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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.IO;
- using System.Reflection;
- using System.Text.RegularExpressions;
- using System.Threading;
- using log4net;
- using OpenMetaverse;
- using OpenMetaverse.Assets;
- using OpenMetaverse.StructuredData;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes.Serialization;
- using OpenSim.Services.Interfaces;
- using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
- namespace OpenSim.Region.Framework.Scenes
- {
- /// <summary>
- /// Gather uuids for a given entity.
- /// </summary>
- /// <remarks>
- /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
- /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
- /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
- /// retrieved to work out which assets it references).
- /// </remarks>
- public class UuidGatherer
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected IAssetService m_assetService;
- // /// <summary>
- // /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
- // /// asset was found by the asset service.
- // /// </summary>
- // private AssetBase m_requestedObjectAsset;
- //
- // /// <summary>
- // /// Signal whether we are currently waiting for the asset service to deliver an asset.
- // /// </summary>
- // private bool m_waitingForObjectAsset;
- public UuidGatherer(IAssetService assetService)
- {
- m_assetService = assetService;
- }
- /// <summary>
- /// Gather all the asset uuids associated with the asset referenced by a given uuid
- /// </summary>
- /// <remarks>
- /// This includes both those directly associated with
- /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
- /// within this object).
- /// This method assumes that the asset type associated with this asset in persistent storage is correct (which
- /// should always be the case). So with this method we always need to retrieve asset data even if the asset
- /// is of a type which is known not to reference any other assets
- /// </remarks>
- /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
- /// <param name="assetUuids">The assets gathered</param>
- public void GatherAssetUuids(UUID assetUuid, IDictionary<UUID, sbyte> assetUuids)
- {
- // avoid infinite loops
- if (assetUuids.ContainsKey(assetUuid))
- return;
- try
- {
- AssetBase assetBase = GetAsset(assetUuid);
- if (null != assetBase)
- {
- sbyte assetType = assetBase.Type;
- assetUuids[assetUuid] = assetType;
- if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
- {
- GetWearableAssetUuids(assetBase, assetUuids);
- }
- else if ((sbyte)AssetType.Gesture == assetType)
- {
- GetGestureAssetUuids(assetBase, assetUuids);
- }
- else if ((sbyte)AssetType.Notecard == assetType)
- {
- GetTextEmbeddedAssetUuids(assetBase, assetUuids);
- }
- else if ((sbyte)AssetType.LSLText == assetType)
- {
- GetTextEmbeddedAssetUuids(assetBase, assetUuids);
- }
- else if ((sbyte)OpenSimAssetType.Material == assetType)
- {
- GetMaterialAssetUuids(assetBase, assetUuids);
- }
- else if ((sbyte)AssetType.Object == assetType)
- {
- GetSceneObjectAssetUuids(assetBase, assetUuids);
- }
- }
- }
- catch (Exception)
- {
- m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset id {0}", assetUuid);
- throw;
- }
- }
- /// <summary>
- /// Gather all the asset uuids associated with the asset referenced by a given uuid
- /// </summary>
- /// <remarks>
- /// This includes both those directly associated with
- /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
- /// within this object).
- /// </remarks>
- /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
- /// <param name="assetType">The type of the asset for the uuid given</param>
- /// <param name="assetUuids">The assets gathered</param>
- public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary<UUID, sbyte> assetUuids)
- {
- // avoid infinite loops
- if (assetUuids.ContainsKey(assetUuid))
- return;
- try
- {
- assetUuids[assetUuid] = assetType;
- if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
- {
- GetWearableAssetUuids(assetUuid, assetUuids);
- }
- else if ((sbyte)AssetType.Gesture == assetType)
- {
- GetGestureAssetUuids(assetUuid, assetUuids);
- }
- else if ((sbyte)AssetType.Notecard == assetType)
- {
- GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
- }
- else if ((sbyte)AssetType.LSLText == assetType)
- {
- GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
- }
- else if ((sbyte)OpenSimAssetType.Material == assetType)
- {
- GetMaterialAssetUuids(assetUuid, assetUuids);
- }
- else if ((sbyte)AssetType.Object == assetType)
- {
- GetSceneObjectAssetUuids(assetUuid, assetUuids);
- }
- }
- catch (Exception)
- {
- m_log.ErrorFormat(
- "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
- assetUuid, assetType);
- throw;
- }
- }
- /// <summary>
- /// Gather all the asset uuids associated with a given object.
