OpenSimMirror/OpenSim/Region/Framework/Scenes/UuidGatherer.cs

909 lines
40 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
* (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.Text;
using log4net;
using OpenMetaverse;
using OpenMetaverse.Assets;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
namespace OpenSim.Region.Framework.Scenes
{
/// <summary>
/// Gather uuids for a given entity.
/// </summary>
/// <remarks>
/// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
/// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
/// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
/// retrieved to work out which assets it references).
/// </remarks>
public class UuidGatherer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static HashSet<UUID> ToSkip = new HashSet<UUID>()
{
new UUID("11111111-1111-0000-0000-000100bba000"),
new UUID("5a9f4a74-30f2-821c-b88d-70499d3e7183"),
new UUID("ae2de45c-d252-50b8-5c6e-19f39ce79317"),
new UUID("24daea5f-0539-cfcf-047f-fbc40b2786ba"),
new UUID("52cc6bb6-2ee5-e632-d3ad-50197b1dcb8a"),
new UUID("43529ce8-7faa-ad92-165a-bc4078371687"),
new UUID("09aac1fb-6bce-0bee-7d44-caac6dbb6c63"),
new UUID("ff62763f-d60a-9855-890b-0c96f8f8cd98"),
new UUID("8e915e25-31d1-cc95-ae08-d58a47488251"),
new UUID("9742065b-19b5-297c-858a-29711d539043"),
new UUID("03642e83-2bd1-4eb9-34b4-4c47ed586d2d"),
new UUID("edd51b77-fc10-ce7a-4b3d-011dfc349e4f"),
new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"),
new UUID("3d6181b0-6a4b-97ef-18d8-722652995cf1"),
new UUID("b4ba225c-373f-446d-9f7e-6cb7b5cf9b3d"),
new UUID("d2114404-dd59-4a4d-8e6c-49359e91bbf0"),
new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97"),
new UUID("e97cf410-8e61-7005-ec06-629eba4cd1fb"),
new UUID("38b86f85-2575-52a9-a531-23108d8da837"),
new UUID("8dcd4a48-2d37-4909-9f78-f7a9eb4ef903"),
new UUID("3c59f7fe-9dc8-47f9-8aaf-a9dd1fbc3bef"),
new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5"),
new UUID("63338ede-0037-c4fd-855b-015d77112fc8"),
new UUID("303cd381-8560-7579-23f1-f0a880799740"),
new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c"),
new UUID("822ded49-9a6c-f61c-cb89-6df54f42cdf4"),
new UUID("6b61c8e8-4747-0d75-12d7-e49ff207a4ca"),
new UUID("b5b4a67d-0aee-30d2-72cd-77b333e932ef"),
new UUID("46bb4359-de38-4ed8-6a22-f1f52fe8f506"),
new UUID("3147d815-6338-b932-f011-16b56d9ac18b"),
new UUID("ea633413-8006-180a-c3ba-96dd1d756720"),
new UUID("5747a48e-073e-c331-f6f3-7c2149613d3e"),
new UUID("fd037134-85d4-f241-72c6-4f42164fedee"),
new UUID("c4ca6188-9127-4f31-0158-23c4e2f93304"),
new UUID("18b3a4b5-b463-bd48-e4b6-71eaac76c515"),
new UUID("db84829b-462c-ee83-1e27-9bbee66bd624"),
new UUID("b906c4ba-703b-1940-32a3-0c7f7d791510"),
new UUID("82e99230-c906-1403-4d9c-3889dd98daba"),
new UUID("349a3801-54f9-bf2c-3bd0-1ac89772af01"),
new UUID("efcf670c-2d18-8128-973a-034ebc806b67"),
new UUID("9b0c1c4e-8ac7-7969-1494-28c874c4f668"),
new UUID("9ba1c942-08be-e43a-fb29-16ad440efc50"),
new UUID("201f3fdf-cb1f-dbec-201f-7333e328ae7c"),
