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- /*
- * 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.IO;
- using System.Reflection;
- using System.Collections.Generic;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Services.Interfaces;
- using PermissionMask = OpenSim.Framework.PermissionMask;
- namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
- {
- public class AssetXferUploader
- {
- private List<UUID> defaultIDs = new List<UUID> {
- // Viewer's notion of the default texture
- new UUID("5748decc-f629-461c-9a36-a35a221fe21f"), // others == default blank
- new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"), // hair
- new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"), // eyes
- new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97"), // skin
- new UUID("8dcd4a48-2d37-4909-9f78-f7a9eb4ef903"), // transparency for alpha
- // opensim assets textures possibly obsolete now
- new UUID("00000000-0000-1111-9999-000000000010"),
- new UUID("00000000-0000-1111-9999-000000000011"),
- new UUID("00000000-0000-1111-9999-000000000012"),
- // other transparency defined in assets
- new UUID("3a367d1c-bef1-6d43-7595-e88c1e3aadb3"),
- new UUID("1578a2b1-5179-4b53-b618-fe00ca5a5594"),
- };
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// Upload state.
- /// </summary>
- /// <remarks>
- /// New -> Uploading -> Complete
- /// </remarks>
- private enum UploadState
- {
- New,
- Uploading,
- Complete
- }
- /// <summary>
- /// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we
- /// are performing a delayed update.
- /// </summary>
- AgentAssetTransactions m_transactions;
- private UploadState m_uploadState = UploadState.New;
- private AssetBase m_asset;
- private UUID InventFolder = UUID.Zero;
- private sbyte invType = 0;
- private bool m_createItem;
- private uint m_createItemCallback;
- private bool m_updateItem;
- private InventoryItemBase m_updateItemData;
- private bool m_updateTaskItem;
- private TaskInventoryItem m_updateTaskItemData;
- private string m_description = String.Empty;
- private bool m_dumpAssetToFile;
- private string m_name = String.Empty;
- // private bool m_storeLocal;
- private uint nextPerm = 0;
- private IClientAPI ourClient;
- private UUID m_transactionID;
- private sbyte type = 0;
- private byte wearableType = 0;
- private byte[] m_oldData = null;
- public ulong XferID;
- private Scene m_Scene;
- /// <summary>
- /// AssetXferUploader constructor
- /// </summary>
- /// <param name='transactions'>/param>
- /// <param name='scene'></param>
- /// <param name='transactionID'></param>
- /// <param name='dumpAssetToFile'>
- /// If true then when the asset is uploaded it is dumped to a file with the format
- /// String.Format("{6}_{7}_{0:d2}{1:d2}{2:d2}_{3:d2}{4:d2}{5:d2}.dat",
- /// now.Year, now.Month, now.Day, now.Hour, now.Minute,
- /// now.Second, m_asset.Name, m_asset.Type);
- /// for debugging purposes.
- /// </param>
- public AssetXferUploader(
- AgentAssetTransactions transactions, Scene scene, UUID transactionID, bool dumpAssetToFile)
- {
- m_asset = new AssetBase();
- m_transactions = transactions;
- m_transactionID = transactionID;
- m_Scene = scene;
- m_dumpAssetToFile = dumpAssetToFile;
- }
- /// <summary>
- /// Process transfer data received from the client.
- /// </summary>
- /// <param name="xferID"></param>
- /// <param name="packetID"></param>
- /// <param name="data"></param>
- /// <returns>True if the transfer is complete, false otherwise or if the xferID was not valid</returns>
- public bool HandleXferPacket(ulong xferID, uint packetID, byte[] data)
- {
- // m_log.DebugFormat(
- // "[ASSET XFER UPLOADER]: Received packet {0} for xfer {1} (data length {2})",
- // packetID, xferID, data.Length);
- if (XferID == xferID)
- {
- lock (this)
- {
- int assetLength = m_asset.Data.Length;
- int dataLength = data.Length;
- if (m_asset.Data.Length > 1)
- {
- byte[] destinationArray = new byte[assetLength + dataLength];
- Array.Copy(m_asset.Data, 0, destinationArray, 0, assetLength);
- Array.Copy(data, 0, destinationArray, assetLength, dataLength);
- m_asset.Data = destinationArray;
- }
- else
- {
- if (dataLength > 4)
- {
- byte[] buffer2 = new byte[dataLength - 4];
- Array.Copy(data, 4, buffer2, 0, dataLength - 4);
- m_asset.Data = buffer2;
- }
- }
- }
- ourClient.SendConfirmXfer(xferID, packetID);
- if ((packetID & 0x80000000) != 0)
- {
- SendCompleteMessage();
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// Start asset transfer from the client
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="assetID"></param>
- /// <param name="transaction"></param>
- /// <param name="type"></param>
- /// <param name="data">
- /// Optional data. If present then the asset is created immediately with this data
- /// rather than requesting an upload from the client. The data must be longer than 2 bytes.