- /// </summary>
- /// <remarks>
- /// This includes both those directly associated with
- /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
- /// within this object).
- /// </remarks>
- /// <param name="sceneObject">The scene object for which to gather assets</param>
- /// <param name="assetUuids">
- /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
- /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
- /// </param>
- public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, sbyte> assetUuids)
- {
- // m_log.DebugFormat(
- // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
- SceneObjectPart[] parts = sceneObject.Parts;
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- // m_log.DebugFormat(
- // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
- try
- {
- Primitive.TextureEntry textureEntry = part.Shape.Textures;
- if (textureEntry != null)
- {
- // Get the prim's default texture. This will be used for faces which don't have their own texture
- if (textureEntry.DefaultTexture != null)
- GatherTextureEntryAssets(textureEntry.DefaultTexture, assetUuids);
- if (textureEntry.FaceTextures != null)
- {
- // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
- foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
- {
- if (texture != null)
- GatherTextureEntryAssets(texture, assetUuids);
- }
- }
- }
- // If the prim is a sculpt then preserve this information too
- if (part.Shape.SculptTexture != UUID.Zero)
- assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
- if (part.Shape.ProjectionTextureUUID != UUID.Zero)
- assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
- if (part.CollisionSound != UUID.Zero)
- assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
- if (part.ParticleSystem.Length > 0)
- {
- try
- {
- Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
- if (ps.Texture != UUID.Zero)
- assetUuids[ps.Texture] = (sbyte)AssetType.Texture;
- }
- catch (Exception)
- {
- m_log.WarnFormat(
- "[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.",
- part.Name, part.UUID, sceneObject.Name, sceneObject.UUID);
- }
- }
- TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
- // Now analyze this prim's inventory items to preserve all the uuids that they reference
- foreach (TaskInventoryItem tii in taskDictionary.Values)
- {
- // m_log.DebugFormat(
- // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
- // tii.Name, tii.Type, part.Name, part.UUID);
- if (!assetUuids.ContainsKey(tii.AssetID))
- GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids);
- }
- // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
- // to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and
- // inventory transfer. There needs to be a way for a module to register a method without assuming a
- // Scene.EventManager is present.
- // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
- // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
- GatherMaterialsUuids(part, assetUuids);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
- m_log.DebugFormat(
- "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
- part.Shape.TextureEntry.Length);
- }
- }
- }
- /// <summary>
- /// Gather all the asset uuids found in one face of a Texture Entry.
- /// </summary>
- private void GatherTextureEntryAssets(Primitive.TextureEntryFace texture, IDictionary<UUID, sbyte> assetUuids)
- {
- assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
- if (texture.MaterialID != UUID.Zero)
- {
- GatherAssetUuids(texture.MaterialID, (sbyte)OpenSimAssetType.Material, assetUuids);
- }
- }
- /// <summary>
- /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
- /// stored in legacy format in part.DynAttrs
- /// </summary>
- /// <param name="part"></param>
- /// <param name="assetUuids"></param>
- //public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids)
- public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, sbyte> assetUuids)
- {
- // scan thru the dynAttrs map of this part for any textures used as materials
- OSD osdMaterials = null;
- lock (part.DynAttrs)
- {
- if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
- {
- OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
- if (materialsStore == null)
- return;
- materialsStore.TryGetValue("Materials", out osdMaterials);
- }
- if (osdMaterials != null)
- {
- //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd));
- if (osdMaterials is OSDArray)
- {
- OSDArray matsArr = osdMaterials as OSDArray;
- foreach (OSDMap matMap in matsArr)
- {
- try
- {
- if (matMap.ContainsKey("Material"))
- {
- OSDMap mat = matMap["Material"] as OSDMap;
- if (mat.ContainsKey("NormMap"))
- {
- UUID normalMapId = mat["NormMap"].AsUUID();
- if (normalMapId != UUID.Zero)
- {
- assetUuids[normalMapId] = (sbyte)AssetType.Texture;
- //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
- }
- }
- if (mat.ContainsKey("SpecMap"))
- {
- UUID specularMapId = mat["SpecMap"].AsUUID();
- if (specularMapId != UUID.Zero)
- {
- assetUuids[specularMapId] = (sbyte)AssetType.Texture;
- //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
- }
- }
- }
- }
- catch (Exception e)
- {
- m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message);
- }
- }
- }
- }
- }
- }
- /// <summary>
- /// Get an asset synchronously, potentially using an asynchronous callback. If the
- /// asynchronous callback is used, we will wait for it to complete.