new UUID("47f5f6fb-22e5-ae44-f871-73aaaf4a6022"),
new UUID("92624d3e-1068-f1aa-a5ec-8244585193ed"),
new UUID("038fcec9-5ebd-8a8e-0e2e-6e71a0a1ac53"),
new UUID("6883a61a-b27b-5914-a61e-dda118a9ee2c"),
new UUID("b68a3d7c-de9e-fc87-eec8-543d787e5b0d"),
new UUID("928cae18-e31d-76fd-9cc9-2f55160ff818"),
new UUID("30047778-10ea-1af7-6881-4db7a3a5a114"),
new UUID("951469f4-c7b2-c818-9dee-ad7eea8c30b7"),
new UUID("4bd69a1d-1114-a0b4-625f-84e0a5237155"),
new UUID("cd28b69b-9c95-bb78-3f94-8d605ff1bb12"),
new UUID("a54d8ee2-28bb-80a9-7f0c-7afbbe24a5d6"),
new UUID("b0dc417c-1f11-af36-2e80-7e7489fa7cdc"),
new UUID("57abaae6-1d17-7b1b-5f98-6d11a6411276"),
new UUID("0f86e355-dd31-a61c-fdb0-3a96b9aad05f"),
new UUID("514af488-9051-044a-b3fc-d4dbf76377c6"),
new UUID("aa2df84d-cf8f-7218-527b-424a52de766e"),
new UUID("1a03b575-9634-b62a-5767-3a679e81f4de"),
new UUID("214aa6c1-ba6a-4578-f27c-ce7688f61d0d"),
new UUID("d535471b-85bf-3b4d-a542-93bea4f59d33"),
new UUID("d4416ff1-09d3-300f-4183-1b68a19b9fc1"),
new UUID("0b8c8211-d78c-33e8-fa28-c51a9594e424"),
new UUID("fee3df48-fa3d-1015-1e26-a205810e3001"),
new UUID("1e8d90cc-a84e-e135-884c-7c82c8b03a14"),
new UUID("62570842-0950-96f8-341c-809e65110823"),
new UUID("d63bc1f9-fc81-9625-a0c6-007176d82eb7"),
new UUID("f76cda94-41d4-a229-2872-e0296e58afe1"),
new UUID("eb6ebfb2-a4b3-a19c-d388-4dd5c03823f7"),
new UUID("a351b1bc-cc94-aac2-7bea-a7e6ebad15ef"),
new UUID("b7c7c833-e3d3-c4e3-9fc0-131237446312"),
new UUID("728646d9-cc79-08b2-32d6-937f0a835c24"),
new UUID("835965c6-7f2f-bda2-5deb-2478737f91bf"),
new UUID("b92ec1a5-e7ce-a76b-2b05-bcdb9311417e"),
new UUID("da020525-4d94-59d6-23d7-81fdebf33148"),
new UUID("9c05e5c7-6f07-6ca4-ed5a-b230390c3950"),
new UUID("666307d9-a860-572d-6fd4-c3ab8865c094"),
new UUID("85995026-eade-5d78-d364-94a64512cb66"),
new UUID("f5fc7433-043d-e819-8298-f519a119b688"),
new UUID("d60c41d2-7c24-7074-d3fa-6101cea22a51"),
new UUID("c1bc7f36-3ba0-d844-f93c-93be945d644f"),
new UUID("7db00ccd-f380-f3ee-439d-61968ec69c8a"),
new UUID("aec4610c-757f-bc4e-c092-c6e9caf18daf"),
new UUID("2b5a38b2-5e00-3a97-a495-4c826bc443e6"),
new UUID("9b29cd61-c45b-5689-ded2-91756b8d76a9"),
new UUID("ef62d355-c815-4816-2474-b1acc21094a6"),
new UUID("8b102617-bcba-037b-86c1-b76219f90c88"),
new UUID("efdc1727-8b8a-c800-4077-975fc27ee2f2"),
new UUID("3d94bad0-c55b-7dcc-8763-033c59405d33"),
new UUID("7570c7b5-1f22-56dd-56ef-a9168241bbb6"),
new UUID("4ae8016b-31b9-03bb-c401-b1ea941db41d"),
new UUID("20f063ea-8306-2562-0b07-5c853b37b31e"),
new UUID("62c5de58-cb33-5743-3d07-9e4cd4352864"),
new UUID("5ea3991f-c293-392e-6860-91dfa01278a3"),
new UUID("2305bd75-1ca9-b03b-1faa-b176b8a8c49e"),
new UUID("709ea28e-1573-c023-8bf8-520c8bc637fa"),
new UUID("19999406-3a3a-d58c-a2ac-d72e555dcf51"),
new UUID("7a17b059-12b2-41b1-570a-186368b6aa6f"),
new UUID("ca5b3f14-3194-7a2b-c894-aa699b718d1f"),
new UUID("f4f00d6e-b9fe-9292-f4cb-0ae06ea58d57"),
new UUID("08464f78-3a8e-2944-cba5-0c94aff3af29"),
new UUID("315c3a41-a5f3-0ba4-27da-f893f769e69b"),
