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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.Collections.Generic;
- using System.Reflection;
- using System.Threading;
- using System.Timers;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Serialization;
- using OpenSim.Framework.Serialization.External;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Region.CoreModules.World.Archiver
- {
- /// <summary>
- /// Encapsulate the asynchronous requests for the assets required for an archive operation
- /// </summary>
- class AssetsRequest
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- enum RequestState
- {
- Initial,
- Running,
- Completed,
- Aborted
- };
-
- /// <value>
- /// Timeout threshold if we still need assets or missing asset notifications but have stopped receiving them
- /// from the asset service
- /// </value>
- protected const int TIMEOUT = 60 * 1000;
- /// <value>
- /// If a timeout does occur, limit the amount of UUID information put to the console.
- /// </value>
- protected const int MAX_UUID_DISPLAY_ON_TIMEOUT = 3;
-
- protected System.Timers.Timer m_requestCallbackTimer;
- /// <value>
- /// State of this request
- /// </value>
- private RequestState m_requestState = RequestState.Initial;
-
- /// <value>
- /// uuids to request
- /// </value>
- protected IDictionary<UUID, AssetType> m_uuids;
- /// <value>
- /// Callback used when all the assets requested have been received.
- /// </value>
- protected AssetsRequestCallback m_assetsRequestCallback;
- /// <value>
- /// List of assets that were found. This will be passed back to the requester.
- /// </value>
- protected List<UUID> m_foundAssetUuids = new List<UUID>();
-
- /// <value>
- /// Maintain a list of assets that could not be found. This will be passed back to the requester.
- /// </value>
- protected List<UUID> m_notFoundAssetUuids = new List<UUID>();
- /// <value>
- /// Record the number of asset replies required so we know when we've finished
- /// </value>
- private int m_repliesRequired;
- /// <value>
- /// Asset service used to request the assets
- /// </value>
- protected IAssetService m_assetService;
- protected IUserAccountService m_userAccountService;
- protected UUID m_scopeID; // the grid ID
- protected AssetsArchiver m_assetsArchiver;
- protected Dictionary<string, object> m_options;
- protected internal AssetsRequest(
- AssetsArchiver assetsArchiver, IDictionary<UUID, AssetType> uuids,
- IAssetService assetService, IUserAccountService userService,
- UUID scope, Dictionary<string, object> options,
- AssetsRequestCallback assetsRequestCallback)
- {
- m_assetsArchiver = assetsArchiver;
- m_uuids = uuids;
- m_assetsRequestCallback = assetsRequestCallback;
- m_assetService = assetService;
- m_userAccountService = userService;
- m_scopeID = scope;
- m_options = options;
- m_repliesRequired = uuids.Count;
- m_requestCallbackTimer = new System.Timers.Timer(TIMEOUT);
- m_requestCallbackTimer.AutoReset = false;
- m_requestCallbackTimer.Elapsed += new ElapsedEventHandler(OnRequestCallbackTimeout);
- }
- protected internal void Execute()
- {
- m_requestState = RequestState.Running;
-
- m_log.DebugFormat("[ARCHIVER]: AssetsRequest executed looking for {0} assets", m_repliesRequired);
-
- // We can stop here if there are no assets to fetch
- if (m_repliesRequired == 0)
- {
- m_requestState = RequestState.Completed;
- PerformAssetsRequestCallback(null);
- return;
- }
-
- foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids)
- {
- m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback);
- }
- m_requestCallbackTimer.Enabled = true;
- }
- protected void OnRequestCallbackTimeout(object source, ElapsedEventArgs args)
- {
- try
- {
- lock (this)
- {
- // Take care of the possibilty that this thread started but was paused just outside the lock before
- // the final request came in (assuming that such a thing is possible)
- if (m_requestState == RequestState.Completed)
- return;
-
- m_requestState = RequestState.Aborted;
- }
- // Calculate which uuids were not found. This is an expensive way of doing it, but this is a failure
- // case anyway.
