UuidGatherer.cs 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361
  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, AssetType> assetUuids)
  81. {
  82. // avoid infinite loops
  83. if (assetUuids.ContainsKey(assetUuid))
  84. return;
  85. try
  86. {
  87. assetUuids[assetUuid] = assetType;
  88. if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
  89. {
  90. GetWearableAssetUuids(assetUuid, assetUuids);
  91. }
  92. else if (AssetType.Gesture == assetType)
  93. {
  94. GetGestureAssetUuids(assetUuid, assetUuids);
  95. }
  96. else if (AssetType.LSLText == assetType)
  97. {
  98. GetScriptAssetUuids(assetUuid, assetUuids);
  99. }
  100. else if (AssetType.Object == assetType)
  101. {
  102. GetSceneObjectAssetUuids(assetUuid, assetUuids);
  103. }
  104. }
  105. catch (Exception)
  106. {
  107. m_log.ErrorFormat(
  108. "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
  109. assetUuid, assetType);
  110. throw;
  111. }
  112. }
  113. /// <summary>
  114. /// Gather all the asset uuids associated with a given object.
  115. /// </summary>
  116. ///
  117. /// This includes both those directly associated with
  118. /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
  119. /// within this object).
  120. ///
  121. /// <param name="sceneObject">The scene object for which to gather assets</param>
  122. /// <param name="assetUuids">The assets gathered</param>
  123. public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids)
  124. {
  125. // m_log.DebugFormat(
  126. // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
  127. SceneObjectPart[] parts = sceneObject.Parts;
  128. for (int i = 0; i < parts.Length; i++)
  129. {
  130. SceneObjectPart part = parts[i];
  131. // m_log.DebugFormat(
  132. // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
  133. try
  134. {
  135. Primitive.TextureEntry textureEntry = part.Shape.Textures;
  136. if (textureEntry != null)
  137. {
  138. // Get the prim's default texture. This will be used for faces which don't have their own texture
  139. if (textureEntry.DefaultTexture != null)
  140. assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
  141. if (textureEntry.FaceTextures != null)
  142. {
  143. // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
  144. foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
  145. {
  146. if (texture != null)
  147. assetUuids[texture.TextureID] = AssetType.Texture;
  148. }
  149. }
  150. }
  151. // If the prim is a sculpt then preserve this information too
  152. if (part.Shape.SculptTexture != UUID.Zero)
  153. assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
  154. TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
  155. // Now analyze this prim's inventory items to preserve all the uuids that they reference
  156. foreach (TaskInventoryItem tii in taskDictionary.Values)
  157. {
  158. // m_log.DebugFormat(
  159. // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
  160. // tii.Name, tii.Type, part.Name, part.UUID);
  161. if (!assetUuids.ContainsKey(tii.AssetID))
  162. GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids);
  163. }
  164. }
  165. catch (Exception e)
  166. {
  167. m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
  168. m_log.DebugFormat(
  169. "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
  170. part.Shape.TextureEntry.Length);
  171. }
  172. }
  173. }
  174. /// <summary>
  175. /// The callback made when we request the asset for an object from the asset service.
  176. /// </summary>
  177. protected void AssetReceived(string id, Object sender, AssetBase asset)
  178. {
  179. lock (this)
  180. {
  181. m_requestedObjectAsset = asset;
  182. m_waitingForObjectAsset = false;
  183. Monitor.Pulse(this);
  184. }
  185. }
  186. /// <summary>
  187. /// Get an asset synchronously, potentially using an asynchronous callback. If the
  188. /// asynchronous callback is used, we will wait for it to complete.
  189. /// </summary>
  190. /// <param name="uuid"></param>
  191. /// <returns></returns>
  192. protected virtual AssetBase GetAsset(UUID uuid)
  193. {
  194. m_waitingForObjectAsset = true;
  195. m_assetCache.Get(uuid.ToString(), this, AssetReceived);
  196. // The asset cache callback can either
  197. //
  198. // 1. Complete on the same thread (if the asset is already in the cache) or
  199. // 2. Come in via a different thread (if we need to go fetch it).
  200. //
  201. // The code below handles both these alternatives.