- /// </param>
- /// <param name="storeLocal"></param>
- /// <param name="tempFile"></param>
- public void StartUpload(
- IClientAPI remoteClient, UUID assetID, UUID transaction, sbyte type, byte[] data, bool storeLocal,
- bool tempFile)
- {
- // m_log.DebugFormat(
- // "[ASSET XFER UPLOADER]: Initialised xfer from {0}, asset {1}, transaction {2}, type {3}, storeLocal {4}, tempFile {5}, already received data length {6}",
- // remoteClient.Name, assetID, transaction, type, storeLocal, tempFile, data.Length);
- lock (this)
- {
- if (m_uploadState != UploadState.New)
- {
- m_log.WarnFormat(
- "[ASSET XFER UPLOADER]: Tried to start upload of asset {0}, transaction {1} for {2} but this is already in state {3}. Aborting.",
- assetID, transaction, remoteClient.Name, m_uploadState);
- return;
- }
- m_uploadState = UploadState.Uploading;
- }
- ourClient = remoteClient;
- m_asset.FullID = assetID;
- m_asset.Type = type;
- m_asset.CreatorID = remoteClient.AgentId.ToString();
- m_asset.Data = data;
- m_asset.Local = storeLocal;
- m_asset.Temporary = tempFile;
- // m_storeLocal = storeLocal;
- if (m_asset.Data.Length > 2)
- {
- SendCompleteMessage();
- }
- else
- {
- RequestStartXfer();
- }
- }
- protected void RequestStartXfer()
- {
- XferID = Util.GetNextXferID();
- // m_log.DebugFormat(
- // "[ASSET XFER UPLOADER]: Requesting Xfer of asset {0}, type {1}, transfer id {2} from {3}",
- // m_asset.FullID, m_asset.Type, XferID, ourClient.Name);
- ourClient.SendXferRequest(XferID, m_asset.Type, m_asset.FullID, 0, new byte[0]);
- }
- protected void SendCompleteMessage()
- {
- // We must lock in order to avoid a race with a separate thread dealing with an inventory item or create
- // message from other client UDP.
- lock (this)
- {
- m_uploadState = UploadState.Complete;
- bool sucess = true;
- if (m_createItem)
- {
- sucess = CompleteCreateItem(m_createItemCallback);
- }
- else if (m_updateItem)
- {
- sucess = CompleteItemUpdate(m_updateItemData);
- }
- else if (m_updateTaskItem)
- {
- sucess = CompleteTaskItemUpdate(m_updateTaskItemData);
- }
- else if (m_asset.Local)
- {
- m_Scene.AssetService.Store(m_asset);
- }
- ourClient.SendAssetUploadCompleteMessage(m_asset.Type, sucess, m_asset.FullID);
- }
- m_log.DebugFormat(
- "[ASSET XFER UPLOADER]: Uploaded asset {0} for transaction {1}",
- m_asset.FullID, m_transactionID);
- if (m_dumpAssetToFile)
- {
- DateTime now = DateTime.Now;
- string filename =
- String.Format("{6}_{7}_{0:d2}{1:d2}{2:d2}_{3:d2}{4:d2}{5:d2}.dat",
- now.Year, now.Month, now.Day, now.Hour, now.Minute,
- now.Second, m_asset.Name, m_asset.Type);
- SaveAssetToFile(filename, m_asset.Data);
- }
- }
- private void SaveAssetToFile(string filename, byte[] data)
- {
- string assetPath = "UserAssets";
- if (!Directory.Exists(assetPath))
- {
- Directory.CreateDirectory(assetPath);
- }
- FileStream fs = File.Create(Path.Combine(assetPath, filename));
- BinaryWriter bw = new BinaryWriter(fs);
- bw.Write(data);
- bw.Close();
- fs.Close();
- }
- public void RequestCreateInventoryItem(IClientAPI remoteClient,
- UUID folderID, uint callbackID,
- string description, string name, sbyte invType,
- sbyte type, byte wearableType, uint nextOwnerMask)
- {
- InventFolder = folderID;
- m_name = name;
- m_description = description;
- this.type = type;
- this.invType = invType;
- this.wearableType = wearableType;
- nextPerm = nextOwnerMask;
- m_asset.Name = name;
- m_asset.Description = description;
- m_asset.Type = type;
- // We must lock to avoid a race with a separate thread uploading the asset.