- /// </summary>
- /// <param name="uuid"></param>
- /// <returns></returns>
- protected virtual AssetBase GetAsset(UUID uuid)
- {
- return m_assetService.Get(uuid.ToString());
- // XXX: Switching to do this synchronously where the call was async before but we always waited for it
- // to complete anyway!
- // m_waitingForObjectAsset = true;
- // m_assetCache.Get(uuid.ToString(), this, AssetReceived);
- //
- // // The asset cache callback can either
- // //
- // // 1. Complete on the same thread (if the asset is already in the cache) or
- // // 2. Come in via a different thread (if we need to go fetch it).
- // //
- // // The code below handles both these alternatives.
- // lock (this)
- // {
- // if (m_waitingForObjectAsset)
- // {
- // Monitor.Wait(this);
- // m_waitingForObjectAsset = false;
- // }
- // }
- //
- // return m_requestedObjectAsset;
- }
- /// <summary>
- /// Record the asset uuids embedded within the given text (e.g. a script).
- /// </summary>
- /// <param name="textAssetUuid"></param>
- /// <param name="assetUuids">Dictionary in which to record the references</param>
- private void GetTextEmbeddedAssetUuids(UUID textAssetUuid, IDictionary<UUID, sbyte> assetUuids)
- {
- // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
- AssetBase textAsset = GetAsset(textAssetUuid);
- if (null != textAsset)
- GetTextEmbeddedAssetUuids(textAsset, assetUuids);
- }
- /// <summary>
- /// Record the asset uuids embedded within the given text (e.g. a script).
- /// </summary>
- /// <param name="textAsset"></param>
- /// <param name="assetUuids">Dictionary in which to record the references</param>
- private void GetTextEmbeddedAssetUuids(AssetBase textAsset, IDictionary<UUID, sbyte> assetUuids)
- {
- // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
- string script = Utils.BytesToString(textAsset.Data);
- // m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
- MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
- // m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
- foreach (Match uuidMatch in uuidMatches)
- {
- UUID uuid = new UUID(uuidMatch.Value);
- // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
- // Embedded asset references (if not false positives) could be for many types of asset, so we will
- // label these as unknown.
- assetUuids[uuid] = (sbyte)AssetType.Unknown;
- }
- }
- /// <summary>
- /// Record the uuids referenced by the given wearable asset
- /// </summary>
- /// <param name="wearableAssetUuid"></param>
- /// <param name="assetUuids">Dictionary in which to record the references</param>
- private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, sbyte> assetUuids)
- {
- AssetBase assetBase = GetAsset(wearableAssetUuid);
- if (null != assetBase)
- GetWearableAssetUuids(assetBase, assetUuids);
- }
- /// <summary>
- /// Record the uuids referenced by the given wearable asset
- /// </summary>
- /// <param name="assetBase"></param>
- /// <param name="assetUuids">Dictionary in which to record the references</param>
- private void GetWearableAssetUuids(AssetBase assetBase, IDictionary<UUID, sbyte> assetUuids)
- {
- //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
- AssetWearable wearableAsset = new AssetBodypart(assetBase.FullID, assetBase.Data);
- wearableAsset.Decode();
- //m_log.DebugFormat(
- // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
- foreach (UUID uuid in wearableAsset.Textures.Values)
- {
- assetUuids[uuid] = (sbyte)AssetType.Texture;
- }
- }
- /// <summary>
- /// Get all the asset uuids associated with a given object. This includes both those directly associated with
- /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
- /// within this object).