new UUID("5a977ed9-7f72-44e9-4c4c-6e913df8ae74"),
new UUID("d83fa0e5-97ed-7eb2-e798-7bd006215cb4"),
new UUID("f061723d-0a18-754f-66ee-29a44795a32f"),
new UUID("eefc79be-daae-a239-8c04-890f5d23654a"),
new UUID("b312b10e-65ab-a0a4-8b3c-1326ea8e3ed9"),
new UUID("17c024cc-eef2-f6a0-3527-9869876d7752"),
new UUID("ec952cca-61ef-aa3b-2789-4d1344f016de"),
new UUID("7a4e87fe-de39-6fcb-6223-024b00893244"),
new UUID("f3300ad9-3462-1d07-2044-0fef80062da0"),
new UUID("c8e42d32-7310-6906-c903-cab5d4a34656"),
new UUID("36f81a92-f076-5893-dc4b-7c3795e487cf"),
new UUID("49aea43b-5ac3-8a44-b595-96100af0beda"),
new UUID("35db4f7e-28c2-6679-cea9-3ee108f7fc7f"),
new UUID("0836b67f-7f7b-f37b-c00a-460dc1521f5a"),
new UUID("42dd95d5-0bc6-6392-f650-777304946c0f"),
new UUID("16803a9f-5140-e042-4d7b-d28ba247c325"),
new UUID("05ddbff8-aaa9-92a1-2b74-8fe77a29b445"),
new UUID("1ab1b236-cd08-21e6-0cbc-0d923fc6eca2"),
new UUID("0eb702e2-cc5a-9a88-56a5-661a55c0676a"),
new UUID("cd7668a6-7011-d7e2-ead8-fc69eff1a104"),
new UUID("e04d450d-fdb5-0432-fd68-818aaf5935f8"),
new UUID("6bd01860-4ebd-127a-bb3d-d1427e8e0c42"),
new UUID("70ea714f-3a97-d742-1b01-590a8fcd1db5"),
new UUID("1a5fe8ac-a804-8a5d-7cbd-56bd83184568"),
new UUID("b1709c8d-ecd3-54a1-4f28-d55ac0840782"),
new UUID("245f3c54-f1c0-bf2e-811f-46d8eeb386e7"),
new UUID("1c7600d6-661f-b87b-efe2-d7421eb93c86"),
new UUID("1a2bd58e-87ff-0df8-0b4c-53e047b0bb6e"),
new UUID("a8dee56f-2eae-9e7a-05a2-6fb92b97e21e"),
new UUID("f2bed5f9-9d44-39af-b0cd-257b2a17fe40"),
new UUID("d2f2ee58-8ad1-06c9-d8d3-3827ba31567a"),
new UUID("6802d553-49da-0778-9f85-1599a2266526"),
new UUID("0a9fb970-8b44-9114-d3a9-bf69cfe804d6"),
new UUID("eae8905b-271a-99e2-4c0e-31106afd100c"),
new UUID("2408fe9e-df1d-1d7d-f4ff-1384fa7b350f"),
new UUID("3da1d753-028a-5446-24f3-9c9b856d9422"),
new UUID("15468e00-3400-bb66-cecc-646d7c14458e"),
new UUID("370f3a20-6ca6-9971-848c-9a01bc42ae3c"),
new UUID("42b46214-4b44-79ae-deb8-0df61424ff4b"),
new UUID("f22fed8b-a5ed-2c93-64d5-bdd8b93c889f"),
new UUID("80700431-74ec-a008-14f8-77575e73693f"),
new UUID("1cb562b0-ba21-2202-efb3-30f82cdf9595"),
new UUID("41426836-7437-7e89-025d-0aa4d10f1d69"),
new UUID("313b9881-4302-73c0-c7d0-0e7a36b6c224"),
new UUID("85428680-6bf9-3e64-b489-6f81087c24bd"),
new UUID("5c682a95-6da4-a463-0bf6-0f5b7be129d1"),
new UUID("11000694-3f41-adc2-606b-eee1d66f3724"),
new UUID("aa134404-7dac-7aca-2cba-435f9db875ca"),
new UUID("83ff59fe-2346-f236-9009-4e3608af64c1"),
new UUID("56e0ba0d-4a9f-7f27-6117-32f2ebbf6135"),
new UUID("2d6daa51-3192-6794-8e2e-a15f8338ec30"),
new UUID("c541c47f-e0c0-058b-ad1a-d6ae3a4584d9"),
new UUID("6ed24bd8-91aa-4b12-ccc7-c97c857ab4e0"),
new UUID("33339176-7ddc-9397-94a4-bf3403cbc8f5"),
new UUID("7693f268-06c7-ea71-fa21-2b30d6533f8f"),
new UUID("b1ed7982-c68e-a982-7561-52a88a5298c0"),
new UUID("869ecdad-a44b-671e-3266-56aef2e3ac2e"),
new UUID("c0c4030f-c02b-49de-24ba-2331f43fe41c"),
new UUID("9f496bd2-589a-709f-16cc-69bf7df1d36c"),
new UUID("15dd911d-be82-2856-26db-27659b142875"),
new UUID("b8c8b2a3-9008-1771-3bfc-90924955ab2d"),
