272 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C#
		
	
	
			
		
		
	
	
			272 lines
		
	
	
		
			11 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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| 
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| using System;
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| using System.Collections.Generic;
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| using System.Reflection;
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| using System.Threading;
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| using log4net;
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| using OpenMetaverse;
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| using OpenSim.Framework;
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| using OpenSim.Framework.Communications.Cache;
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| using OpenSim.Framework.Communications.Clients;
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| using OpenSim.Region.Framework.Scenes.Serialization;
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| using OpenSim.Services.Interfaces;
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| 
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| //using HyperGrid.Framework;
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| //using OpenSim.Region.Communications.Hypergrid;
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| 
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| namespace OpenSim.Region.Framework.Scenes.Hypergrid
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| {
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|     public class HGAssetMapper
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|     {
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|         #region Fields
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|         private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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| 
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|         // This maps between inventory server urls and inventory server clients
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| //        private Dictionary<string, InventoryClient> m_inventoryServers = new Dictionary<string, InventoryClient>();
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| 
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|         private Scene m_scene;
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| 
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|         private IHyperlinkService m_hyper;
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|         IHyperlinkService HyperlinkService
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|         {
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|             get
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|             {
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|                 if (m_hyper == null)
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|                     m_hyper = m_scene.RequestModuleInterface<IHyperlinkService>();
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|                 return m_hyper;
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|             }
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|         }
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| 
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|         #endregion
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| 
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|         #region Constructor
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| 
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|         public HGAssetMapper(Scene scene)
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|         {
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|             m_scene = scene;
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|         }
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| 
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|         #endregion
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| 
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|         #region Internal functions
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| 
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|         private string UserAssetURL(UUID userID)
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|         {
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|             CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
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|             if (uinfo != null)
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|                 return (uinfo.UserProfile.UserAssetURI == "") ? null : uinfo.UserProfile.UserAssetURI;
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|             return null;
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|         }
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| 
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| //        private string UserInventoryURL(UUID userID)
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| //        {
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| //            CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
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| //            if (uinfo != null)
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| //                return (uinfo.UserProfile.UserInventoryURI == "") ? null : uinfo.UserProfile.UserInventoryURI;
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| //            return null;
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| //        }
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| 
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| 
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|         public AssetBase FetchAsset(string url, UUID assetID)
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|         {
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|             AssetBase asset = m_scene.AssetService.Get(url + "/" + assetID.ToString());
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| 
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|             if (asset != null)
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|             {
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|                 m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Name + " " + assetID);
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|                 return asset;
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|             }
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|             return null;
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|         }
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| 
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|         public bool PostAsset(string url, AssetBase asset)
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|         {
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|             if (asset != null)
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|             {
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|                 // See long comment in AssetCache.AddAsset
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|                 if (!asset.Temporary || asset.Local)
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|                 {
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|                     // We need to copy the asset into a new asset, because
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|                     // we need to set its ID to be URL+UUID, so that the
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|                     // HGAssetService dispatches it to the remote grid.
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|                     // It's not pretty, but the best that can be done while
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|                     // not having a global naming infrastructure
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|                     AssetBase asset1 = new AssetBase();
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|                     Copy(asset, asset1);
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|                     try
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|                     {
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|                         asset1.ID = url + "/" + asset.ID;
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|                     }
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|                     catch
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|                     {
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|                         m_log.Warn("[HGScene]: Oops.");
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|                     }
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| 
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|                     m_scene.AssetService.Store(asset1);
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|                 }
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|                 return true;
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|            }
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|             else
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|                 m_log.Warn("[HGScene]: Tried to post asset to remote server, but asset not in local cache.");
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| 
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|             return false;
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|         }
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| 
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|         private void Copy(AssetBase from, AssetBase to)
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|         {
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|             to.Data        = from.Data;
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|             to.Description = from.Description;
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|             to.FullID      = from.FullID;
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|             to.ID          = from.ID;
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|             to.Local       = from.Local;
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|             to.Name        = from.Name;
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|             to.Temporary   = from.Temporary;
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|             to.Type        = from.Type;
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| 
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|         }
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| 
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|         // TODO: unused
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|         // private void Dump(Dictionary<UUID, bool> lst)
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|         // {