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <param name="assetUuids"></param>
- private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids)
- {
- AssetBase sceneObjectAsset = GetAsset(sceneObjectUuid);
- if (null != sceneObjectAsset)
- GetSceneObjectAssetUuids(sceneObjectAsset, assetUuids);
- }
- /// <summary>
- /// Get all the asset uuids associated with a given object. This includes both those directly associated with
- /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
- /// within this object).
- /// </summary>
- /// <param name="sceneObjectAsset"></param>
- /// <param name="assetUuids"></param>
- private void GetSceneObjectAssetUuids(AssetBase sceneObjectAsset, IDictionary<UUID, sbyte> assetUuids)
- {
- string xml = Utils.BytesToString(sceneObjectAsset.Data);
- CoalescedSceneObjects coa;
- if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
- {
- foreach (SceneObjectGroup sog in coa.Objects)
- GatherAssetUuids(sog, assetUuids);
- }
- else
- {
- SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
- if (null != sog)
- GatherAssetUuids(sog, assetUuids);
- }
- }
- /// <summary>
- /// Get the asset uuid associated with a gesture
- /// </summary>
- /// <param name="gestureUuid"></param>
- /// <param name="assetUuids"></param>
- private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids)
- {
- AssetBase gestureAsset = GetAsset(gestureUuid);
- if (null == gestureAsset)
- return;
- GetGestureAssetUuids(gestureAsset, assetUuids);
- }
- /// <summary>
- /// Get the asset uuid associated with a gesture
- /// </summary>
- /// <param name="gestureAsset"></param>
- /// <param name="assetUuids"></param>
- private void GetGestureAssetUuids(AssetBase gestureAsset, IDictionary<UUID, sbyte> assetUuids)
- {
- using (MemoryStream ms = new MemoryStream(gestureAsset.Data))
- using (StreamReader sr = new StreamReader(ms))
- {
- sr.ReadLine(); // Unknown (Version?)
- sr.ReadLine(); // Unknown
- sr.ReadLine(); // Unknown
- sr.ReadLine(); // Name
- sr.ReadLine(); // Comment ?
- int count = Convert.ToInt32(sr.ReadLine()); // Item count
- for (int i = 0 ; i < count ; i++)
- {
- string type = sr.ReadLine();
- if (type == null)
- break;
- string name = sr.ReadLine();
- if (name == null)
- break;
- string id = sr.ReadLine();
- if (id == null)
- break;
- string unknown = sr.ReadLine();
- if (unknown == null)
- break;
- // If it can be parsed as a UUID, it is an asset ID
- UUID uuid;
- if (UUID.TryParse(id, out uuid))
- assetUuids[uuid] = (sbyte)AssetType.Animation; // the asset is either an Animation or a Sound, but this distinction isn't important
- }
- }
- }
- /// <summary>
- /// Get the asset uuid's referenced in a material.
- /// </summary>
- private void GetMaterialAssetUuids(UUID materialUuid, IDictionary<UUID, sbyte> assetUuids)
- {
- AssetBase assetBase = GetAsset(materialUuid);
- if (null == assetBase)
- return;
- GetMaterialAssetUuids(assetBase, assetUuids);
- }
- /// <summary>
- /// Get the asset uuid's referenced in a material.
