UuidGatherer.cs 14 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. ///
  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. public class UuidGatherer
  50. {
  51. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  52. /// <summary>
  53. /// Asset cache used for gathering assets
  54. /// </summary>
  55. protected IAssetService m_assetCache;
  56. /// <summary>
  57. /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
  58. /// asset was found by the asset service.
  59. /// </summary>
  60. protected AssetBase m_requestedObjectAsset;
  61. /// <summary>
  62. /// Signal whether we are currently waiting for the asset service to deliver an asset.
  63. /// </summary>
  64. protected bool m_waitingForObjectAsset;
  65. public UuidGatherer(IAssetService assetCache)
  66. {
  67. m_assetCache = assetCache;
  68. }
  69. /// <summary>
  70. /// Gather all the asset uuids associated with the asset referenced by a given uuid
  71. /// </summary>
  72. ///
  73. /// This includes both those directly associated with
  74. /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
  75. /// within this object).
  76. ///
  77. /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
  78. /// <param name="assetType">The type of the asset for the uuid given</param>
  79. /// <param name="assetUuids">The assets gathered</param>
  80. public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids)
  81. {
  82. assetUuids[assetUuid] = 1;
  83. if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
  84. {
  85. GetWearableAssetUuids(assetUuid, assetUuids);
  86. }
  87. else if (AssetType.Gesture == assetType)
  88. {
  89. GetGestureAssetUuids(assetUuid, assetUuids);
  90. }
  91. else if (AssetType.LSLText == assetType)
  92. {
  93. GetScriptAssetUuids(assetUuid, assetUuids);
  94. }
  95. else if (AssetType.Object == assetType)
  96. {
  97. GetSceneObjectAssetUuids(assetUuid, assetUuids);
  98. }
  99. }
  100. /// <summary>
  101. /// Gather all the asset uuids associated with a given object.
  102. /// </summary>
  103. ///
  104. /// This includes both those directly associated with
  105. /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
  106. /// within this object).
  107. ///
  108. /// <param name="sceneObject">The scene object for which to gather assets</param>
  109. /// <param name="assetUuids">The assets gathered</param>
  110. public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids)
  111. {
  112. // m_log.DebugFormat(
  113. // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
  114. foreach (SceneObjectPart part in sceneObject.GetParts())
  115. {
  116. //m_log.DebugFormat(
  117. // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
  118. try
  119. {
  120. Primitive.TextureEntry textureEntry = part.Shape.Textures;
  121. // Get the prim's default texture. This will be used for faces which don't have their own texture
  122. assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
  123. // XXX: Not a great way to iterate through face textures, but there's no
  124. // other method available to tell how many faces there actually are
  125. //int i = 0;
  126. foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
  127. {
  128. if (texture != null)
  129. {
  130. //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
  131. assetUuids[texture.TextureID] = 1;
  132. }
  133. }
  134. // If the prim is a sculpt then preserve this information too
  135. if (part.Shape.SculptTexture != UUID.Zero)
  136. assetUuids[part.Shape.SculptTexture] = 1;
  137. TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
  138. // Now analyze this prim's inventory items to preserve all the uuids that they reference
  139. foreach (TaskInventoryItem tii in taskDictionary.Values)
  140. {
  141. //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type);
  142. if (!assetUuids.ContainsKey(tii.AssetID))
  143. GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids);
  144. }
  145. }
  146. catch (Exception e)
  147. {
  148. m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
  149. m_log.DebugFormat(
  150. "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
  151. part.Shape.TextureEntry.Length);
  152. }
  153. }
  154. }
  155. /// <summary>
  156. /// The callback made when we request the asset for an object from the asset service.
  157. /// </summary>
  158. protected void AssetReceived(string id, Object sender, AssetBase asset)
  159. {
  160. lock (this)
  161. {
  162. m_requestedObjectAsset = asset;
  163. m_waitingForObjectAsset = false;
  164. Monitor.Pulse(this);
  165. }
  166. }
  167. /// <summary>
  168. /// Get an asset synchronously, potentially using an asynchronous callback. If the
  169. /// asynchronous callback is used, we will wait for it to complete.