- lock (this)
- {
- if (m_uploadState == UploadState.Complete)
- {
- CompleteCreateItem(callbackID);
- }
- else
- {
- m_createItem = true; //set flag so the inventory item is created when upload is complete
- m_createItemCallback = callbackID;
- }
- }
- }
- public void RequestUpdateInventoryItem(IClientAPI remoteClient, InventoryItemBase item)
- {
- // We must lock to avoid a race with a separate thread uploading the asset.
- lock (this)
- {
- m_asset.Name = item.Name;
- m_asset.Description = item.Description;
- m_asset.Type = (sbyte)item.AssetType;
- // remove redundante m_Scene.InventoryService.UpdateItem
- // if uploadState == UploadState.Complete)
- // if (m_asset.FullID != UUID.Zero)
- // {
- // We must always store the item at this point even if the asset hasn't finished uploading, in order
- // to avoid a race condition when the appearance module retrieves the item to set the asset id in
- // the AvatarAppearance structure.
- // item.AssetID = m_asset.FullID;
- // m_Scene.InventoryService.UpdateItem(item);
- // }
- if (m_uploadState == UploadState.Complete)
- {
- CompleteItemUpdate(item);
- }
- else
- {
- // do it here to avoid the eventual race condition
- if (m_asset.FullID != UUID.Zero)
- {
- // We must always store the item at this point even if the asset hasn't finished uploading, in order
- // to avoid a race condition when the appearance module retrieves the item to set the asset id in
- // the AvatarAppearance structure.
- item.AssetID = m_asset.FullID;
- m_Scene.InventoryService.UpdateItem(item);
- }
- // m_log.DebugFormat(
- // "[ASSET XFER UPLOADER]: Holding update inventory item request {0} for {1} pending completion of asset xfer for transaction {2}",
- // item.Name, remoteClient.Name, transactionID);
- m_updateItem = true;
- m_updateItemData = item;
- }
- }
- }
- public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient, TaskInventoryItem taskItem)
- {
- // We must lock to avoid a race with a separate thread uploading the asset.
- lock (this)
- {
- m_asset.Name = taskItem.Name;
- m_asset.Description = taskItem.Description;
- m_asset.Type = (sbyte)taskItem.Type;
- taskItem.AssetID = m_asset.FullID;
- if (m_uploadState == UploadState.Complete)
- {
- CompleteTaskItemUpdate(taskItem);
- }
- else
- {
- m_updateTaskItem = true;
- m_updateTaskItemData = taskItem;
- }
- }
- }
- /// <summary>
- /// Store the asset for the given item when it has been uploaded.
- /// </summary>
- /// <param name="item"></param>
- private bool CompleteItemUpdate(InventoryItemBase item)
- {
- // m_log.DebugFormat(
- // "[ASSET XFER UPLOADER]: Storing asset {0} for earlier item update for {1} for {2}",
- // m_asset.FullID, item.Name, ourClient.Name);
- uint perms = ValidateAssets();
- if(perms == 0)
- {
- string error = string.Format("Not enough permissions on asset(s) referenced by item '{0}', update failed", item.Name);
- ourClient.SendAlertMessage(error);
- m_transactions.RemoveXferUploader(m_transactionID);
- ourClient.SendBulkUpdateInventory(item); // invalid the change item on viewer cache
- }
- else
- {
- m_Scene.AssetService.Store(m_asset);
- if (m_asset.FullID != UUID.Zero)
- {
- item.AssetID = m_asset.FullID;
- m_Scene.InventoryService.UpdateItem(item);
- }
- ourClient.SendInventoryItemCreateUpdate(item, m_transactionID, 0);
- m_transactions.RemoveXferUploader(m_transactionID);
- m_Scene.EventManager.TriggerOnNewInventoryItemUploadComplete(item, 0);
- }
- return perms != 0;
- }
- /// <summary>
- /// Store the asset for the given task item when it has been uploaded.
- /// </summary>
- /// <param name="taskItem"></param>
- private bool CompleteTaskItemUpdate(TaskInventoryItem taskItem)
- {
- // m_log.DebugFormat(
- // "[ASSET XFER UPLOADER]: Storing asset {0} for earlier task item update for {1} for {2}",
- // m_asset.FullID, taskItem.Name, ourClient.Name);
- if(ValidateAssets() == 0)
- {
- m_transactions.RemoveXferUploader(m_transactionID);
- string error = string.Format("Not enough permissions on asset(s) referenced by task item '{0}', update failed", taskItem.Name);
- ourClient.SendAlertMessage(error);
- // force old asset to viewers ??
