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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.Xml;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Serialization;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Region.CoreModules.World.Archiver
- {
- /// <summary>
- /// Dearchives assets
- /// </summary>
- public class AssetsDearchiver
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// Store for asset data we received before we get the metadata
- /// </summary>
- protected Dictionary<string, byte[]> m_assetDataAwaitingMetadata = new();
- /// <summary>
- /// Asset metadata. Is null if asset metadata isn't yet available.
- /// </summary>
- protected Dictionary<string, AssetMetadata> m_metadata;
- /// <summary>
- /// Cache to which dearchived assets will be added
- /// </summary>
- protected IAssetService m_cache;
- public AssetsDearchiver(IAssetService cache)
- {
- m_cache = cache;
- }
- /// <summary>
- /// Add asset data to the dearchiver
- /// </summary>
- /// <param name="assetFilename"></param>
- /// <param name="data"></param>
- public void AddAssetData(string assetFilename, byte[] data)
- {
- if (null == m_metadata)
- {
- m_assetDataAwaitingMetadata[assetFilename] = data;
- }
- else
- {
- ResolveAssetData(assetFilename, data);
- }
- }
- /// <summary>
- /// Add asset metadata xml
- /// </summary>
- /// <param name="xml"></param>
- public void AddAssetMetadata(string xml)
- {
- m_metadata = new Dictionary<string, AssetMetadata>();
- StringReader sr = new(xml);
- XmlTextReader reader = new(sr)
- {
- DtdProcessing = DtdProcessing.Ignore
- };
- reader.ReadStartElement("assets");
- reader.Read();
- while (reader.Name.Equals("asset"))
- {
- reader.Read();
- AssetMetadata metadata = new();
- string filename = reader.ReadElementString("filename");
- m_log.Debug($"[DEARCHIVER]: Reading node {filename}");
- metadata.Name = reader.ReadElementString("name");
- metadata.Description = reader.ReadElementString("description");
- metadata.AssetType = Convert.ToSByte(reader.ReadElementString("asset-type"));
- m_metadata[filename] = metadata;
- // Read asset end tag
- reader.ReadEndElement();
- reader.Read();
- }
- m_log.Debug($"[DEARCHIVER]: Resolved {m_metadata.Count} items of asset metadata");
- ResolvePendingAssetData();
- }
- /// <summary>
- /// Resolve asset data that we collected before receiving the metadata
- /// </summary>
- protected void ResolvePendingAssetData()
- {
- foreach (string filename in m_assetDataAwaitingMetadata.Keys)
- {
- ResolveAssetData(filename, m_assetDataAwaitingMetadata[filename]);
- }
- }
- /// <summary>
- /// Resolve a new piece of asset data against stored metadata
- /// </summary>
- /// <param name="assetFilename"></param>
- /// <param name="data"></param>
- protected void ResolveAssetData(string assetPath, byte[] data)
- {
- // Right now we're nastily obtaining the UUID from the filename
- string filename = assetPath[ArchiveConstants.ASSETS_PATH.Length..];
- if (m_metadata.ContainsKey(filename))
- {
- AssetMetadata metadata = m_metadata[filename];
- if (ArchiveConstants.ASSET_TYPE_TO_EXTENSION.TryGetValue(metadata.AssetType, out string extension))
- {
- filename = filename.Remove(filename.Length - extension.Length);
- }
- m_log.Debug($"[ARCHIVER]: Importing asset {filename}");
- AssetBase asset = new(new UUID(filename), metadata.Name, metadata.AssetType, UUID.ZeroString)
- {
- Description = metadata.Description,
- Data = data
- };
- m_cache.Store(asset);
- }
- else
- {
- m_log.Error(
- $"[DEARCHIVER]: Tried to dearchive data with filename {assetPath} without any corresponding metadata");
- }
- }
- /// <summary>
- /// Metadata for an asset
- /// </summary>
- protected struct AssetMetadata
- {
- public string Name;
- public string Description;
- public sbyte AssetType;
- }
- }
- }
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