diff options
author | Dr Scofield | 2009-02-06 16:55:34 +0000 |
---|---|---|
committer | Dr Scofield | 2009-02-06 16:55:34 +0000 |
commit | 9b66108081a8c8cf79faaa6c541554091c40850e (patch) | |
tree | 095a232ae5a9de3a9244bcd34da08294f61eeea5 /OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs | |
parent | * removed superfluous constants class (diff) | |
download | opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.zip opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.gz opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.bz2 opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.xz |
This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs | 376 |
1 files changed, 376 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs b/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs new file mode 100644 index 0000000..bd9c260 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs | |||
@@ -0,0 +1,376 @@ | |||
1 | /** | ||
2 | * Copyright (c) 2008, Contributors. All rights reserved. | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without modification, | ||
6 | * are permitted provided that the following conditions are met: | ||
7 | * | ||
8 | * * Redistributions of source code must retain the above copyright notice, | ||
9 | * this list of conditions and the following disclaimer. | ||
10 | * * Redistributions in binary form must reproduce the above copyright notice, | ||
11 | * this list of conditions and the following disclaimer in the documentation | ||
12 | * and/or other materials provided with the distribution. | ||
13 | * * Neither the name of the Organizations nor the names of Individual | ||
14 | * Contributors may be used to endorse or promote products derived from | ||
15 | * this software without specific prior written permission. | ||
16 | * | ||
17 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | ||
18 | * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES | ||
19 | * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL | ||
20 | * THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | ||
21 | * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE | ||
22 | * GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED | ||
23 | * AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING | ||
24 | * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED | ||
25 | * OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | * | ||
27 | */ | ||
28 | |||
29 | using System; | ||
30 | using System.Collections; | ||
31 | using System.Collections.Generic; | ||
32 | using System.Reflection; | ||
33 | using System.Threading; | ||
34 | |||
35 | using log4net; | ||
36 | using Nini.Config; | ||
37 | using OpenMetaverse; | ||
38 | |||
39 | using OpenSim.Framework; | ||
40 | using OpenSim.Framework.Communications; | ||
41 | using OpenSim.Framework.Communications.Cache; | ||
42 | using OpenSim.Framework.Servers; | ||
43 | // using OpenSim.Region.Environment; | ||
44 | using OpenSim.Region.Framework.Scenes; | ||
45 | |||
46 | //using HyperGrid.Framework; | ||
47 | //using OpenSim.Region.Communications.Hypergrid; | ||
48 | |||
49 | namespace OpenSim.Region.Framework.Scenes.Hypergrid | ||
50 | { | ||
51 | public class HGAssetMapper | ||
52 | { | ||
53 | #region Fields | ||
54 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
55 | |||
56 | // This maps between asset server URLs and asset server clients | ||
57 | private Dictionary<string, GridAssetClient> m_assetServers = new Dictionary<string, GridAssetClient>(); | ||
58 | |||
59 | // This maps between asset UUIDs and asset servers | ||
60 | private Dictionary<UUID, GridAssetClient> m_assetMap = new Dictionary<UUID, GridAssetClient>(); | ||
61 | |||
62 | private Scene m_scene; | ||
63 | #endregion | ||
64 | |||
65 | #region Constructor | ||
66 | |||
67 | public HGAssetMapper(Scene scene) | ||
68 | { | ||
69 | m_scene = scene; | ||
70 | } | ||
71 | |||
72 | #endregion | ||
73 | |||
74 | #region Internal functions | ||
75 | |||
76 | private string UserAssetURL(UUID userID) | ||
77 | { | ||
78 | CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID); | ||
