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

385 lines
15 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.Reflection;
using System.Text;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
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;
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;
string assetIDstr = assetID.ToString();
// Test if it's already here
AssetMetadata meta = m_scene.AssetService.GetMetadata(assetIDstr);
if (meta == null)
{
if (!url.EndsWith("/") && !url.EndsWith("="))
url = url + "/";
meta = m_scene.AssetService.GetMetadata(url + assetIDstr);
if (meta != null)
m_log.DebugFormat("[HG ASSET MAPPER]: Fetched metadata for asset {0} of type {1} from {2} ", assetIDstr, meta.Type, url);
else
m_log.DebugFormat("[HG ASSET MAPPER]: Unable to fetched metadata for asset {0} from {1} ", assetIDstr, url);
}
return meta;
}
private AssetBase FetchAsset(string url, UUID assetID)
{
string assetIDstr = assetID.ToString();
// Test if it's already here
AssetBase asset = m_scene.AssetService.Get(assetIDstr);
if (asset == null)
{
if (string.IsNullOrEmpty(url))
return null;
if (!url.EndsWith("/") && !url.EndsWith("="))
url = url + "/";
asset = m_scene.AssetService.Get(url + assetIDstr);
//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, bool verbose = true)
{
if (asset == null)
{
m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache.");
return false;
}
if (string.IsNullOrEmpty(url))
return false;
if (!url.EndsWith("/") && !url.EndsWith("="))
url = url + "/";
// 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))
{
if (verbose)
m_log.DebugFormat("[HG ASSET MAPPER]: Asset server {0} did not accept {1}", url, asset.ID);
return false;
}
if (verbose)
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))
{
if(UUID.TryParse(meta.CreatorID, out UUID 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 string RewriteSOP(string xmlData)
{
// Console.WriteLine("Input XML [{0}]", xmlData);
return ExternalRepresentationUtils.RewriteSOP(xmlData, m_scene.Name, m_HomeURI, m_scene.UserAccountService, m_scene.RegionInfo.ScopeID);
}
// 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 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)
{
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset == null)
{
m_log.DebugFormat("[HG ASSET MAPPER POST]: Something wrong with asset {0}, it could not be found", assetID);
return;
}
m_log.DebugFormat("[HG ASSET MAPPER POST]: Starting to send asset {0} to asset server {1}", assetID, userAssetURL);
// Find all the embedded assets
HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
uuidGatherer.AddForInspection(asset.FullID);
uuidGatherer.GatherAll(true);
// 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;
try
{
exist = m_scene.AssetService.AssetsExist(remoteAssetIDs);
}
catch
{
m_log.DebugFormat("[HG ASSET MAPPER POST]: Problems sending asset {0} to asset server {1}", assetID, userAssetURL);
return;
}
var existSet = new HashSet<string>();
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;
var notFound = new List<string>();
var posted = new List<string>();
foreach (UUID uuid in uuidGatherer.GatheredUuids.Keys)
{
string idstr = uuid.ToString();
if (existSet.Contains(idstr))
continue;
asset = m_scene.AssetService.Get(idstr);
if (asset == null)
{
notFound.Add(idstr);
continue;
}
try
{
bool b = PostAsset(userAssetURL, asset, false);
if(b)
posted.Add(idstr);
success &= b;
}
catch (Exception e)
{
m_log.Error(
string.Format(
"[HG ASSET MAPPER POST]: 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;
}
}
StringBuilder sb = null;
if (notFound.Count > 0)
{
if (sb == null)
sb = new StringBuilder(512);
i = notFound.Count;
sb.Append("[HG ASSET MAPPER POST]: Missing assets:\n\t");
for (int j = 0; j < notFound.Count; ++j)
{
sb.Append(notFound[j]);
if (i < j)
sb.Append(',');
}
m_log.Debug(sb.ToString());
sb.Clear();
}
if (existSet.Count > 0)
{
if (sb == null)
sb = new StringBuilder(512);
i = existSet.Count;
sb.Append("[HG ASSET MAPPER POST]: Already at destination server:\n\t");
foreach (UUID id in existSet)
{
sb.Append(id);
if (--i > 0)
sb.Append(',');
}
m_log.Debug(sb.ToString());
sb.Clear();
}
if (posted.Count > 0)
{
if (sb == null)
sb = new StringBuilder(512);
i = posted.Count;
sb.Append("[HG ASSET MAPPER POST]: Posted assets:\n\t");
for (int j = 0; j < posted.Count; ++j)
{
sb.Append(posted[j]);
if (i < j)
sb.Append(',');
}
m_log.Debug(sb.ToString());
}
if (!success)
m_log.DebugFormat("[HG ASSET MAPPER POST]: Problems sending asset {0} to asset server {1}", assetID, userAssetURL);
else
m_log.DebugFormat("[HG ASSET MAPPER POST]: Successfully sent asset {0} to asset server {1}", assetID, userAssetURL);
}
#endregion
}
}