new UUID("42ecd00b-9947-a97c-400a-bbc9174c7aeb")
};
/// <summary>
/// Is gathering complete?
/// </summary>
public bool Complete { get { return m_assetUuidsToInspect.Count <= 0; } }
/// <summary>
/// The dictionary of UUIDs gathered so far. If Complete == true then this is all the reachable UUIDs.
/// </summary>
/// <value>The gathered uuids.</value>
public IDictionary<UUID, sbyte> GatheredUuids { get; private set; }
public HashSet<UUID> FailedUUIDs { get; private set; }
public HashSet<UUID> UncertainAssetsUUIDs { get; private set; }
public int possibleNotAssetCount { get; set; }
public int ErrorCount { get; private set; }
private bool verbose = true;
/// <summary>
/// Gets the next UUID to inspect.
/// </summary>
/// <value>If there is no next UUID then returns null</value>
public UUID? NextUuidToInspect
{
get
{
if (Complete)
return null;
else
return m_assetUuidsToInspect.Peek();
}
}
protected IAssetService m_assetService;
protected Queue<UUID> m_assetUuidsToInspect;
/// <summary>
/// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
/// </summary>
/// <remarks>In this case the collection of gathered assets will start out blank.</remarks>
/// <param name="assetService">
/// Asset service.
/// </param>
public UuidGatherer(IAssetService assetService) : this(assetService, new Dictionary<UUID, sbyte>(),
new HashSet <UUID>(),new HashSet <UUID>()) {}
public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector) : this(assetService, collector,
new HashSet <UUID>(), new HashSet <UUID>()) {}
/// <summary>
/// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
/// </summary>
/// <param name="assetService">
/// Asset service.
/// </param>
/// <param name="collector">
/// Gathered UUIDs will be collected in this dictionary.
/// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected.
/// </param>
public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector, HashSet <UUID> failedIDs, HashSet <UUID> uncertainAssetsUUIDs)
{
m_assetService = assetService;
GatheredUuids = collector;
// FIXME: Not efficient for searching, can improve.
m_assetUuidsToInspect = new Queue<UUID>();
FailedUUIDs = failedIDs;
UncertainAssetsUUIDs = uncertainAssetsUUIDs;
ErrorCount = 0;
possibleNotAssetCount = 0;
}
/// <summary>
/// Adds the asset uuid for inspection during the gathering process.
/// </summary>
/// <returns><c>true</c>, if for inspection was added, <c>false</c> otherwise.</returns>
/// <param name="uuid">UUID.</param>
public bool AddForInspection(UUID uuid)
{
if(uuid == UUID.Zero)
return false;
if(ToSkip.Contains(uuid))
return false;
if(FailedUUIDs.Contains(uuid))
{
if(UncertainAssetsUUIDs.Contains(uuid))
possibleNotAssetCount++;
else
ErrorCount++;
return false;
}
if(GatheredUuids.ContainsKey(uuid))
return false;
if (m_assetUuidsToInspect.Contains(uuid))
return false;
// m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid);
m_assetUuidsToInspect.Enqueue(uuid);
return true;
}
/// <summary>
/// Gather all the asset uuids associated with a given object.