- /// </summary>
- private void GetMaterialAssetUuids(AssetBase materialAsset, IDictionary<UUID, sbyte> assetUuids)
- {
- OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data);
- UUID normMap = mat["NormMap"].AsUUID();
- if (normMap != UUID.Zero)
- assetUuids[normMap] = (sbyte)AssetType.Texture;
- UUID specMap = mat["SpecMap"].AsUUID();
- if (specMap != UUID.Zero)
- assetUuids[specMap] = (sbyte)AssetType.Texture;
- }
- }
- public class HGUuidGatherer : UuidGatherer
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected string m_assetServerURL;
- public HGUuidGatherer(IAssetService assetService, string assetServerURL)
- : base(assetService)
- {
- m_assetServerURL = assetServerURL;
- if (!m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("="))
- m_assetServerURL = m_assetServerURL + "/";
- }
- protected override AssetBase GetAsset(UUID uuid)
- {
- if (string.Empty == m_assetServerURL)
- return base.GetAsset(uuid);
- else
- return FetchAsset(uuid);
- }
- public AssetBase FetchAsset(UUID assetID)
- {
- // Test if it's already here
- AssetBase asset = m_assetService.Get(assetID.ToString());
- if (asset == null)
- {
- // It's not, so fetch it from abroad
- asset = m_assetService.Get(m_assetServerURL + assetID.ToString());
- if (asset != null)
- m_log.DebugFormat("[HGUUIDGatherer]: Copied asset {0} from {1} to local asset server", assetID, m_assetServerURL);
- else
- m_log.DebugFormat("[HGUUIDGatherer]: Failed to fetch asset {0} from {1}", assetID, m_assetServerURL);
- }
- //else
- // m_log.DebugFormat("[HGUUIDGatherer]: Asset {0} from {1} was already here", assetID, m_assetServerURL);
- return asset;
- }
- }
- /// <summary>
- /// Gather uuids for a given entity.
- /// </summary>
- /// <remarks>
- /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
- /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
- /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
- /// retrieved to work out which assets it references).
- /// </remarks>
- public class IteratingUuidGatherer
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// Is gathering complete?
- /// </summary>
- public bool Complete { get { return m_assetUuidsToInspect.Count <= 0; } }
- /// <summary>
- /// Gets the next UUID to inspect.
- /// </summary>
- /// <value>If there is no next UUID then returns null</value>
- public UUID? NextUuidToInspect
- {
- get
- {
- if (Complete)
- return null;
- else
- return m_assetUuidsToInspect.Peek();
- }
- }
- protected IAssetService m_assetService;
- protected IDictionary<UUID, sbyte> m_gatheredAssetUuids;
- protected Queue<UUID> m_assetUuidsToInspect;
- /// <summary>
- /// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
- /// </summary>
- /// <param name="assetService">
- /// Asset service.
- /// </param>
- /// <param name="collector">
- /// Gathered UUIDs will be collected in this dictinaory.
- /// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected.
- /// </param>
- public IteratingUuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector)
- {
- m_assetService = assetService;
- m_gatheredAssetUuids = collector;
- // FIXME: Not efficient for searching, can improve.
- m_assetUuidsToInspect = new Queue<UUID>();
- }
- /// <summary>
- /// Adds the asset uuid for inspection during the gathering process.
- /// </summary>
- /// <returns><c>true</c>, if for inspection was added, <c>false</c> otherwise.</returns>
- /// <param name="uuid">UUID.</param>
- public bool AddForInspection(UUID uuid)
- {
- if (m_assetUuidsToInspect.Contains(uuid))
- return false;
- m_assetUuidsToInspect.Enqueue(uuid);
- return true;
- }
-
- /// <summary>
- /// Gather all the asset uuids associated with a given object.
- /// </summary>
- /// <remarks>
- /// This includes both those directly associated with
- /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
- /// within this object).
