377 lines
14 KiB
C#
377 lines
14 KiB
C#
/**
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* Copyright (c) 2008, Contributors. All rights reserved.
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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 modification,
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* are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* * Neither the name of the Organizations nor the names of Individual
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* Contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
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* THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
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* GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
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* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
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* 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;
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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 Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Environment.Scenes;
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//using HyperGrid.Framework;
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//using OpenSim.Region.Communications.Hypergrid;
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namespace OpenSim.Region.Environment.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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// This maps between asset server URLs and asset server clients
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private Dictionary<string, GridAssetClient> m_assetServers = new Dictionary<string, GridAssetClient>();
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// This maps between asset UUIDs and asset servers
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private Dictionary<UUID, GridAssetClient> m_assetMap = new Dictionary<UUID, GridAssetClient>();
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private Scene m_scene;
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#endregion
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#region Constructor
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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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#endregion
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#region Internal functions
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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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private bool IsLocalUser(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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{
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if (HGNetworkServersInfo.Singleton.IsLocalUser(uinfo.UserProfile))
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{
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m_log.Debug("[HGScene]: Home user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName);
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return true;
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}
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}
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m_log.Debug("[HGScene]: Foreign user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName);
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return false;
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}
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private bool IsInAssetMap(UUID uuid)
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{
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return m_assetMap.ContainsKey(uuid);
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}
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private bool FetchAsset(GridAssetClient asscli, UUID assetID, bool isTexture)
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{
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// I'm not going over 3 seconds since this will be blocking processing of all the other inbound
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// packets from the client.
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int pollPeriod = 200;
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int maxPolls = 15;
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AssetBase asset;
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// Maybe it came late, and it's already here. Check first.
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if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset))
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{
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m_log.Debug("[HGScene]: Asset already in asset cache. " + assetID);
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return true;
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}
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asscli.RequestAsset(assetID, isTexture);
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do
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{
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Thread.Sleep(pollPeriod);
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if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset) && (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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// I think I need to store it in the asset DB too.
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// For now, let me just do it for textures and scripts
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if (((AssetType)asset.Type == AssetType.Texture) ||
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((AssetType)asset.Type == AssetType.LSLBytecode) ||
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((AssetType)asset.Type == AssetType.LSLText))
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{
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AssetBase asset1 = new AssetBase();
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Copy(asset, asset1);
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m_scene.AssetCache.AssetServer.StoreAsset(asset1);
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}
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return true;
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}
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} while (--maxPolls > 0);
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m_log.WarnFormat("[HGScene]: {0} {1} was not received before the retrieval timeout was reached",
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isTexture ? "texture" : "asset", assetID.ToString());
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return false;
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}
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private bool PostAsset(GridAssetClient asscli, UUID assetID)
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{
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AssetBase asset1;
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m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset1);
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if (asset1 != null)
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{
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// See long comment in AssetCache.AddAsset
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if (!asset1.Temporary || asset1.Local)
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{
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// The asset cache returns instances of subclasses of AssetBase:
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// TextureImage or AssetInfo. So in passing them to the remote
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// server we first need to convert this to instances of AssetBase,
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// which is the serializable class for assets.
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AssetBase asset = new AssetBase();
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Copy(asset1, asset);
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asscli.StoreAsset(asset);
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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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return false;
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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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private void _guardedAdd(Dictionary<UUID, bool> lst, UUID obj, bool val)
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{
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if (!lst.ContainsKey(obj))
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lst.Add(obj, val);
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}
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private void SniffTextureUUIDs(Dictionary<UUID, bool> uuids, SceneObjectGroup sog)
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{
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try
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{
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_guardedAdd(uuids, sog.RootPart.Shape.Textures.DefaultTexture.TextureID, true);
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}
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catch (Exception) { }
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foreach (Primitive.TextureEntryFace tface in sog.RootPart.Shape.Textures.FaceTextures)
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{
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try
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{
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_guardedAdd(uuids, tface.TextureID, true);
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}
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catch (Exception) { }
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}
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foreach (SceneObjectPart sop in sog.Children.Values)
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{
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try
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{
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_guardedAdd(uuids, sop.Shape.Textures.DefaultTexture.TextureID, true);
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}
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catch (Exception) { }
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foreach (Primitive.TextureEntryFace tface in sop.Shape.Textures.FaceTextures)
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{
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try
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{
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_guardedAdd(uuids, tface.TextureID, true);
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}
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catch (Exception) { }
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}
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}
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}
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private void SniffTaskInventoryUUIDs(Dictionary<UUID, bool> uuids, SceneObjectGroup sog)
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{
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TaskInventoryDictionary tinv = sog.RootPart.TaskInventory;
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foreach (TaskInventoryItem titem in tinv.Values)
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{
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uuids.Add(titem.AssetID, (InventoryType)titem.Type == InventoryType.Texture);
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}
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}
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private Dictionary<UUID, bool> SniffUUIDs(AssetBase asset)
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{
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Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>();
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if ((asset != null) && ((AssetType)asset.Type == AssetType.Object))
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{
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string ass_str = Utils.BytesToString(asset.Data);
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SceneObjectGroup sog = new SceneObjectGroup(ass_str, true);
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SniffTextureUUIDs(uuids, sog);
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// We need to sniff further...
