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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 log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Framework.Communications.Clients;
- using OpenSim.Region.Framework.Scenes.Serialization;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Services.Interfaces;
- //using HyperGrid.Framework;
- //using OpenSim.Region.Communications.Hypergrid;
- namespace OpenSim.Region.Framework.Scenes.Hypergrid
- {
- public class HGAssetMapper
- {
- #region Fields
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- // This maps between inventory server urls and inventory server clients
- // private Dictionary<string, InventoryClient> m_inventoryServers = new Dictionary<string, InventoryClient>();
- private Scene m_scene;
- private IHyperAssetService m_hyper;
- IHyperAssetService HyperlinkAssets
- {
- get
- {
- if (m_hyper == null)
- m_hyper = m_scene.RequestModuleInterface<IHyperAssetService>();
- return m_hyper;
- }
- }
- #endregion
- #region Constructor
- public HGAssetMapper(Scene scene)
- {
- m_scene = scene;
- }
- #endregion
- #region Internal functions
- // private string UserAssetURL(UUID userID)
- // {
- // CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
- // if (uinfo != null)
- // return (uinfo.UserProfile.UserAssetURI == "") ? null : uinfo.UserProfile.UserAssetURI;
- // return null;
- // }
- // private string UserInventoryURL(UUID userID)
- // {
- // CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
- // if (uinfo != null)
- // return (uinfo.UserProfile.UserInventoryURI == "") ? null : uinfo.UserProfile.UserInventoryURI;
- // return null;
- // }
- public AssetBase FetchAsset(string url, UUID assetID)
- {
- AssetBase asset = m_scene.AssetService.Get(url + "/" + assetID.ToString());
- if (asset != null)
- {
- m_log.DebugFormat("[HGScene]: Copied asset {0} from {1} to local asset server. ", asset.ID, url);
- return asset;
- }
- return null;
- }
- public bool PostAsset(string url, AssetBase asset)
- {
- if (asset != null)
- {
- // See long comment in AssetCache.AddAsset
- if (!asset.Temporary || asset.Local)
- {
- // We need to copy the asset into a new asset, because
- // we need to set its ID to be URL+UUID, so that the
- // HGAssetService dispatches it to the remote grid.
- // It's not pretty, but the best that can be done while
- // not having a global naming infrastructure
- AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type);
- Copy(asset, asset1);
- try
- {
- asset1.ID = url + "/" + asset.ID;
- }
- catch
- {
- m_log.Warn("[HGScene]: Oops.");
- }
- m_scene.AssetService.Store(asset1);
- m_log.DebugFormat("[HGScene]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
- }
- return true;
- }
- else
- m_log.Warn("[HGScene]: Tried to post asset to remote server, but asset not in local cache.");
- return false;
- }
- private void Copy(AssetBase from, AssetBase to)
- {
- to.Data = from.Data;
- to.Description = from.Description;
- to.FullID = from.FullID;
- to.ID = from.ID;
- to.Local = from.Local;
- to.Name = from.Name;
- to.Temporary = from.Temporary;
- to.Type = from.Type;
- }
- // TODO: unused
- // private void Dump(Dictionary<UUID, bool> lst)
- // {
- // m_log.Debug("XXX -------- UUID DUMP ------- XXX");
- // foreach (KeyValuePair<UUID, bool> kvp in lst)
- // m_log.Debug(" >> " + kvp.Key + " (texture? " + kvp.Value + ")");
- // m_log.Debug("XXX -------- UUID DUMP ------- XXX");
- // }
- #endregion
- #region Public interface
- public void Get(UUID assetID, UUID ownerID)
- {
- // Get the item from the remote asset server onto the local AssetCache
- // and place an entry in m_assetMap
- string userAssetURL = HyperlinkAssets.GetUserAssetServer(ownerID);
- if ((userAssetURL != string.Empty) && (userAssetURL != HyperlinkAssets.GetSimAssetServer()))
- {
- m_log.Debug("[HGScene]: Fetching object " + assetID + " from asset server " + userAssetURL);
- AssetBase asset = FetchAsset(userAssetURL, assetID);
- if (asset != null)
- {
- // OK, now fetch the inside.
- Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
- HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
- uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
- foreach (UUID uuid in ids.Keys)
- FetchAsset(userAssetURL, uuid);
- m_log.DebugFormat("[HGScene]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL);
- }
- else
- m_log.Warn("[HGScene]: Could not fetch asset from remote asset server " + userAssetURL);
- }
- else
- m_log.Debug("[HGScene]: user's asset server is the local region's asset server");
- }
- //public InventoryItemBase Get(InventoryItemBase item, UUID rootFolder, CachedUserInfo userInfo)
- //{
- // InventoryClient invCli = null;
- // string inventoryURL = UserInventoryURL(item.Owner);
- // if (!m_inventoryServers.TryGetValue(inventoryURL, out invCli))
- // {
- // m_log.Debug("[HGScene]: Starting new InventorytClient for " + inventoryURL);
- // invCli = new InventoryClient(inventoryURL);
- // m_inventoryServers.Add(inventoryURL, invCli);
- // }
- // item = invCli.GetInventoryItem(item);
- // if (item != null)
- // {
- // // Change the folder, stick it in root folder, all items flattened out here in this region cache
- // item.Folder = rootFolder;
- // //userInfo.AddItem(item); don't use this, it calls back to the inventory server
- // lock (userInfo.RootFolder.Items)
- // {
- // userInfo.RootFolder.Items[item.ID] = item;
- // }
- // }
- // return item;
- //}
- public void Post(UUID assetID, UUID ownerID)
- {
- // Post the item from the local AssetCache onto the remote asset server
- // and place an entry in m_assetMap
- string userAssetURL = HyperlinkAssets.GetUserAssetServer(ownerID);
- if ((userAssetURL != string.Empty) && (userAssetURL != HyperlinkAssets.GetSimAssetServer()))
- {
- m_log.Debug("[HGScene]: Posting object " + assetID + " to asset server " + userAssetURL);
- AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
- if (asset != null)
- {
- Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
- HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
- uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
- foreach (UUID uuid in ids.Keys)
- {
- asset = m_scene.AssetService.Get(uuid.ToString());
- if (asset == null)
- m_log.DebugFormat("[HGScene]: Could not find asset {0}", uuid);
- else
- PostAsset(userAssetURL, asset);
- }
- // maybe all pieces got there...
- m_log.DebugFormat("[HGScene]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL);
- }
- else
- m_log.DebugFormat("[HGScene]: Something wrong with asset {0}, it could not be found", assetID);
- }
- else
- m_log.Debug("[HGScene]: user's asset server is local region's asset server");
- }
- #endregion
- }
- }
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