/// </summary>
/// <remarks>
/// This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// </remarks>
/// <param name="sceneObject">The scene object for which to gather assets</param>
public void AddForInspection(SceneObjectGroup sceneObject)
{
// m_log.DebugFormat(
// "[UUID GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
if(sceneObject.IsDeleted)
return;
SceneObjectPart[] parts = sceneObject.Parts;
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
// m_log.DebugFormat(
// "[UUID GATHERER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
try
{
Primitive.TextureEntry textureEntry = part.Shape.Textures;
if (textureEntry != null)
{
// Get the prim's default texture. This will be used for faces which don't have their own texture
if (textureEntry.DefaultTexture != null)
RecordTextureEntryAssetUuids(textureEntry.DefaultTexture);
if (textureEntry.FaceTextures != null)
{
// Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
{
if (texture != null)
RecordTextureEntryAssetUuids(texture);
}
}
}
// If the prim is a sculpt then preserve this information too
if (part.Shape.SculptTexture != UUID.Zero)
GatheredUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
GatheredUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
UUID collisionSound = part.CollisionSound;
if ( collisionSound != UUID.Zero &&
collisionSound != part.invalidCollisionSoundUUID)
GatheredUuids[collisionSound] = (sbyte)AssetType.Sound;
if (part.ParticleSystem.Length > 0)
{
try
{
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
if (ps.Texture != UUID.Zero)
GatheredUuids[ps.Texture] = (sbyte)AssetType.Texture;
}
catch (Exception)
{
m_log.WarnFormat(
"[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.",
part.Name, part.UUID, sceneObject.Name, sceneObject.UUID);
}
}
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
// Now analyze this prim's inventory items to preserve all the uuids that they reference
foreach (TaskInventoryItem tii in taskDictionary.Values)
{
// m_log.DebugFormat(
// "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
// tii.Name, tii.Type, part.Name, part.UUID);
AddForInspection(tii.AssetID, (sbyte)tii.Type);
}
// FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
// to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and
// inventory transfer. There needs to be a way for a module to register a method without assuming a
// Scene.EventManager is present.
// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
// still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
RecordMaterialsUuids(part);
}
catch (Exception e)
{
m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
}
}
}
/// <summary>
/// Gathers the next set of assets returned by the next uuid to get from the asset service.
/// </summary>
/// <returns>false if gathering is already complete, true otherwise</returns>
public bool GatherNext()
{
if (Complete)
return false;
UUID nextToInspect = m_assetUuidsToInspect.Dequeue();
// m_log.DebugFormat("[UUID GATHERER]: Inspecting asset {0}", nextToInspect);
GetAssetUuids(nextToInspect);
return m_assetUuidsToInspect.Count > 0;
}
/// <summary>
/// Gathers all remaining asset UUIDS no matter how many calls are required to the asset service.
