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- /**
- * Copyright (c) 2008, Contributors. All rights reserved.
- * 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 Organizations nor the names of Individual
- * Contributors may be used to endorse or promote products derived from
- * this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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;
- using System.Collections.Generic;
- using System.Reflection;
- using System.Threading;
- using log4net;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Framework.Servers;
- using OpenSim.Region.Environment;
- using OpenSim.Region.Environment.Scenes;
- //using HyperGrid.Framework;
- //using OpenSim.Region.Communications.Hypergrid;
- namespace OpenSim.Region.Environment.Scenes.Hypergrid
- {
- public class HGAssetMapper
- {
- #region Fields
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- // This maps between asset server URLs and asset server clients
- private Dictionary<string, GridAssetClient> m_assetServers = new Dictionary<string, GridAssetClient>();
- // This maps between asset UUIDs and asset servers
- private Dictionary<UUID, GridAssetClient> m_assetMap = new Dictionary<UUID, GridAssetClient>();
- private Scene m_scene;
- #endregion
- #region Constructor
- public HGAssetMapper(Scene scene)
- {
- m_scene = scene;
- }
- #endregion
- #region Internal functions
- private string UserAssetURL(UUID userID)
- {
- CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
- if (uinfo != null)
- return (uinfo.UserProfile.UserAssetURI == "") ? null : uinfo.UserProfile.UserAssetURI;
- return null;
- }
- private bool IsLocalUser(UUID userID)
- {
- CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
- if (uinfo != null)
- {
- if (HGNetworkServersInfo.Singleton.IsLocalUser(uinfo.UserProfile))
- {
- m_log.Debug("[HGScene]: Home user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName);
- return true;
- }
- }
- m_log.Debug("[HGScene]: Foreign user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName);
- return false;
- }
- private bool IsInAssetMap(UUID uuid)
- {
- return m_assetMap.ContainsKey(uuid);
- }
- private bool FetchAsset(GridAssetClient asscli, UUID assetID, bool isTexture)
- {
- // I'm not going over 3 seconds since this will be blocking processing of all the other inbound
- // packets from the client.
- int pollPeriod = 200;
- int maxPolls = 15;
- AssetBase asset;
- // Maybe it came late, and it's already here. Check first.
- if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset))
- {
- m_log.Debug("[HGScene]: Asset already in asset cache. " + assetID);
- return true;
- }
- asscli.RequestAsset(assetID, isTexture);
- do
- {
- Thread.Sleep(pollPeriod);
- if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset) && (asset != null))
- {
- m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Name + " " + assetID);
- // I think I need to store it in the asset DB too.
- // For now, let me just do it for textures and scripts
- if (((AssetType)asset.Type == AssetType.Texture) ||
- ((AssetType)asset.Type == AssetType.LSLBytecode) ||
- ((AssetType)asset.Type == AssetType.LSLText))
- {
- AssetBase asset1 = new AssetBase();
- Copy(asset, asset1);
- m_scene.AssetCache.AssetServer.StoreAsset(asset1);
- }
- return true;
- }
- } while (--maxPolls > 0);
- m_log.WarnFormat("[HGScene]: {0} {1} was not received before the retrieval timeout was reached",
- isTexture ? "texture" : "asset", assetID.ToString());
- return false;
- }
- private bool PostAsset(GridAssetClient asscli, UUID assetID)
- {
- AssetBase asset1;
- m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset1);
- if (asset1 != null)
- {
- // See long comment in AssetCache.AddAsset
- if (!asset1.Temporary || asset1.Local)
- {
- // The asset cache returns instances of subclasses of AssetBase:
- // TextureImage or AssetInfo. So in passing them to the remote
- // server we first need to convert this to instances of AssetBase,
- // which is the serializable class for assets.
- AssetBase asset = new AssetBase();
- Copy(asset1, asset);
- asscli.StoreAsset(asset);
- }
- return true;
- }
- else
- m_log.Warn("[HGScene]: Tried to post asset to remote server, but asset not in local cache.");
- return false;
- }
- private void Copy(AssetBase from, AssetBase to)
- {
- to.Data = from.Data;
- to.Description = from.Description;
- to.FullID = from.FullID;
- to.ID = from.ID;
- to.Local = from.Local;
- to.Name = from.Name;
- to.Temporary = from.Temporary;
- to.Type = from.Type;
-
- }
- private void _guardedAdd(Dictionary<UUID, bool> lst, UUID obj, bool val)
- {
- if (!lst.ContainsKey(obj))
- lst.Add(obj, val);
- }
- private void SniffTextureUUIDs(Dictionary<UUID, bool> uuids, SceneObjectGroup sog)
- {
- try
- {
- _guardedAdd(uuids, sog.RootPart.Shape.Textures.DefaultTexture.TextureID, true);
- }
- catch (Exception) { }
- foreach (Primitive.TextureEntryFace tface in sog.RootPart.Shape.Textures.FaceTextures)
- {
- try
- {
- _guardedAdd(uuids, tface.TextureID, true);
- }
- catch (Exception) { }
- }
- foreach (SceneObjectPart sop in sog.Children.Values)
- {
- try
- {
- _guardedAdd(uuids, sop.Shape.Textures.DefaultTexture.TextureID, true);
- }
- catch (Exception) { }
- foreach (Primitive.TextureEntryFace tface in sop.Shape.Textures.FaceTextures)
- {
- try
- {
- _guardedAdd(uuids, tface.TextureID, true);
- }
- catch (Exception) { }
- }
- }
- }
- private void SniffTaskInventoryUUIDs(Dictionary<UUID, bool> uuids, SceneObjectGroup sog)
- {
- TaskInventoryDictionary tinv = sog.RootPart.TaskInventory;
- foreach (TaskInventoryItem titem in tinv.Values)
- {
- uuids.Add(titem.AssetID, (InventoryType)titem.Type == InventoryType.Texture);
- }
- }
- private Dictionary<UUID, bool> SniffUUIDs(AssetBase asset)
- {
- Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>();
- if ((asset != null) && ((AssetType)asset.Type == AssetType.Object))
- {
- string ass_str = Utils.BytesToString(asset.Data);
- SceneObjectGroup sog = new SceneObjectGroup(ass_str, true);
- SniffTextureUUIDs(uuids, sog);
- // We need to sniff further...
