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UuidGatherer.cs 15 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.IO;
  30. using System.Reflection;
  31. using System.Text.RegularExpressions;
  32. using System.Threading;
  33. using log4net;
  34. using OpenMetaverse;
  35. using OpenMetaverse.Assets;
  36. using OpenSim.Framework;
  37. using OpenSim.Region.Framework.Scenes.Serialization;
  38. using OpenSim.Services.Interfaces;
  39. namespace OpenSim.Region.Framework.Scenes
  40. {
  41. /// <summary>
  42. /// Gather uuids for a given entity.
  43. /// </summary>
  44. /// <remarks>
  45. /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
  46. /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
  47. /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
  48. /// retrieved to work out which assets it references).
  49. /// </remarks>
  50. public class UuidGatherer
  51. {
  52. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  53. /// <summary>
  54. /// Asset cache used for gathering assets
  55. /// </summary>
  56. protected IAssetService m_assetCache;
  57. /// <summary>
  58. /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
  59. /// asset was found by the asset service.
  60. /// </summary>
  61. protected AssetBase m_requestedObjectAsset;
  62. /// <summary>
  63. /// Signal whether we are currently waiting for the asset service to deliver an asset.
  64. /// </summary>
  65. protected bool m_waitingForObjectAsset;
  66. public UuidGatherer(IAssetService assetCache)
  67. {
  68. m_assetCache = assetCache;
  69. }
  70. /// <summary>
  71. /// Gather all the asset uuids associated with the asset referenced by a given uuid
  72. /// </summary>
  73. /// <remarks>
  74. /// This includes both those directly associated with
  75. /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
  76. /// within this object).
  77. /// </remarks>
  78. /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
  79. /// <param name="assetType">The type of the asset for the uuid given</param>
  80. /// <param name="assetUuids">The assets gathered</param>
  81. public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
  82. {
  83. // avoid infinite loops
  84. if (assetUuids.ContainsKey(assetUuid))
  85. return;
  86. try
  87. {
  88. assetUuids[assetUuid] = assetType;
  89. if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
  90. {
  91. GetWearableAssetUuids(assetUuid, assetUuids);
  92. }
  93. else if (AssetType.Gesture == assetType)
  94. {
  95. GetGestureAssetUuids(assetUuid, assetUuids);
  96. }
  97. else if (AssetType.LSLText == assetType)
  98. {
  99. GetScriptAssetUuids(assetUuid, assetUuids);
  100. }
  101. else if (AssetType.Object == assetType)
  102. {
  103. GetSceneObjectAssetUuids(assetUuid, assetUuids);
  104. }
  105. }
  106. catch (Exception)
  107. {
  108. m_log.ErrorFormat(
  109. "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
  110. assetUuid, assetType);
  111. throw;
  112. }
  113. }
  114. /// <summary>
  115. /// Gather all the asset uuids associated with a given object.
  116. /// </summary>
  117. /// <remarks>
  118. /// This includes both those directly associated with
  119. /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
  120. /// within this object).
  121. /// </remarks>
  122. /// <param name="sceneObject">The scene object for which to gather assets</param>
  123. /// <param name="assetUuids">The assets gathered</param>
  124. public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids)
  125. {
  126. // m_log.DebugFormat(
  127. // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
  128. SceneObjectPart[] parts = sceneObject.Parts;
  129. for (int i = 0; i < parts.Length; i++)
  130. {
  131. SceneObjectPart part = parts[i];
  132. // m_log.DebugFormat(
  133. // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
  134. try
  135. {
  136. Primitive.TextureEntry textureEntry = part.Shape.Textures;
  137. if (textureEntry != null)
  138. {
  139. // Get the prim's default texture. This will be used for faces which don't have their own texture
  140. if (textureEntry.DefaultTexture != null)
  141. assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
  142. if (textureEntry.FaceTextures != null)
  143. {
  144. // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
  145. foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
  146. {
  147. if (texture != null)
  148. assetUuids[texture.TextureID] = AssetType.Texture;
  149. }
  150. }
  151. }
  152. // If the prim is a sculpt then preserve this information too
  153. if (part.Shape.SculptTexture != UUID.Zero)
  154. assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
  155. TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
  156. // Now analyze this prim's inventory items to preserve all the uuids that they reference
  157. foreach (TaskInventoryItem tii in taskDictionary.Values)
  158. {
  159. // m_log.DebugFormat(
  160. // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
  161. // tii.Name, tii.Type, part.Name, part.UUID);
  162. if (!assetUuids.ContainsKey(tii.AssetID))
  163. GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids);
  164. }
  165. }
  166. catch (Exception e)
  167. {
  168. m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
  169. m_log.DebugFormat(
  170. "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
  171. part.Shape.TextureEntry.Length);
  172. }
  173. }
  174. }
  175. /// <summary>
  176. /// The callback made when we request the asset for an object from the asset service.