79 | if (uinfo != null) | ||
80 | return (uinfo.UserProfile.UserAssetURI == "") ? null : uinfo.UserProfile.UserAssetURI; | ||
81 | return null; | ||
82 | } | ||
83 | |||
84 | private bool IsLocalUser(UUID userID) | ||
85 | { | ||
86 | CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID); | ||
87 | |||
88 | if (uinfo != null) | ||
89 | { | ||
90 | if (HGNetworkServersInfo.Singleton.IsLocalUser(uinfo.UserProfile)) | ||
91 | { | ||
92 | m_log.Debug("[HGScene]: Home user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName); | ||
93 | return true; | ||
94 | } | ||
95 | } | ||
96 | |||
97 | m_log.Debug("[HGScene]: Foreign user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName); | ||
98 | return false; | ||
99 | } | ||
100 | |||
101 | private bool IsInAssetMap(UUID uuid) | ||
102 | { | ||
103 | return m_assetMap.ContainsKey(uuid); | ||
104 | } | ||
105 | |||
106 | private bool FetchAsset(GridAssetClient asscli, UUID assetID, bool isTexture) | ||
107 | { | ||
108 | // I'm not going over 3 seconds since this will be blocking processing of all the other inbound | ||
109 | // packets from the client. | ||
110 | int pollPeriod = 200; | ||
111 | int maxPolls = 15; | ||
112 | |||
113 | AssetBase asset; | ||
114 | |||
115 | // Maybe it came late, and it's already here. Check first. | ||
116 | if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset)) | ||
117 | { | ||
118 | m_log.Debug("[HGScene]: Asset already in asset cache. " + assetID); | ||
119 | return true; | ||
120 | } | ||
121 | |||
122 | |||
123 | asscli.RequestAsset(assetID, isTexture); | ||
124 | |||
125 | do | ||
126 | { | ||
127 | Thread.Sleep(pollPeriod); | ||
128 | |||
129 | if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset) && (asset != null)) | ||
130 | { | ||
131 | m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Metadata.Name + " " + assetID); | ||
132 | // I think I need to store it in the asset DB too. | ||
133 | // For now, let me just do it for textures and scripts | ||
134 | if (((AssetType)asset.Metadata.Type == AssetType.Texture) || | ||
135 | ((AssetType)asset.Metadata.Type == AssetType.LSLBytecode) || | ||
136 | ((AssetType)asset.Metadata.Type == AssetType.LSLText)) | ||
137 | { | ||
138 | AssetBase asset1 = new AssetBase(); | ||
139 | Copy(asset, asset1); | ||
140 | m_scene.AssetCache.AssetServer.StoreAsset(asset1); | ||
141 | } | ||
142 | return true; | ||
143 | } | ||
144 | } while (--maxPolls > 0); | ||
145 | |||
146 | m_log.WarnFormat("[HGScene]: {0} {1} was not received before the retrieval timeout was reached", | ||
147 | isTexture ? "texture" : "asset", assetID.ToString()); | ||
148 | |||
149 | return false; | ||
150 | } | ||
151 | |||
152 | private bool PostAsset(GridAssetClient asscli, UUID assetID) | ||
153 | { | ||
154 | AssetBase asset1; | ||
155 | m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset1); | ||
156 | |||
157 | if (asset1 != null) | ||
158 | { | ||
159 | // See long comment in AssetCache.AddAsset | ||
160 | if (!asset1.Metadata.Temporary || asset1.Metadata.Local) | ||
161 | { | ||
162 | // The asset cache returns instances of subclasses of AssetBase: | ||
163 | // TextureImage or AssetInfo. So in passing them to the remote | ||
164 | // server we first need to convert this to instances of AssetBase, | ||
165 | // which is the serializable class for assets. | ||
166 | AssetBase asset = new AssetBase(); | ||
167 | Copy(asset1, asset); | ||
168 | |||
169 | asscli.StoreAsset(asset); | ||
170 | } | ||
171 | return true; | ||
172 | } | ||
173 | else | ||
174 | m_log.Warn("[HGScene]: Tried to post asset to remote server, but asset not in local cache."); | ||
175 | |||
176 | return false; | ||
177 | } | ||
178 | |||
179 | private void Copy(AssetBase from, AssetBase to) | ||
180 | { | ||
181 | to.Data = from.Data; | ||
182 | to.Metadata.Description = from.Metadata.Description; | ||
183 | to.Metadata.FullID = from.Metadata.FullID; | ||
184 | to.Metadata.ID = from.Metadata.ID; | ||
185 | to.Metadata.Local = from.Metadata.Local; | ||
186 | to.Metadata.Name = from.Metadata.Name; | ||
