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

538 lines
22 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.Threading;
using System.Xml;
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;
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;
if (!url.EndsWith("/") && !url.EndsWith("="))
url = url + "/";
AssetMetadata meta = m_scene.AssetService.GetMetadata(url + assetID.ToString());
if (meta != null)
m_log.DebugFormat("[HG ASSET MAPPER]: Fetched metadata for asset {0} of type {1} from {2} ", assetID, meta.Type, url);
else
m_log.DebugFormat("[HG ASSET MAPPER]: Unable to fetched metadata for asset {0} from {1} ", assetID, url);
return meta;
}
private AssetBase FetchAsset(string url, UUID assetID)
{
// Test if it's already here
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset == null)
{
if (string.IsNullOrEmpty(url))
return null;
if (!url.EndsWith("/") && !url.EndsWith("="))
url = url + "/";
asset = m_scene.AssetService.Get(url + assetID.ToString());
//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)
{
if (string.IsNullOrEmpty(url))
return false;
if (!url.EndsWith("/") && !url.EndsWith("="))
url = url + "/";
if (asset == null)
{
m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache.");
return false;
}
// 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))
{
m_log.DebugFormat("[HG ASSET MAPPER]: Asset server {0} did not accept {1}", url, asset.ID);
return false;
}
else {
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))
{
UUID uuid = UUID.Zero;
UUID.TryParse(meta.CreatorID, out 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 void TransformXml(XmlReader reader, XmlWriter writer)
{
// m_log.DebugFormat("[HG ASSET MAPPER]: Transforming XML");
int sopDepth = -1;
UserAccount creator = null;
bool hasCreatorData = false;
while (reader.Read())
{
// Console.WriteLine("Depth: {0}, name {1}", reader.Depth, reader.Name);
switch (reader.NodeType)
{
case XmlNodeType.Attribute:
// Console.WriteLine("FOUND ATTRIBUTE {0}", reader.Name);
writer.WriteAttributeString(reader.Name, reader.Value);
break;
case XmlNodeType.CDATA:
writer.WriteCData(reader.Value);
break;
case XmlNodeType.Comment:
writer.WriteComment(reader.Value);
break;
case XmlNodeType.DocumentType:
writer.WriteDocType(reader.Name, reader.Value, null, null);
break;
case XmlNodeType.Element:
// m_log.DebugFormat("Depth {0} at element {1}", reader.Depth, reader.Name);
writer.WriteStartElement(reader.Prefix, reader.LocalName, reader.NamespaceURI);
if (reader.HasAttributes)
{
while (reader.MoveToNextAttribute())
writer.WriteAttributeString(reader.Name, reader.Value);
reader.MoveToElement();
}
if (reader.LocalName == "SceneObjectPart")
{
if (sopDepth < 0)
{
sopDepth = reader.Depth;
// m_log.DebugFormat("[HG ASSET MAPPER]: Set sopDepth to {0}", sopDepth);
}
}
else
{
if (sopDepth >= 0 && reader.Depth == sopDepth + 1)
{
if (reader.Name == "CreatorID")
{
reader.Read();
if (reader.NodeType == XmlNodeType.Element && reader.Name == "Guid" || reader.Name == "UUID")
{
reader.Read();
if (reader.NodeType == XmlNodeType.Text)
{
UUID uuid = UUID.Zero;
UUID.TryParse(reader.Value, out uuid);
creator = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid);
writer.WriteElementString("UUID", reader.Value);
reader.Read();
}
else
{
// If we unexpected run across mixed content in this node, still carry on
// transforming the subtree (this replicates earlier behaviour).
TransformXml(reader, writer);
}
}
else
{
// If we unexpected run across mixed content in this node, still carry on
// transforming the subtree (this replicates earlier behaviour).
TransformXml(reader, writer);
}
}
else if (reader.Name == "CreatorData")
{
reader.Read();
if (reader.NodeType == XmlNodeType.Text)
{
hasCreatorData = true;
writer.WriteString(reader.Value);
}
else
{
// If we unexpected run across mixed content in this node, still carry on
// transforming the subtree (this replicates earlier behaviour).