- /// </remarks>
- /// <param name="sceneObject">The scene object for which to gather assets</param>
- public void AddForInspection(SceneObjectGroup sceneObject)
- {
- // m_log.DebugFormat(
- // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
- SceneObjectPart[] parts = sceneObject.Parts;
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- // m_log.DebugFormat(
- // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
- try
- {
- Primitive.TextureEntry textureEntry = part.Shape.Textures;
- if (textureEntry != null)
- {
- // Get the prim's default texture. This will be used for faces which don't have their own texture
- if (textureEntry.DefaultTexture != null)
- RecordTextureEntryAssetUuids(textureEntry.DefaultTexture);
- if (textureEntry.FaceTextures != null)
- {
- // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
- foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
- {
- if (texture != null)
- RecordTextureEntryAssetUuids(texture);
- }
- }
- }
- // If the prim is a sculpt then preserve this information too
- if (part.Shape.SculptTexture != UUID.Zero)
- m_gatheredAssetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
- if (part.Shape.ProjectionTextureUUID != UUID.Zero)
- m_gatheredAssetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
- if (part.CollisionSound != UUID.Zero)
- m_gatheredAssetUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
- if (part.ParticleSystem.Length > 0)
- {
- try
- {
- Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
- if (ps.Texture != UUID.Zero)
- m_gatheredAssetUuids[ps.Texture] = (sbyte)AssetType.Texture;
- }
- catch (Exception)
- {
- m_log.WarnFormat(
- "[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.",
- part.Name, part.UUID, sceneObject.Name, sceneObject.UUID);
- }
- }
- TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
- // Now analyze this prim's inventory items to preserve all the uuids that they reference
- foreach (TaskInventoryItem tii in taskDictionary.Values)
- {
- // m_log.DebugFormat(
- // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
- // tii.Name, tii.Type, part.Name, part.UUID);
- if (!m_gatheredAssetUuids.ContainsKey(tii.AssetID))
- AddForInspection(tii.AssetID, (sbyte)tii.Type);
- }
- // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
- // to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and
- // inventory transfer. There needs to be a way for a module to register a method without assuming a
- // Scene.EventManager is present.
- // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
- // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
- RecordMaterialsUuids(part);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
- m_log.DebugFormat(
- "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
- part.Shape.TextureEntry.Length);
- }
- }
- }
- /// <summary>
- /// Gathers the next set of assets returned by the next uuid to get from the asset service.
- /// </summary>
- /// <returns>false if gathering is already complete, true otherwise</returns>
- public bool GatherNext()
- {
- if (Complete)
- return false;
- GetAssetUuids(m_assetUuidsToInspect.Dequeue());
- return true;
- }
- /// <summary>
- /// Gathers all remaining asset UUIDS no matter how many calls are required to the asset service.
- /// </summary>
- /// <returns>false if gathering is already complete, true otherwise</returns>
- public bool GatherAll()
- {
- if (Complete)
- return false;
- while (GatherNext());
- return true;
- }
- /// <summary>
- /// Gather all the asset uuids associated with the asset referenced by a given uuid
- /// </summary>
- /// <remarks>
- /// This includes both those directly associated with
- /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
- /// within this object).
- /// This method assumes that the asset type associated with this asset in persistent storage is correct (which
- /// should always be the case). So with this method we always need to retrieve asset data even if the asset
- /// is of a type which is known not to reference any other assets
- /// </remarks>
- /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
- private void GetAssetUuids(UUID assetUuid)
- {
- // avoid infinite loops
- if (m_gatheredAssetUuids.ContainsKey(assetUuid))
- return;
- try
- {
- AssetBase assetBase = GetAsset(assetUuid);
- if (null != assetBase)
- {
- sbyte assetType = assetBase.Type;
- m_gatheredAssetUuids[assetUuid] = assetType;
- if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
- {
- RecordWearableAssetUuids(assetBase);
- }
- else if ((sbyte)AssetType.Gesture == assetType)
- {
- RecordGestureAssetUuids(assetBase);
- }
- else if ((sbyte)AssetType.Notecard == assetType)
- {
- RecordTextEmbeddedAssetUuids(assetBase);
- }
- else if ((sbyte)AssetType.LSLText == assetType)
- {
- RecordTextEmbeddedAssetUuids(assetBase);
- }
- else if ((sbyte)OpenSimAssetType.Material == assetType)
- {
- RecordMaterialAssetUuids(assetBase);
- }
- else if ((sbyte)AssetType.Object == assetType)
- {
- RecordSceneObjectAssetUuids(assetBase);
- }
- }
- }
- catch (Exception)
- {
- m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset id {0}", assetUuid);
- throw;
- }
- }
- private void AddForInspection(UUID assetUuid, sbyte assetType)
- {
- // Here, we want to collect uuids which require further asset fetches but mark the others as gathered
- try
- {
- m_gatheredAssetUuids[assetUuid] = assetType;
- if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
- {
- AddForInspection(assetUuid);
- }
- else if ((sbyte)AssetType.Gesture == assetType)
- {
- AddForInspection(assetUuid);
- }
- else if ((sbyte)AssetType.Notecard == assetType)
- {
- AddForInspection(assetUuid);
- }
- else if ((sbyte)AssetType.LSLText == assetType)
- {
- AddForInspection(assetUuid);
- }
- else if ((sbyte)OpenSimAssetType.Material == assetType)
- {
- AddForInspection(assetUuid);
- }
- else if ((sbyte)AssetType.Object == assetType)
- {
- AddForInspection(assetUuid);
- }
- }
- catch (Exception)
- {
- m_log.ErrorFormat(
- "[ITERATABLE UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
- assetUuid, assetType);
- throw;
- }
- }
- /// <summary>
- /// Collect all the asset uuids found in one face of a Texture Entry.