  177. /// </summary>
  178. protected void AssetReceived(string id, Object sender, AssetBase asset)
  179. {
  180. lock (this)
  181. {
  182. m_requestedObjectAsset = asset;
  183. m_waitingForObjectAsset = false;
  184. Monitor.Pulse(this);
  185. }
  186. }
  187. /// <summary>
  188. /// Get an asset synchronously, potentially using an asynchronous callback. If the
  189. /// asynchronous callback is used, we will wait for it to complete.
  190. /// </summary>
  191. /// <param name="uuid"></param>
  192. /// <returns></returns>
  193. protected virtual AssetBase GetAsset(UUID uuid)
  194. {
  195. m_waitingForObjectAsset = true;
  196. m_assetCache.Get(uuid.ToString(), this, AssetReceived);
  197. // The asset cache callback can either
  198. //
  199. // 1. Complete on the same thread (if the asset is already in the cache) or
  200. // 2. Come in via a different thread (if we need to go fetch it).
  201. //
  202. // The code below handles both these alternatives.
  203. lock (this)
  204. {
  205. if (m_waitingForObjectAsset)
  206. {
  207. Monitor.Wait(this);
  208. m_waitingForObjectAsset = false;
  209. }
  210. }
  211. return m_requestedObjectAsset;
  212. }
  213. /// <summary>
  214. /// Record the asset uuids embedded within the given script.
  215. /// </summary>
  216. /// <param name="scriptUuid"></param>
  217. /// <param name="assetUuids">Dictionary in which to record the references</param>
  218. protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, AssetType> assetUuids)
  219. {
  220. AssetBase scriptAsset = GetAsset(scriptUuid);
  221. if (null != scriptAsset)
  222. {
  223. string script = Utils.BytesToString(scriptAsset.Data);
  224. //m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
  225. MatchCollection uuidMatches = Util.UUIDPattern.Matches(script);
  226. //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
  227. foreach (Match uuidMatch in uuidMatches)
  228. {
  229. UUID uuid = new UUID(uuidMatch.Value);
  230. //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
  231. // Assume AssetIDs embedded in scripts are textures
  232. assetUuids[uuid] = AssetType.Texture;
  233. }
  234. }
  235. }
  236. /// <summary>
  237. /// Record the uuids referenced by the given wearable asset
  238. /// </summary>
  239. /// <param name="wearableAssetUuid"></param>
  240. /// <param name="assetUuids">Dictionary in which to record the references</param>
  241. protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
  242. {
  243. AssetBase assetBase = GetAsset(wearableAssetUuid);
  244. if (null != assetBase)
  245. {
  246. //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
  247. AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
  248. wearableAsset.Decode();
  249. //m_log.DebugFormat(
  250. // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
  251. foreach (UUID uuid in wearableAsset.Textures.Values)
  252. {
  253. assetUuids[uuid] = AssetType.Texture;
  254. }
  255. }
  256. }
  257. /// <summary>
  258. /// Get all the asset uuids associated with a given object. This includes both those directly associated with
  259. /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
  260. /// within this object).
  261. /// </summary>
  262. /// <param name="sceneObject"></param>
  263. /// <param name="assetUuids"></param>
  264. protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
  265. {
  266. AssetBase objectAsset = GetAsset(sceneObjectUuid);
  267. if (null != objectAsset)
  268. {
  269. string xml = Utils.BytesToString(objectAsset.Data);
  270. CoalescedSceneObjects coa;
  271. if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
  272. {
  273. foreach (SceneObjectGroup sog in coa.Objects)
  274. GatherAssetUuids(sog, assetUuids);
  275. }
  276. else
  277. {
  278. SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
  279. if (null != sog)
  280. GatherAssetUuids(sog, assetUuids);
  281. }
  282. }
  283. }
  284. /// <summary>
  285. /// Get the asset uuid associated with a gesture
  286. /// </summary>
  287. /// <param name="gestureUuid"></param>
  288. /// <param name="assetUuids"></param>
  289. protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
  290. {
  291. AssetBase assetBase = GetAsset(gestureUuid);
  292. if (null == assetBase)
  293. return;
  294. MemoryStream ms = new MemoryStream(assetBase.Data);
  295. StreamReader sr = new StreamReader(ms);
  296. sr.ReadLine(); // Unknown (Version?)
  297. sr.ReadLine(); // Unknown
  298. sr.ReadLine(); // Unknown
  299. sr.ReadLine(); // Name
  300. sr.ReadLine(); // Comment ?
  301. int count = Convert.ToInt32(sr.ReadLine()); // Item count
  302. for (int i = 0 ; i < count ; i++)
  303. {
  304. string type = sr.ReadLine();
  305. if (type == null)
  306. break;
  307. string name = sr.ReadLine();
  308. if (name == null)
  309. break;
  310. string id = sr.ReadLine();
  311. if (id == null)
  312. break;
  313. string unknown = sr.ReadLine();
  314. if (unknown == null)
  315. break;
  316. // If it can be parsed as a UUID, it is an asset ID
  317. UUID uuid;
  318. if (UUID.TryParse(id, out uuid))
  319. assetUuids[uuid] = AssetType.Animation;
  320. }
  321. }
  322. }
  323. }