TransformXml(reader, writer);
}
}
}
}
if (reader.IsEmptyElement)
{
// m_log.DebugFormat("[HG ASSET MAPPER]: Writing end for empty element {0}", reader.Name);
writer.WriteEndElement();
}
break;
case XmlNodeType.EndElement:
// m_log.DebugFormat("Depth {0} at EndElement", reader.Depth);
if (sopDepth == reader.Depth)
{
if (!hasCreatorData && creator != null)
writer.WriteElementString(reader.Prefix, "CreatorData", reader.NamespaceURI, string.Format("{0};{1} {2}", m_HomeURI, creator.FirstName, creator.LastName));
// m_log.DebugFormat("[HG ASSET MAPPER]: Reset sopDepth");
sopDepth = -1;
creator = null;
hasCreatorData = false;
}
writer.WriteEndElement();
break;
case XmlNodeType.EntityReference:
writer.WriteEntityRef(reader.Name);
break;
case XmlNodeType.ProcessingInstruction:
writer.WriteProcessingInstruction(reader.Name, reader.Value);
break;
case XmlNodeType.Text:
writer.WriteString(reader.Value);
break;
case XmlNodeType.XmlDeclaration:
// For various reasons, not all serializations have xml declarations (or consistent ones)
// and as it's embedded inside a byte stream we don't need it anyway, so ignore.
break;
default:
m_log.WarnFormat(
"[HG ASSET MAPPER]: Unrecognized node {0} in asset XML transform in {1}",
reader.NodeType, m_scene.Name);
break;
}
}
}
protected string RewriteSOP(string xmlData)
{
// Console.WriteLine("Input XML [{0}]", xmlData);
using (StringWriter sw = new StringWriter())
using (XmlTextWriter writer = new XmlTextWriter(sw))
using (XmlTextReader wrappedReader = new XmlTextReader(xmlData, XmlNodeType.Element, null))
using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment }))
{
TransformXml(reader, writer);
// Console.WriteLine("Output: [{0}]", sw.ToString());
return sw.ToString();
}
// We are now taking the more complex streaming approach above because some assets can be very large
// and can trigger higher CPU use or possibly memory problems.
// XmlDocument doc = new XmlDocument();
// doc.LoadXml(xml);
// XmlNodeList sops = doc.GetElementsByTagName("SceneObjectPart");
//
// foreach (XmlNode sop in sops)
// {
// UserAccount creator = null;
// bool hasCreatorData = false;
// XmlNodeList nodes = sop.ChildNodes;
// foreach (XmlNode node in nodes)
// {
// if (node.Name == "CreatorID")
// {
// UUID uuid = UUID.Zero;
// UUID.TryParse(node.InnerText, out uuid);
// creator = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid);
// }
// if (node.Name == "CreatorData" && node.InnerText != null && node.InnerText != string.Empty)
// hasCreatorData = true;
//
// //if (node.Name == "OwnerID")
// //{
// // UserAccount owner = GetUser(node.InnerText);
// // if (owner != null)
// // node.InnerText = m_ProfileServiceURL + "/" + node.InnerText + "/" + owner.FirstName + " " + owner.LastName;
// //}
// }
//
// if (!hasCreatorData && creator != null)
// {
// XmlElement creatorData = doc.CreateElement("CreatorData");
// creatorData.InnerText = m_HomeURI + ";" + creator.FirstName + " " + creator.LastName;
// sop.AppendChild(creatorData);
// }
// }
//
// using (StringWriter wr = new StringWriter())
// {
// doc.Save(wr);
// return wr.ToString();
// }
}
// 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)
{
m_log.DebugFormat("[HG ASSET MAPPER]: Starting to send asset {0} with children to asset server {1}", assetID, userAssetURL);
// Find all the embedded assets
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset == null)
{
m_log.DebugFormat("[HG ASSET MAPPER]: Something wrong with asset {0}, it could not be found", assetID);
return;
}
HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
uuidGatherer.AddForInspection(asset.FullID);
uuidGatherer.GatherAll();
// 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 = m_scene.AssetService.AssetsExist(remoteAssetIDs);
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;
foreach (UUID uuid in uuidGatherer.GatheredUuids.Keys)
{
if (!existSet.Contains(uuid.ToString()))
{
asset = m_scene.AssetService.Get(uuid.ToString());
if (asset == null)
{
m_log.DebugFormat("[HG ASSET MAPPER]: Could not find asset {0}", uuid);
}
else
{
try
{
success &= PostAsset(userAssetURL, asset);
}
catch (Exception e)
{
m_log.Error(
string.Format(
"[HG ASSET MAPPER]: 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;
}
}
}
else
{
m_log.DebugFormat(
"[HG ASSET MAPPER]: Didn't post asset {0} referenced from {1} because it already exists in asset server {2}",
uuid, assetID, userAssetURL);
}
}
if (!success)
m_log.DebugFormat("[HG ASSET MAPPER]: Problems sending asset {0} with children to asset server {1}", assetID, userAssetURL);
else
m_log.DebugFormat("[HG ASSET MAPPER]: Successfully sent asset {0} with children to asset server {1}", assetID, userAssetURL);
}
#endregion
}
}