- /// </summary>
- private void RecordTextureEntryAssetUuids(Primitive.TextureEntryFace texture)
- {
- m_gatheredAssetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
- if (texture.MaterialID != UUID.Zero)
- AddForInspection(texture.MaterialID);
- }
- /// <summary>
- /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
- /// stored in legacy format in part.DynAttrs
- /// </summary>
- /// <param name="part"></param>
- private void RecordMaterialsUuids(SceneObjectPart part)
- {
- // scan thru the dynAttrs map of this part for any textures used as materials
- OSD osdMaterials = null;
- lock (part.DynAttrs)
- {
- if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
- {
- OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
- if (materialsStore == null)
- return;
- materialsStore.TryGetValue("Materials", out osdMaterials);
- }
- if (osdMaterials != null)
- {
- //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd));
- if (osdMaterials is OSDArray)
- {
- OSDArray matsArr = osdMaterials as OSDArray;
- foreach (OSDMap matMap in matsArr)
- {
- try
- {
- if (matMap.ContainsKey("Material"))
- {
- OSDMap mat = matMap["Material"] as OSDMap;
- if (mat.ContainsKey("NormMap"))
- {
- UUID normalMapId = mat["NormMap"].AsUUID();
- if (normalMapId != UUID.Zero)
- {
- m_gatheredAssetUuids[normalMapId] = (sbyte)AssetType.Texture;
- //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
- }
- }
- if (mat.ContainsKey("SpecMap"))
- {
- UUID specularMapId = mat["SpecMap"].AsUUID();
- if (specularMapId != UUID.Zero)
- {
- m_gatheredAssetUuids[specularMapId] = (sbyte)AssetType.Texture;
- //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
- }
- }
- }
- }
- catch (Exception e)
- {
- m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message);
- }
- }
- }
- }
- }
- }
- /// <summary>
- /// Get an asset synchronously, potentially using an asynchronous callback. If the
- /// asynchronous callback is used, we will wait for it to complete.
- /// </summary>
- /// <param name="uuid"></param>
- /// <returns></returns>
- protected virtual AssetBase GetAsset(UUID uuid)
- {
- return m_assetService.Get(uuid.ToString());
- }
- /// <summary>
- /// Record the asset uuids embedded within the given text (e.g. a script).
- /// </summary>
- /// <param name="textAsset"></param>
- private void RecordTextEmbeddedAssetUuids(AssetBase textAsset)
- {
- // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
- string script = Utils.BytesToString(textAsset.Data);
- // m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
- MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
- // m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
- foreach (Match uuidMatch in uuidMatches)
- {
- UUID uuid = new UUID(uuidMatch.Value);
- // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
- AddForInspection(uuid);
- }
- }
- /// <summary>
- /// Record the uuids referenced by the given wearable asset
- /// </summary>
- /// <param name="assetBase"></param>
- private void RecordWearableAssetUuids(AssetBase assetBase)
- {
- //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
- AssetWearable wearableAsset = new AssetBodypart(assetBase.FullID, assetBase.Data);
- wearableAsset.Decode();
- //m_log.DebugFormat(
- // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
- foreach (UUID uuid in wearableAsset.Textures.Values)
- m_gatheredAssetUuids[uuid] = (sbyte)AssetType.Texture;
- }
- /// <summary>
- /// Get all the asset uuids associated with a given object. This includes both those directly associated with
- /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
- /// within this object).