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SniffTaskInventoryUUIDs(uuids, sog);
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}
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return uuids;
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}
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private Dictionary<UUID, bool> SniffUUIDs(UUID assetID)
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{
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//Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>();
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AssetBase asset;
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m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset);
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return SniffUUIDs(asset);
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}
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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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#endregion
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#region Public interface
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public void Get(UUID itemID, UUID ownerID)
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{
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if (!IsInAssetMap(itemID) && !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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GridAssetClient asscli = null;
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string userAssetURL = UserAssetURL(ownerID);
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if (userAssetURL != null)
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{
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m_assetServers.TryGetValue(userAssetURL, out asscli);
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if (asscli == null)
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{
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m_log.Debug("[HGScene]: Starting new GridAssetClient for " + userAssetURL);
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asscli = new GridAssetClient(userAssetURL);
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asscli.SetReceiver(m_scene.CommsManager.AssetCache); // Straight to the asset cache!
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m_assetServers.Add(userAssetURL, asscli);
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}
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m_log.Debug("[HGScene]: Fetching object " + itemID + " to asset server " + userAssetURL);
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bool success = FetchAsset(asscli, itemID, false); // asscli.RequestAsset(item.ItemID, false);
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// OK, now fetch the inside.
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Dictionary<UUID, bool> ids = SniffUUIDs(itemID);
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Dump(ids);
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foreach (KeyValuePair<UUID, bool> kvp in ids)
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FetchAsset(asscli, kvp.Key, kvp.Value);
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if (success)
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{
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m_log.Debug("[HGScene]: Successfully fetched item from remote asset server " + userAssetURL);
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m_assetMap.Add(itemID, asscli);
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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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public void Post(UUID itemID, UUID ownerID)
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{
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if (!IsLocalUser(ownerID))
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{
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// Post the item from the local AssetCache ontp the remote asset server
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// and place an entry in m_assetMap
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GridAssetClient asscli = null;
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string userAssetURL = UserAssetURL(ownerID);
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if (userAssetURL != null)
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{
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m_assetServers.TryGetValue(userAssetURL, out asscli);
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if (asscli == null)
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{
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m_log.Debug("[HGScene]: Starting new GridAssetClient for " + userAssetURL);
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asscli = new GridAssetClient(userAssetURL);
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asscli.SetReceiver(m_scene.CommsManager.AssetCache); // Straight to the asset cache!
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m_assetServers.Add(userAssetURL, asscli);
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}
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m_log.Debug("[HGScene]: Posting object " + itemID + " to asset server " + userAssetURL);
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bool success = PostAsset(asscli, itemID);
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// Now the inside
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Dictionary<UUID, bool> ids = SniffUUIDs(itemID);
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Dump(ids);
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foreach (KeyValuePair<UUID, bool> kvp in ids)
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PostAsset(asscli, kvp.Key);
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if (success)
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{
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m_log.Debug("[HGScene]: Successfully posted item to remote asset server " + userAssetURL);
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if (!m_assetMap.ContainsKey(itemID))
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m_assetMap.Add(itemID, asscli);
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}
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else
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m_log.Warn("[HGScene]: Could not post asset to remote asset server " + userAssetURL);
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//if (!m_assetMap.ContainsKey(itemID))
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// m_assetMap.Add(itemID, asscli);
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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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#endregion
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}
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}
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