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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.Monitoring;
- 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);
- /// <summary>
- /// Method called when all the necessary assets for an archive request have been received.
- /// </summary>
- public delegate void AssetsRequestCallback(
- ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids, bool timedOut);
- enum RequestState
- {
- Initial,
- Running,
- Completed,
- Aborted
- };
- /// <value>
- /// uuids to request
- /// </value>
- protected IDictionary<UUID, sbyte> m_uuids;
- private int m_previousErrorsCount;
- /// <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;
- private System.Timers.Timer m_timeOutTimer;
- private bool m_timeout;
- /// <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, sbyte> uuids,
- int previousErrorsCount,
- IAssetService assetService, IUserAccountService userService,
- UUID scope, Dictionary<string, object> 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<UUID, sbyte> 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 > 10000)
- {
- 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;
- }
- /// <summary>
- /// Perform the callback on the original requester of the assets
- /// </summary>
- 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;
- }
- }
- }
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