/// </summary>
/// <returns>false if gathering is already complete, true otherwise</returns>
public bool GatherAll(bool report = false)
{
if (Complete)
return false;
if(report)
verbose = false;
while (GatherNext());
if (report && FailedUUIDs.Count > 0)
{
StringBuilder sb = new StringBuilder(512);
int i = FailedUUIDs.Count;
sb.Append("[UUID GATHERER]: UUIDs that are not assets or really missing assets:\n\t");
foreach (UUID id in FailedUUIDs)
{
sb.Append(id);
if (--i > 0)
sb.Append(',');
}
m_log.Debug(sb.ToString());
}
return true;
}
/// <summary>
/// Gather all the asset uuids associated with the asset referenced by a given uuid
/// </summary>
/// <remarks>
/// This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// This method assumes that the asset type associated with this asset in persistent storage is correct (which
/// should always be the case). So with this method we always need to retrieve asset data even if the asset
/// is of a type which is known not to reference any other assets
/// </remarks>
/// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
private void GetAssetUuids(UUID assetUuid)
{
if(assetUuid == UUID.Zero)
return;
if(FailedUUIDs.Contains(assetUuid))
{
if(UncertainAssetsUUIDs.Contains(assetUuid))
possibleNotAssetCount++;
else
ErrorCount++;
return;
}
// avoid infinite loops
if (GatheredUuids.ContainsKey(assetUuid))
return;
AssetBase assetBase;
try
{
assetBase = GetAsset(assetUuid);
}
catch (Exception e)
{
if(verbose)
m_log.ErrorFormat("[UUID GATHERER]: Failed to get asset {0} : {1}", assetUuid, e.Message);
ErrorCount++;
FailedUUIDs.Add(assetUuid);
return;
}
if(assetBase == null)
{
// m_log.ErrorFormat("[UUID GATHERER]: asset {0} not found", assetUuid);
FailedUUIDs.Add(assetUuid);
if(UncertainAssetsUUIDs.Contains(assetUuid))
possibleNotAssetCount++;
else
ErrorCount++;
return;
}
if(UncertainAssetsUUIDs.Contains(assetUuid))
UncertainAssetsUUIDs.Remove(assetUuid);
sbyte assetType = assetBase.Type;
if(assetBase.Data == null || assetBase.Data.Length == 0)
{
// m_log.ErrorFormat("[UUID GATHERER]: asset {0}, type {1} has no data", assetUuid, assetType);
ErrorCount++;
FailedUUIDs.Add(assetUuid);
return;
}
GatheredUuids[assetUuid] = assetType;
try
{
if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
{
RecordWearableAssetUuids(assetBase);
}
else if ((sbyte)AssetType.Gesture == assetType)
{
RecordGestureAssetUuids(assetBase);
}
else if ((sbyte)AssetType.Notecard == assetType)
{
RecordNoteCardEmbeddedAssetUuids(assetBase);
}
else if ((sbyte)AssetType.LSLText == assetType)
{
RecordEmbeddedAssetDataUuids(assetBase);
}
else if ((sbyte)OpenSimAssetType.Material == assetType)
{
RecordMaterialAssetUuids(assetBase);
}
else if ((sbyte)AssetType.Object == assetType)
{
RecordSceneObjectAssetUuids(assetBase);
}
}
catch (Exception e)
{
if(verbose)
m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset with id {0} type {1}: {2}", assetUuid, assetType, e.Message);
GatheredUuids.Remove(assetUuid);
ErrorCount++;
FailedUUIDs.Add(assetUuid);
}
}
private void AddForInspection(UUID assetUuid, sbyte assetType)
{
if(assetUuid == UUID.Zero)
return;
// Here, we want to collect uuids which require further asset fetches but mark the others as gathered
if(FailedUUIDs.Contains(assetUuid))
{
if(UncertainAssetsUUIDs.Contains(assetUuid))
possibleNotAssetCount++;
else
ErrorCount++;
return;
}
if(GatheredUuids.ContainsKey(assetUuid))
return;
try
{
if ((sbyte)AssetType.Bodypart == assetType
|| (sbyte)AssetType.Clothing == assetType
|| (sbyte)AssetType.Gesture == assetType
|| (sbyte)AssetType.Notecard == assetType
|| (sbyte)AssetType.LSLText == assetType
|| (sbyte)OpenSimAssetType.Material == assetType
|| (sbyte)AssetType.Object == assetType
|| (sbyte)AssetType.Settings == assetType)
{
AddForInspection(assetUuid);
}
else
{
GatheredUuids[assetUuid] = assetType;
}
}
catch (Exception)
{
m_log.ErrorFormat(
"[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
assetUuid, assetType);
throw;
}
}
/// <summary>
/// Collect all the asset uuids found in one face of a Texture Entry.
