/* * 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 { /// /// Encapsulate the asynchronous requests for the assets required for an archive operation /// class AssetsRequest { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Method called when all the necessary assets for an archive request have been received. /// public delegate void AssetsRequestCallback( ICollection assetsFoundUuids, ICollection assetsNotFoundUuids, bool timedOut); enum RequestState { Initial, Running, Completed, Aborted }; /// /// Timeout threshold if we still need assets or missing asset notifications but have stopped receiving them /// from the asset service /// protected const int TIMEOUT = 60 * 1000; /// /// If a timeout does occur, limit the amount of UUID information put to the console. /// protected const int MAX_UUID_DISPLAY_ON_TIMEOUT = 3; protected System.Timers.Timer m_requestCallbackTimer; /// /// State of this request /// private RequestState m_requestState = RequestState.Initial; /// /// uuids to request /// protected IDictionary m_uuids; /// /// Callback used when all the assets requested have been received. /// protected AssetsRequestCallback m_assetsRequestCallback; /// /// List of assets that were found. This will be passed back to the requester. /// protected List m_foundAssetUuids = new List(); /// /// Maintain a list of assets that could not be found. This will be passed back to the requester. /// protected List m_notFoundAssetUuids = new List(); /// /// Record the number of asset replies required so we know when we've finished /// private int m_repliesRequired; /// /// Asset service used to request the assets /// protected IAssetService m_assetService; protected IUserAccountService m_userAccountService; protected UUID m_scopeID; // the grid ID protected AssetsArchiver m_assetsArchiver; protected Dictionary m_options; protected internal AssetsRequest( AssetsArchiver assetsArchiver, IDictionary uuids, IAssetService assetService, IUserAccountService userService, UUID scope, Dictionary 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; // FIXME: This is a really poor way of handling the timeout since it will always leave the original requesting thread // hanging. Need to restructure so an original request thread waits for a ManualResetEvent on asset received // so we can properly abort that thread. Or request all assets synchronously, though that would be a more // radical change 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} possible assets", m_repliesRequired); // We can stop here if there are no assets to fetch if (m_repliesRequired == 0) { m_requestState = RequestState.Completed; PerformAssetsRequestCallback(false); return; } m_requestCallbackTimer.Enabled = true; foreach (KeyValuePair kvp in m_uuids) { // m_log.DebugFormat("[ARCHIVER]: Requesting asset {0}", kvp.Key); // m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback); AssetBase asset = m_assetService.Get(kvp.Key.ToString()); PreAssetRequestCallback(kvp.Key.ToString(), kvp.Value, asset); } } protected void OnRequestCallbackTimeout(object source, ElapsedEventArgs args) { bool timedOut = true; 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) { timedOut = false; 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 uuids = new List(); 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 { if (timedOut) Watchdog.RunInThread(PerformAssetsRequestCallback, "Archive Assets Request Callback", true); } } 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) { m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, SLUtil.AssetTypeFromCode((sbyte)assetType)); fetchedAsset.Type = (sbyte)assetType; } AssetRequestCallback(fetchedAssetID, this, fetchedAsset); } /// /// Called back by the asset cache when it has the asset /// /// /// 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_requestState == RequestState.Completed)) { m_log.WarnFormat( "[ARCHIVER]: Received information about asset {0} while in state {1}. Ignoring.", id, m_requestState); 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 not found but these may be expected invalid references)", 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 Watchdog.RunInThread(PerformAssetsRequestCallback, "Archive Assets Request Callback", false); } else { m_requestCallbackTimer.Start(); } } } catch (Exception e) { m_log.ErrorFormat("[ARCHIVER]: AssetRequestCallback failed with {0}", e); } } /// /// Perform the callback on the original requester of the assets /// protected void PerformAssetsRequestCallback(object o) { 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); } } protected 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), m_options["home"].ToString(), m_userAccountService, m_scopeID); asset.Data = Utils.StringToBytes(xml); } return asset; } } }