- SniffTaskInventoryUUIDs(uuids, sog);
- }
- return uuids;
- }
- private Dictionary<UUID, bool> SniffUUIDs(UUID assetID)
- {
- //Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>();
- AssetBase asset;
- m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset);
- return SniffUUIDs(asset);
- }
- private void Dump(Dictionary<UUID, bool> lst)
- {
- m_log.Debug("XXX -------- UUID DUMP ------- XXX");
- foreach (KeyValuePair<UUID, bool> kvp in lst)
- m_log.Debug(" >> " + kvp.Key + " (texture? " + kvp.Value + ")");
- m_log.Debug("XXX -------- UUID DUMP ------- XXX");
- }
- #endregion
- #region Public interface
- public void Get(UUID itemID, UUID ownerID)
- {
- if (!IsInAssetMap(itemID) && !IsLocalUser(ownerID))
- {
- // Get the item from the remote asset server onto the local AssetCache
- // and place an entry in m_assetMap
- GridAssetClient asscli = null;
- string userAssetURL = UserAssetURL(ownerID);
- if (userAssetURL != null)
- {
- m_assetServers.TryGetValue(userAssetURL, out asscli);
- if (asscli == null)
- {
- m_log.Debug("[HGScene]: Starting new GridAssetClient for " + userAssetURL);
- asscli = new GridAssetClient(userAssetURL);
- asscli.SetReceiver(m_scene.CommsManager.AssetCache); // Straight to the asset cache!
- m_assetServers.Add(userAssetURL, asscli);
- }
- m_log.Debug("[HGScene]: Fetching object " + itemID + " to asset server " + userAssetURL);
- bool success = FetchAsset(asscli, itemID, false); // asscli.RequestAsset(item.ItemID, false);
- // OK, now fetch the inside.
- Dictionary<UUID, bool> ids = SniffUUIDs(itemID);
- Dump(ids);
- foreach (KeyValuePair<UUID, bool> kvp in ids)
- FetchAsset(asscli, kvp.Key, kvp.Value);
- if (success)
- {
- m_log.Debug("[HGScene]: Successfully fetched item from remote asset server " + userAssetURL);
- m_assetMap.Add(itemID, asscli);
- }
- else
- m_log.Warn("[HGScene]: Could not fetch asset from remote asset server " + userAssetURL);
- }
- else
- m_log.Warn("[HGScene]: Unable to locate foreign user's asset server");
- }
- }
- public void Post(UUID itemID, UUID ownerID)
- {
- if (!IsLocalUser(ownerID))
- {
- // Post the item from the local AssetCache ontp the remote asset server
- // and place an entry in m_assetMap
- GridAssetClient asscli = null;
- string userAssetURL = UserAssetURL(ownerID);
- if (userAssetURL != null)
- {
- m_assetServers.TryGetValue(userAssetURL, out asscli);
- if (asscli == null)
- {
- m_log.Debug("[HGScene]: Starting new GridAssetClient for " + userAssetURL);
- asscli = new GridAssetClient(userAssetURL);
- asscli.SetReceiver(m_scene.CommsManager.AssetCache); // Straight to the asset cache!
- m_assetServers.Add(userAssetURL, asscli);
- }
- m_log.Debug("[HGScene]: Posting object " + itemID + " to asset server " + userAssetURL);
- bool success = PostAsset(asscli, itemID);
- // Now the inside
- Dictionary<UUID, bool> ids = SniffUUIDs(itemID);
- Dump(ids);
- foreach (KeyValuePair<UUID, bool> kvp in ids)
- PostAsset(asscli, kvp.Key);
- if (success)
- {
- m_log.Debug("[HGScene]: Successfully posted item to remote asset server " + userAssetURL);
- m_assetMap.Add(itemID, asscli);
- }
- else
- m_log.Warn("[HGScene]: Could not post asset to remote asset server " + userAssetURL);
- //if (!m_assetMap.ContainsKey(itemID))
- // m_assetMap.Add(itemID, asscli);
- }
- else
- m_log.Warn("[HGScene]: Unable to locate foreign user's asset server");
- }
- }
- #endregion
- }
- }
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