  170. /// </summary>
  171. /// <param name="uuid"></param>
  172. /// <returns></returns>
  173. protected virtual AssetBase GetAsset(UUID uuid)
  174. {
  175. m_waitingForObjectAsset = true;
  176. m_assetCache.Get(uuid.ToString(), this, AssetReceived);
  177. // The asset cache callback can either
  178. //
  179. // 1. Complete on the same thread (if the asset is already in the cache) or
  180. // 2. Come in via a different thread (if we need to go fetch it).
  181. //
  182. // The code below handles both these alternatives.
  183. lock (this)
  184. {
  185. if (m_waitingForObjectAsset)
  186. {
  187. Monitor.Wait(this);
  188. m_waitingForObjectAsset = false;
  189. }
  190. }
  191. return m_requestedObjectAsset;
  192. }
  193. /// <summary>
  194. /// Record the asset uuids embedded within the given script.
  195. /// </summary>
  196. /// <param name="scriptUuid"></param>
  197. /// <param name="assetUuids">Dictionary in which to record the references</param>
  198. protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids)
  199. {
  200. AssetBase scriptAsset = GetAsset(scriptUuid);
  201. if (null != scriptAsset)
  202. {
  203. string script = Utils.BytesToString(scriptAsset.Data);
  204. //m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
  205. MatchCollection uuidMatches = Util.UUIDPattern.Matches(script);
  206. //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
  207. foreach (Match uuidMatch in uuidMatches)
  208. {
  209. UUID uuid = new UUID(uuidMatch.Value);
  210. //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
  211. assetUuids[uuid] = 1;
  212. }
  213. }
  214. }
  215. /// <summary>
  216. /// Record the uuids referenced by the given wearable asset
  217. /// </summary>
  218. /// <param name="wearableAssetUuid"></param>
  219. /// <param name="assetUuids">Dictionary in which to record the references</param>
  220. protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids)
  221. {
  222. AssetBase assetBase = GetAsset(wearableAssetUuid);
  223. if (null != assetBase)
  224. {
  225. //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
  226. AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
  227. wearableAsset.Decode();
  228. //m_log.DebugFormat(
  229. // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
  230. foreach (UUID uuid in wearableAsset.Textures.Values)
  231. {
  232. //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
  233. assetUuids[uuid] = 1;
  234. }
  235. }
  236. }
  237. /// <summary>
  238. /// Get all the asset uuids associated with a given object. This includes both those directly associated with
  239. /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
  240. /// within this object).
  241. /// </summary>
  242. /// <param name="sceneObject"></param>
  243. /// <param name="assetUuids"></param>
  244. protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids)
  245. {
  246. AssetBase objectAsset = GetAsset(sceneObjectUuid);
  247. if (null != objectAsset)
  248. {
  249. string xml = Utils.BytesToString(objectAsset.Data);
  250. SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
  251. if (null != sog)
  252. GatherAssetUuids(sog, assetUuids);
  253. }
  254. }
  255. protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, int> assetUuids)
  256. {
  257. AssetBase assetBase = GetAsset(gestureUuid);
  258. MemoryStream ms = new MemoryStream(assetBase.Data);
  259. StreamReader sr = new StreamReader(ms);
  260. sr.ReadLine(); // Unknown (Version?)
  261. sr.ReadLine(); // Unknown
  262. sr.ReadLine(); // Unknown
  263. sr.ReadLine(); // Name
  264. sr.ReadLine(); // Comment ?
  265. int count = Convert.ToInt32(sr.ReadLine()); // Item count
  266. for (int i = 0 ; i < count ; i++)
  267. {
  268. string type = sr.ReadLine();
  269. if (type == null)
  270. break;
  271. string name = sr.ReadLine();
  272. if (name == null)
  273. break;
  274. string id = sr.ReadLine();
  275. if (id == null)
  276. break;
  277. string unknown = sr.ReadLine();
  278. if (unknown == null)
  279. break;
  280. // If it can be parsed as a UUID, it is an asset ID
  281. UUID uuid;
  282. if (UUID.TryParse(id, out uuid))
  283. assetUuids[uuid] = 1;
  284. }
  285. }
  286. }
  287. }