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|         //     m_log.Debug("XXX -------- UUID DUMP ------- XXX");
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|         //     foreach (KeyValuePair<UUID, bool> kvp in lst)
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|         //         m_log.Debug(" >> " + kvp.Key + " (texture? " + kvp.Value + ")");
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|         //     m_log.Debug("XXX -------- UUID DUMP ------- XXX");
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|         // }
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| 
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|         #endregion
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| 
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| 
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|         #region Public interface
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| 
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|         public void Get(UUID assetID, UUID ownerID)
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|         {
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|             if (!HyperlinkService.IsLocalUser(ownerID))
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|             {
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|                 // Get the item from the remote asset server onto the local AssetCache
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|                 // and place an entry in m_assetMap
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| 
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|                 string userAssetURL = UserAssetURL(ownerID);
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|                 if (userAssetURL != null)
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|                 {
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|                     m_log.Debug("[HGScene]: Fetching object " + assetID + " to asset server " + userAssetURL);
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|                     AssetBase asset = FetchAsset(userAssetURL, assetID); 
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| 
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|                     if (asset != null)
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|                     {
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|                         m_log.Debug("[HGScene]: Successfully fetched item from remote asset server " + userAssetURL);
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| 
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|                         // OK, now fetch the inside.
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|                         Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
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|                         HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
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|                         uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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|                         foreach (UUID uuid in ids.Keys)
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|                             FetchAsset(userAssetURL, uuid);
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|                     }
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|                     else
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|                         m_log.Warn("[HGScene]: Could not fetch asset from remote asset server " + userAssetURL);
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|                 }
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|                 else
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|                     m_log.Warn("[HGScene]: Unable to locate foreign user's asset server");
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|             }
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|         }
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| 
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|         //public InventoryItemBase Get(InventoryItemBase item, UUID rootFolder, CachedUserInfo userInfo)
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|         //{
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|         //    InventoryClient invCli = null;
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|         //    string inventoryURL = UserInventoryURL(item.Owner);
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|         //    if (!m_inventoryServers.TryGetValue(inventoryURL, out invCli))
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|         //    {
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|         //        m_log.Debug("[HGScene]: Starting new InventorytClient for " + inventoryURL);
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|         //        invCli = new InventoryClient(inventoryURL);
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|         //        m_inventoryServers.Add(inventoryURL, invCli);
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|         //    }
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| 
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|         //    item = invCli.GetInventoryItem(item);
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|         //    if (item != null)
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|         //    {
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|         //        // Change the folder, stick it in root folder, all items flattened out here in this region cache
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|         //        item.Folder = rootFolder;
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|         //        //userInfo.AddItem(item); don't use this, it calls back to the inventory server
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|         //        lock (userInfo.RootFolder.Items)
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|         //        {
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|         //            userInfo.RootFolder.Items[item.ID] = item;
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|         //        }
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| 
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|         //    }
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|         //    return item;
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|         //}
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| 
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|         public void Post(UUID assetID, UUID ownerID)
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|         {
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|             if (!HyperlinkService.IsLocalUser(ownerID))
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|             {
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|                 // Post the item from the local AssetCache onto the remote asset server
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|                 // and place an entry in m_assetMap
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| 
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|                 string userAssetURL = UserAssetURL(ownerID);
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|                 if (userAssetURL != null)
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|                 {
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|                     m_log.Debug("[HGScene]: Posting object " + assetID + " to asset server " + userAssetURL);
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|                     AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
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|                     if (asset != null)
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|                     {
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|                         Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
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|                         HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
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|                         uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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|                         foreach (UUID uuid in ids.Keys)
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|                         {
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|                             asset = m_scene.AssetService.Get(uuid.ToString());
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|                             if (asset != null)
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|                                 m_log.DebugFormat("[HGScene]: Posting {0} {1}", asset.Type.ToString(), asset.Name);
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|                             else
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|                                 m_log.DebugFormat("[HGScene]: Could not find asset {0}", uuid);
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|                             PostAsset(userAssetURL, asset);
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|                         }
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| 
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|                         if (ids.Count > 0) // maybe it succeeded...
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|                             m_log.DebugFormat("[HGScene]: Successfully posted item {0} to remote asset server {1}", assetID, userAssetURL);
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|                         else
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|                             m_log.WarnFormat("[HGScene]: Could not post asset {0} to remote asset server {1}", assetID, userAssetURL);
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| 
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|                     }
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|                     else
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|                         m_log.Debug("[HGScene]: Something wrong with asset, it could not be found");
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|                 }
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|                 else
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|                     m_log.Warn("[HGScene]: Unable to locate foreign user's asset server");
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| 
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|             }
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|         }
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| 
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|         #endregion
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| 
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|     }
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| }
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