  202. lock (this)
  203. {
  204. if (m_waitingForObjectAsset)
  205. {
  206. Monitor.Wait(this);
  207. m_waitingForObjectAsset = false;
  208. }
  209. }
  210. return m_requestedObjectAsset;
  211. }
  212. /// <summary>
  213. /// Record the asset uuids embedded within the given script.
  214. /// </summary>
  215. /// <param name="scriptUuid"></param>
  216. /// <param name="assetUuids">Dictionary in which to record the references</param>
  217. protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, AssetType> assetUuids)
  218. {
  219. AssetBase scriptAsset = GetAsset(scriptUuid);
  220. if (null != scriptAsset)
  221. {
  222. string script = Utils.BytesToString(scriptAsset.Data);
  223. //m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
  224. MatchCollection uuidMatches = Util.UUIDPattern.Matches(script);
  225. //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
  226. foreach (Match uuidMatch in uuidMatches)
  227. {
  228. UUID uuid = new UUID(uuidMatch.Value);
  229. //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
  230. // Assume AssetIDs embedded in scripts are textures
  231. assetUuids[uuid] = AssetType.Texture;
  232. }
  233. }
  234. }
  235. /// <summary>
  236. /// Record the uuids referenced by the given wearable asset
  237. /// </summary>
  238. /// <param name="wearableAssetUuid"></param>
  239. /// <param name="assetUuids">Dictionary in which to record the references</param>
  240. protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
  241. {
  242. AssetBase assetBase = GetAsset(wearableAssetUuid);
  243. if (null != assetBase)
  244. {
  245. //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
  246. AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
  247. wearableAsset.Decode();
  248. //m_log.DebugFormat(
  249. // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
  250. foreach (UUID uuid in wearableAsset.Textures.Values)
  251. {
  252. assetUuids[uuid] = AssetType.Texture;
  253. }
  254. }
  255. }
  256. /// <summary>
  257. /// Get all the asset uuids associated with a given object. This includes both those directly associated with
  258. /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
  259. /// within this object).
  260. /// </summary>
  261. /// <param name="sceneObject"></param>
  262. /// <param name="assetUuids"></param>
  263. protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
  264. {
  265. AssetBase objectAsset = GetAsset(sceneObjectUuid);
  266. if (null != objectAsset)
  267. {
  268. string xml = Utils.BytesToString(objectAsset.Data);
  269. CoalescedSceneObjects coa;
  270. if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
  271. {
  272. foreach (SceneObjectGroup sog in coa.Objects)
  273. GatherAssetUuids(sog, assetUuids);
  274. }
  275. else
  276. {
  277. SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
  278. if (null != sog)
  279. GatherAssetUuids(sog, assetUuids);
  280. }
  281. }
  282. }
  283. /// <summary>
  284. /// Get the asset uuid associated with a gesture
  285. /// </summary>
  286. /// <param name="gestureUuid"></param>
  287. /// <param name="assetUuids"></param>
  288. protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
  289. {
  290. AssetBase assetBase = GetAsset(gestureUuid);
  291. if (null == assetBase)
  292. return;
  293. MemoryStream ms = new MemoryStream(assetBase.Data);
  294. StreamReader sr = new StreamReader(ms);
  295. sr.ReadLine(); // Unknown (Version?)
  296. sr.ReadLine(); // Unknown
  297. sr.ReadLine(); // Unknown
  298. sr.ReadLine(); // Name
  299. sr.ReadLine(); // Comment ?
  300. int count = Convert.ToInt32(sr.ReadLine()); // Item count
  301. for (int i = 0 ; i < count ; i++)
  302. {
  303. string type = sr.ReadLine();
  304. if (type == null)
  305. break;
  306. string name = sr.ReadLine();
  307. if (name == null)
  308. break;
  309. string id = sr.ReadLine();
  310. if (id == null)
  311. break;
  312. string unknown = sr.ReadLine();
  313. if (unknown == null)
  314. break;
  315. // If it can be parsed as a UUID, it is an asset ID
  316. UUID uuid;
  317. if (UUID.TryParse(id, out uuid))
  318. assetUuids[uuid] = AssetType.Animation;
  319. }
  320. }
  321. }
  322. }