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* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using System.Timers;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.World.Archiver
{
///
/// Encapsulate the asynchronous requests for the assets required for an archive operation
///
class AssetsRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// Method called when all the necessary assets for an archive request have been received.
///
public delegate void AssetsRequestCallback(
ICollection assetsFoundUuids, ICollection assetsNotFoundUuids, bool timedOut);
enum RequestState
{
Initial,
Running,
Completed,
Aborted
};
///
/// uuids to request
///
protected IDictionary m_uuids;
private int m_previousErrorsCount;
///
/// Callback used when all the assets requested have been received.
///
protected AssetsRequestCallback m_assetsRequestCallback;
///
/// List of assets that were found. This will be passed back to the requester.
///
protected List m_foundAssetUuids = new List();
///
/// Maintain a list of assets that could not be found. This will be passed back to the requester.
///
protected List m_notFoundAssetUuids = new List();
///
/// Record the number of asset replies required so we know when we've finished
///
private int m_repliesRequired;
private System.Timers.Timer m_timeOutTimer;
private bool m_timeout;
///
/// Asset service used to request the assets
///
protected IAssetService m_assetService;
protected IUserAccountService m_userAccountService;
protected UUID m_scopeID; // the grid ID
protected AssetsArchiver m_assetsArchiver;
protected Dictionary m_options;
protected internal AssetsRequest(
AssetsArchiver assetsArchiver, IDictionary uuids,
int previousErrorsCount,
IAssetService assetService, IUserAccountService userService,
UUID scope, Dictionary options,
AssetsRequestCallback assetsRequestCallback)
{
m_assetsArchiver = assetsArchiver;
m_uuids = uuids;
m_previousErrorsCount = previousErrorsCount;
m_assetsRequestCallback = assetsRequestCallback;
m_assetService = assetService;
m_userAccountService = userService;
m_scopeID = scope;
m_options = options;
m_repliesRequired = uuids.Count;
}
protected internal void Execute()
{
Culture.SetCurrentCulture();
// We can stop here if there are no assets to fetch
if (m_repliesRequired == 0)
{
PerformAssetsRequestCallback(false);
return;
}
m_timeOutTimer = new System.Timers.Timer(60000);
m_timeOutTimer .AutoReset = false;
m_timeOutTimer.Elapsed += OnTimeout;
m_timeout = false;
int gccontrol = 0;
foreach (KeyValuePair kvp in m_uuids)
{
string thiskey = kvp.Key.ToString();
try
{
m_timeOutTimer.Enabled = true;
AssetBase asset = m_assetService.Get(thiskey);
if(m_timeout)
break;
m_timeOutTimer.Enabled = false;
if(asset == null)
{
m_notFoundAssetUuids.Add(new UUID(thiskey));
continue;
}
sbyte assetType = kvp.Value;
if (asset != null && assetType == (sbyte)AssetType.Unknown)
{
m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", thiskey, SLUtil.AssetTypeFromCode(assetType));
asset.Type = assetType;
}
m_foundAssetUuids.Add(asset.FullID);
m_assetsArchiver.WriteAsset(PostProcess(asset));
if(++gccontrol > 5000)
{
gccontrol = 0;
GC.Collect();
}
}
catch (Exception e)
{
m_log.ErrorFormat("[ARCHIVER]: Execute failed with {0}", e);
}
}
m_timeOutTimer.Dispose();
int totalerrors = m_notFoundAssetUuids.Count + m_previousErrorsCount;
if(m_timeout)
m_log.DebugFormat("[ARCHIVER]: Aborted because AssetService request timeout. Successfully added {0} assets", m_foundAssetUuids.Count);
else if(totalerrors == 0)
m_log.DebugFormat("[ARCHIVER]: Successfully added all {0} assets", m_foundAssetUuids.Count);
else
m_log.DebugFormat("[ARCHIVER]: Successfully added {0} assets ({1} of total possible assets requested were not found, were damaged or were not assets)",
m_foundAssetUuids.Count, totalerrors);
GC.Collect();
PerformAssetsRequestCallback(m_timeout);
}
private void OnTimeout(object source, ElapsedEventArgs args)
{
m_timeout = true;
}
///
/// Perform the callback on the original requester of the assets
///
private void PerformAssetsRequestCallback(object o)
{
if(m_assetsRequestCallback == null)
return;
Culture.SetCurrentCulture();
Boolean timedOut = (Boolean)o;
try
{
m_assetsRequestCallback(m_foundAssetUuids, m_notFoundAssetUuids, timedOut);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ARCHIVER]: Terminating archive creation since asset requster callback failed with {0}", e);
}
}
private AssetBase PostProcess(AssetBase asset)
{
if (asset.Type == (sbyte)AssetType.Object && asset.Data != null && m_options.ContainsKey("home"))
{
//m_log.DebugFormat("[ARCHIVER]: Rewriting object data for {0}", asset.ID);
string xml = ExternalRepresentationUtils.RewriteSOP(Utils.BytesToString(asset.Data), string.Empty, m_options["home"].ToString(), m_userAccountService, m_scopeID);
asset.Data = Utils.StringToBytes(xml);
}
return asset;
}
}
}