- List<UUID> uuids = new List<UUID>();
- foreach (UUID uuid in m_uuids.Keys)
- {
- uuids.Add(uuid);
- }
- foreach (UUID uuid in m_foundAssetUuids)
- {
- uuids.Remove(uuid);
- }
-
- foreach (UUID uuid in m_notFoundAssetUuids)
- {
- uuids.Remove(uuid);
- }
-
- m_log.ErrorFormat(
- "[ARCHIVER]: Asset service failed to return information about {0} requested assets", uuids.Count);
-
- int i = 0;
- foreach (UUID uuid in uuids)
- {
- m_log.ErrorFormat("[ARCHIVER]: No information about asset {0} received", uuid);
-
- if (++i >= MAX_UUID_DISPLAY_ON_TIMEOUT)
- break;
- }
-
- if (uuids.Count > MAX_UUID_DISPLAY_ON_TIMEOUT)
- m_log.ErrorFormat(
- "[ARCHIVER]: (... {0} more not shown)", uuids.Count - MAX_UUID_DISPLAY_ON_TIMEOUT);
- m_log.Error("[ARCHIVER]: Archive save aborted. PLEASE DO NOT USE THIS ARCHIVE, IT WILL BE INCOMPLETE.");
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[ARCHIVER]: Timeout handler exception {0}{1}", e.Message, e.StackTrace);
- }
- finally
- {
- m_assetsArchiver.ForceClose();
- }
- }
- protected void PreAssetRequestCallback(string fetchedAssetID, object assetType, AssetBase fetchedAsset)
- {
- // Check for broken asset types and fix them with the AssetType gleaned by UuidGatherer
- if (fetchedAsset != null && fetchedAsset.Type == (sbyte)AssetType.Unknown)
- {
- AssetType type = (AssetType)assetType;
- m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, type);
- fetchedAsset.Type = (sbyte)type;
- }
- AssetRequestCallback(fetchedAssetID, this, fetchedAsset);
- }
- /// <summary>
- /// Called back by the asset cache when it has the asset
- /// </summary>
- /// <param name="assetID"></param>
- /// <param name="asset"></param>
- public void AssetRequestCallback(string id, object sender, AssetBase asset)
- {
- Culture.SetCurrentCulture();
-
- try
- {
- lock (this)
- {
- //m_log.DebugFormat("[ARCHIVER]: Received callback for asset {0}", id);
-
- m_requestCallbackTimer.Stop();
-
- if (m_requestState == RequestState.Aborted)
- {
- m_log.WarnFormat(
- "[ARCHIVER]: Received information about asset {0} after archive save abortion. Ignoring.",
- id);
- return;
- }
-
- if (asset != null)
- {
- if (m_options.ContainsKey("verbose"))
- m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
- m_foundAssetUuids.Add(asset.FullID);
- m_assetsArchiver.WriteAsset(PostProcess(asset));
- }
- else
- {
- if (m_options.ContainsKey("verbose"))
- m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
- m_notFoundAssetUuids.Add(new UUID(id));
- }
-
- if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count == m_repliesRequired)
- {
- m_requestState = RequestState.Completed;
-
- m_log.DebugFormat(
- "[ARCHIVER]: Successfully added {0} assets ({1} assets notified missing)",
- m_foundAssetUuids.Count, m_notFoundAssetUuids.Count);
-
- // We want to stop using the asset cache thread asap
- // as we now need to do the work of producing the rest of the archive
- Util.FireAndForget(PerformAssetsRequestCallback);
- }
- else
- {
- m_requestCallbackTimer.Start();
- }
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[ARCHIVER]: AssetRequestCallback failed with {0}", e);
- }
- }
- /// <summary>
- /// Perform the callback on the original requester of the assets
- /// </summary>
- protected void PerformAssetsRequestCallback(object o)
- {
- Culture.SetCurrentCulture();
- try
- {
- m_assetsRequestCallback(m_foundAssetUuids, m_notFoundAssetUuids);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[ARCHIVER]: Terminating archive creation since asset requster callback failed with {0}", e);
- }
- }
- protected AssetBase PostProcess(AssetBase asset)
- {
- if (asset.Type == (sbyte)AssetType.Object && asset.Data != null && m_options.ContainsKey("profile"))
- {
- //m_log.DebugFormat("[ARCHIVER]: Rewriting object data for {0}", asset.ID);
- string xml = ExternalRepresentationUtils.RewriteSOP(Utils.BytesToString(asset.Data), m_options["profile"].ToString(), m_userAccountService, m_scopeID);
- asset.Data = Utils.StringToBytes(xml);
- }
- return asset;
- }
- }
- }
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