- return false;
- }
- m_Scene.AssetService.Store(m_asset);
- m_transactions.RemoveXferUploader(m_transactionID);
- return true;
- }
- private bool CompleteCreateItem(uint callbackID)
- {
- if(ValidateAssets() == 0)
- {
- m_transactions.RemoveXferUploader(m_transactionID);
- string error = string.Format("Not enough permissions on asset(s) referenced by item '{0}', creation failed", m_name);
- ourClient.SendAlertMessage(error);
- return false;
- }
- m_Scene.AssetService.Store(m_asset);
- InventoryItemBase item = new InventoryItemBase();
- item.Owner = ourClient.AgentId;
- item.CreatorId = ourClient.AgentId.ToString();
- item.ID = UUID.Random();
- item.AssetID = m_asset.FullID;
- item.Description = m_description;
- item.Name = m_name;
- item.AssetType = type;
- item.InvType = invType;
- item.Folder = InventFolder;
- item.BasePermissions = (uint)(PermissionMask.All | PermissionMask.Export);
- item.CurrentPermissions = item.BasePermissions;
- item.GroupPermissions=0;
- item.EveryOnePermissions=0;
- item.NextPermissions = nextPerm;
- item.Flags = (uint) wearableType;
- item.CreationDate = Util.UnixTimeSinceEpoch();
- m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
- item.ID, item.AssetID);
- if (m_Scene.AddInventoryItem(item))
- ourClient.SendInventoryItemCreateUpdate(item, m_transactionID, callbackID);
- else
- ourClient.SendAlertMessage("Unable to create inventory item");
- m_transactions.RemoveXferUploader(m_transactionID);
- return true;
- }
- private uint ValidateAssets()
- {
- uint retPerms = 0x7fffffff;
- // if(m_Scene.Permissions.BypassPermissions())
- // return retPerms;
- if (m_asset.Type == (sbyte)CustomAssetType.AnimationSet)
- {
- AnimationSet animSet = new AnimationSet(m_asset.Data);
- retPerms &= animSet.Validate(x => {
- const uint required = (uint)(PermissionMask.Transfer | PermissionMask.Copy);
- uint perms = (uint)m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, x);
- // currrent yes/no rule
- if ((perms & required) != required)
- return 0;
- return perms;
- });
- return retPerms;
- }
- if (m_asset.Type == (sbyte)AssetType.Clothing ||
- m_asset.Type == (sbyte)AssetType.Bodypart)
- {
- const uint texturesfullPermMask = (uint)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
- string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
- string[] lines = content.Split(new char[] {'\n'});
- // on current requiriment of full rigths assume old assets where accepted
- Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
- int textures = 0;
- foreach (string line in lines)
- {
- try
- {
- if (line.StartsWith("textures "))
- textures = Convert.ToInt32(line.Substring(9));
- else if (textures > 0)
- {
- string[] parts = line.Split(new char[] {' '});
- UUID tx = new UUID(parts[1]);
- int id = Convert.ToInt32(parts[0]);
- if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
- (allowed.ContainsKey(id) && allowed[id] == tx))
- {
- continue;
- }
- else
- {
- uint perms = (uint)m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
- if ((perms & texturesfullPermMask) != texturesfullPermMask)
- {
- m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
- return 0;
- }
- else
- {
- retPerms &= perms;
- }
- }
- textures--;
- }
- }
- catch
- {
- // If it's malformed, skip it
- }
- }
- }
- return retPerms;
- }
- /* not in use
- /// <summary>
- /// Get the asset data uploaded in this transfer.
- /// </summary>
- /// <returns>null if the asset has not finished uploading</returns>
- public AssetBase GetAssetData()
- {
- if (m_uploadState == UploadState.Complete)
- {
- ValidateAssets();
- return m_asset;
- }
- return null;
- }
- */
- public void SetOldData(byte[] d)
- {
- m_oldData = d;
- }
- private Dictionary<int,UUID> ExtractTexturesFromOldData()
- {
- Dictionary<int,UUID> result = new Dictionary<int,UUID>();
- if (m_oldData == null)
- return result;
- string content = System.Text.Encoding.ASCII.GetString(m_oldData);
- string[] lines = content.Split(new char[] {'\n'});
- int textures = 0;
- foreach (string line in lines)
- {
- try
- {
- if (line.StartsWith("textures "))
- {
- textures = Convert.ToInt32(line.Substring(9));
- }
- else if (textures > 0)
- {
- string[] parts = line.Split(new char[] {' '});
- UUID tx = new UUID(parts[1]);
- int id = Convert.ToInt32(parts[0]);
- result[id] = tx;
- textures--;
- }
- }
- catch
- {
- // If it's malformed, skip it
- }
- }
- return result;
- }
- }
- }
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