// TODO: unused
// private void Dump(Dictionary<UUID, bool> lst)
// {
// m_log.Debug("XXX -------- UUID DUMP ------- XXX");
// foreach (KeyValuePair<UUID, bool> 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 AssetCache
// and place an entry in m_assetMap
m_log.Debug("[HG ASSET MAPPER]: Fetching object " + assetID + " from asset server " + userAssetURL);
AssetBase asset = FetchAsset(userAssetURL, assetID);
if (asset != null)
{
// OK, now fetch the inside.
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
if (ids.ContainsKey(assetID))
ids.Remove(assetID);
foreach (UUID uuid in ids.Keys)
FetchAsset(userAssetURL, uuid);
m_log.DebugFormat("[HG ASSET MAPPER]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL);
}
else
m_log.Warn("[HG ASSET MAPPER]: Could not fetch asset from remote asset server " + userAssetURL);
}
public void Post(UUID assetID, UUID ownerID, string userAssetURL)
{
// Post the item from the local AssetCache onto the remote asset server
// and place an entry in m_assetMap
m_log.Debug("[HG ASSET MAPPER]: Posting object " + assetID + " to asset server " + userAssetURL);
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset != null)
{
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
foreach (UUID uuid in ids.Keys)
{
asset = m_scene.AssetService.Get(uuid.ToString());
if (asset == null)
m_log.DebugFormat("[HG ASSET MAPPER]: Could not find asset {0}", uuid);
else
PostAsset(userAssetURL, asset);
}
// maybe all pieces got there...
m_log.DebugFormat("[HG ASSET MAPPER]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL);
}
else
m_log.DebugFormat("[HG ASSET MAPPER]: Something wrong with asset {0}, it could not be found", assetID);
}
#endregion
}
}