/// </summary>
private void RecordTextureEntryAssetUuids(Primitive.TextureEntryFace texture)
{
GatheredUuids[texture.TextureID] = (sbyte)AssetType.Texture;
if (texture.MaterialID != UUID.Zero)
AddForInspection(texture.MaterialID);
}
/// <summary>
/// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
/// stored in legacy format in part.DynAttrs
/// </summary>
/// <param name="part"></param>
private void RecordMaterialsUuids(SceneObjectPart part)
{
// scan thru the dynAttrs map of this part for any textures used as materials
OSD osdMaterials = null;
if(part.DynAttrs == null)
return;
lock (part.DynAttrs)
{
if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
{
OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
if (materialsStore == null)
return;
materialsStore.TryGetValue("Materials", out osdMaterials);
}
if (osdMaterials != null)
{
//m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd));
if (osdMaterials is OSDArray)
{
OSDArray matsArr = osdMaterials as OSDArray;
foreach (OSDMap matMap in matsArr)
{
try
{
if (matMap.ContainsKey("Material"))
{
OSDMap mat = matMap["Material"] as OSDMap;
if (mat.ContainsKey("NormMap"))
{
UUID normalMapId = mat["NormMap"].AsUUID();
if (normalMapId != UUID.Zero)
{
GatheredUuids[normalMapId] = (sbyte)AssetType.Texture;
//m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
}
}
if (mat.ContainsKey("SpecMap"))
{
UUID specularMapId = mat["SpecMap"].AsUUID();
if (specularMapId != UUID.Zero)
{
GatheredUuids[specularMapId] = (sbyte)AssetType.Texture;
//m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
}
}
}
}
catch (Exception e)
{
m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message);
}
}
}
}
}
}
/// <summary>
/// Get an asset synchronously, potentially using an asynchronous callback. If the
/// asynchronous callback is used, we will wait for it to complete.
/// </summary>
/// <param name="uuid"></param>
/// <returns></returns>
protected virtual AssetBase GetAsset(UUID uuid)
{
return m_assetService.Get(uuid.ToString());
}
/// <summary>
/// Record the asset uuids embedded within the given text (e.g. a script).
/// </summary>
/// <param name="textAsset"></param>
private void RecordEmbeddedAssetDataUuids(AssetBase textAsset)
{
// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
if(textAsset.Data.Length < 36)
return;
List<UUID> ids = Util.GetUUIDsOnData(textAsset.Data, 0, textAsset.Data.Length);
if (ids == null || ids.Count == 0)
return;
for (int i = 0; i < ids.Count; ++i)
{
if (ids[i] == UUID.Zero)
continue;
if (!UncertainAssetsUUIDs.Contains(ids[i]))
UncertainAssetsUUIDs.Add(ids[i]);
AddForInspection(ids[i]);
}
}
private void RecordNoteCardEmbeddedAssetUuids(AssetBase textAsset)
{
List<UUID> ids = SLUtil.GetEmbeddedAssetIDs(textAsset.Data);
if(ids == null || ids.Count == 0)
return;
for(int i = 0; i < ids.Count; ++i)
{
if (ids[i] == UUID.Zero)
continue;
if (!UncertainAssetsUUIDs.Contains(ids[i]))
UncertainAssetsUUIDs.Add(ids[i]);
AddForInspection(ids[i]);
}
}
/// <summary>
/// Record the uuids referenced by the given wearable asset
/// </summary>
/// <param name="assetBase"></param>
private void RecordWearableAssetUuids(AssetBase assetBase)
{
//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
AssetWearable wearableAsset = new AssetBodypart(assetBase.FullID, assetBase.Data);
wearableAsset.Decode();
//m_log.DebugFormat(
// "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
foreach (UUID uuid in wearableAsset.Textures.Values)
GatheredUuids[uuid] = (sbyte)AssetType.Texture;
}
/// <summary>
/// Get all the asset uuids associated with a given object. This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// </summary>
/// <param name="sceneObjectAsset"></param>
private void RecordSceneObjectAssetUuids(AssetBase sceneObjectAsset)
{
string xml = Utils.BytesToString(sceneObjectAsset.Data);
CoalescedSceneObjects coa;
if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
{
foreach (SceneObjectGroup sog in coa.Objects)
AddForInspection(sog);
}
else
{
SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
if (null != sog)
AddForInspection(sog);
}
}
/// <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;
try
{
mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data);
}
catch (Exception e)
{
m_log.WarnFormat("[Materials]: cannot decode material asset {0}: {1}", materialAsset.ID, e.Message);
return;
}
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 (!String.IsNullOrWhiteSpace(assetServerURL) && !m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("="))
m_assetServerURL = m_assetServerURL + "/";
}
protected override AssetBase GetAsset(UUID uuid)
{
if (String.IsNullOrWhiteSpace(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;
}
}
}