- /// </summary>
- /// <param name="sceneObjectAsset"></param>
- private void RecordSceneObjectAssetUuids(AssetBase sceneObjectAsset)
- {
- string xml = Utils.BytesToString(sceneObjectAsset.Data);
- CoalescedSceneObjects coa;
- if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
- {
- foreach (SceneObjectGroup sog in coa.Objects)
- AddForInspection(sog);
- }
- else
- {
- SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
- if (null != sog)
- AddForInspection(sog);
- }
- }
- /// <summary>
- /// Get the asset uuid associated with a gesture
- /// </summary>
- /// <param name="gestureAsset"></param>
- private void RecordGestureAssetUuids(AssetBase gestureAsset)
- {
- using (MemoryStream ms = new MemoryStream(gestureAsset.Data))
- using (StreamReader sr = new StreamReader(ms))
- {
- sr.ReadLine(); // Unknown (Version?)
- sr.ReadLine(); // Unknown
- sr.ReadLine(); // Unknown
- sr.ReadLine(); // Name
- sr.ReadLine(); // Comment ?
- int count = Convert.ToInt32(sr.ReadLine()); // Item count
- for (int i = 0 ; i < count ; i++)
- {
- string type = sr.ReadLine();
- if (type == null)
- break;
- string name = sr.ReadLine();
- if (name == null)
- break;
- string id = sr.ReadLine();
- if (id == null)
- break;
- string unknown = sr.ReadLine();
- if (unknown == null)
- break;
- // If it can be parsed as a UUID, it is an asset ID
- UUID uuid;
- if (UUID.TryParse(id, out uuid))
- m_gatheredAssetUuids[uuid] = (sbyte)AssetType.Animation; // the asset is either an Animation or a Sound, but this distinction isn't important
- }
- }
- }
- /// <summary>
- /// Get the asset uuid's referenced in a material.
- /// </summary>
- private void RecordMaterialAssetUuids(AssetBase materialAsset)
- {
- OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data);
- UUID normMap = mat["NormMap"].AsUUID();
- if (normMap != UUID.Zero)
- m_gatheredAssetUuids[normMap] = (sbyte)AssetType.Texture;
- UUID specMap = mat["SpecMap"].AsUUID();
- if (specMap != UUID.Zero)
- m_gatheredAssetUuids[specMap] = (sbyte)AssetType.Texture;
- }
- }
- public class IteratingHGUuidGatherer : IteratingUuidGatherer
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected string m_assetServerURL;
- public IteratingHGUuidGatherer(IAssetService assetService, string assetServerURL, IDictionary<UUID, sbyte> collector)
- : base(assetService, collector)
- {
- m_assetServerURL = assetServerURL;
- if (!m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("="))
- m_assetServerURL = m_assetServerURL + "/";
- }
- protected override AssetBase GetAsset(UUID uuid)
- {
- if (string.Empty == m_assetServerURL)
- return base.GetAsset(uuid);
- else
- return FetchAsset(uuid);
- }
- public AssetBase FetchAsset(UUID assetID)
- {
- // Test if it's already here
- AssetBase asset = m_assetService.Get(assetID.ToString());
- if (asset == null)
- {
- // It's not, so fetch it from abroad
- asset = m_assetService.Get(m_assetServerURL + assetID.ToString());
- if (asset != null)
- m_log.DebugFormat("[HGUUIDGatherer]: Copied asset {0} from {1} to local asset server", assetID, m_assetServerURL);
- else
- m_log.DebugFormat("[HGUUIDGatherer]: Failed to fetch asset {0} from {1}", assetID, m_assetServerURL);
- }
- //else
- // m_log.DebugFormat("[HGUUIDGatherer]: Asset {0} from {1} was already here", assetID, m_assetServerURL);
- return asset;
- }
- }
- }
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