187 | to.Metadata.Temporary = from.Metadata.Temporary; | ||
188 | to.Metadata.Type = from.Metadata.Type; | ||
189 | |||
190 | } | ||
191 | |||
192 | private void _guardedAdd(Dictionary<UUID, bool> lst, UUID obj, bool val) | ||
193 | { | ||
194 | if (!lst.ContainsKey(obj)) | ||
195 | lst.Add(obj, val); | ||
196 | } | ||
197 | |||
198 | private void SniffTextureUUIDs(Dictionary<UUID, bool> uuids, SceneObjectGroup sog) | ||
199 | { | ||
200 | try | ||
201 | { | ||
202 | _guardedAdd(uuids, sog.RootPart.Shape.Textures.DefaultTexture.TextureID, true); | ||
203 | } | ||
204 | catch (Exception) { } | ||
205 | |||
206 | foreach (Primitive.TextureEntryFace tface in sog.RootPart.Shape.Textures.FaceTextures) | ||
207 | { | ||
208 | try | ||
209 | { | ||
210 | _guardedAdd(uuids, tface.TextureID, true); | ||
211 | } | ||
212 | catch (Exception) { } | ||
213 | } | ||
214 | |||
215 | foreach (SceneObjectPart sop in sog.Children.Values) | ||
216 | { | ||
217 | try | ||
218 | { | ||
219 | _guardedAdd(uuids, sop.Shape.Textures.DefaultTexture.TextureID, true); | ||
220 | } | ||
221 | catch (Exception) { } | ||
222 | foreach (Primitive.TextureEntryFace tface in sop.Shape.Textures.FaceTextures) | ||
223 | { | ||
224 | try | ||
225 | { | ||
226 | _guardedAdd(uuids, tface.TextureID, true); | ||
227 | } | ||
228 | catch (Exception) { } | ||
229 | } | ||
230 | } | ||
231 | } | ||
232 | |||
233 | private void SniffTaskInventoryUUIDs(Dictionary<UUID, bool> uuids, SceneObjectGroup sog) | ||
234 | { | ||
235 | TaskInventoryDictionary tinv = sog.RootPart.TaskInventory; | ||
236 | |||
237 | foreach (TaskInventoryItem titem in tinv.Values) | ||
238 | { | ||
239 | uuids.Add(titem.AssetID, (InventoryType)titem.Type == InventoryType.Texture); | ||
240 | } | ||
241 | } | ||
242 | |||
243 | private Dictionary<UUID, bool> SniffUUIDs(AssetBase asset) | ||
244 | { | ||
245 | Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>(); | ||
246 | if ((asset != null) && ((AssetType)asset.Metadata.Type == AssetType.Object)) | ||
247 | { | ||
248 | string ass_str = Utils.BytesToString(asset.Data); | ||
249 | SceneObjectGroup sog = new SceneObjectGroup(ass_str, true); | ||
250 | |||
251 | SniffTextureUUIDs(uuids, sog); | ||
252 | |||
253 | // We need to sniff further... | ||
254 | SniffTaskInventoryUUIDs(uuids, sog); | ||
255 | |||
256 | } | ||
257 | |||
258 | return uuids; | ||
259 | } | ||
260 | |||
261 | private Dictionary<UUID, bool> SniffUUIDs(UUID assetID) | ||
262 | { | ||
263 | //Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>(); | ||
264 | |||
265 | AssetBase asset; | ||
266 | m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset); | ||
267 | |||
268 | return SniffUUIDs(asset); | ||
269 | } | ||
270 | |||
271 | private void Dump(Dictionary<UUID, bool> lst) | ||
272 | { | ||
273 | m_log.Debug("XXX -------- UUID DUMP ------- XXX"); | ||
274 | foreach (KeyValuePair<UUID, bool> kvp in lst) | ||
275 | m_log.Debug(" >> " + kvp.Key + " (texture? " + kvp.Value + ")"); | ||
276 | m_log.Debug("XXX -------- UUID DUMP ------- XXX"); | ||
277 | } | ||
278 | |||
279 | #endregion | ||
280 | |||
281 | |||
282 | #region Public interface | ||
283 | |||
284 | public void Get(UUID itemID, UUID ownerID) | ||
285 | { | ||
286 | if (!IsInAssetMap(itemID) && !IsLocalUser(ownerID)) | ||
287 | { | ||
288 | // Get the item from the remote asset server onto the local AssetCache | ||
289 | // and place an entry in m_assetMap | ||
290 | |||
291 | GridAssetClient asscli = null; | ||
292 | string userAssetURL = UserAssetURL(ownerID); | ||
293 | if (userAssetURL != null) | ||
294 | { | ||
295 | m_assetServers.TryGetValue(userAssetURL, out asscli); | ||
296 | if (asscli == null) | ||
297 | { | ||
298 | m_log.Debug("[HGScene]: Starting new GridAssetClient for " + userAssetURL); | ||
299 | asscli = new GridAssetClient(userAssetURL); | ||
300 | asscli.SetReceiver(m_scene.CommsManager.AssetCache); // Straight to the asset cache! | ||
301 | m_assetServers.Add(userAssetURL, asscli); | ||
302 | } | ||
303 | |||
304 | m_log.Debug("[HGScene]: Fetching object " + itemID + " to asset server " + userAssetURL); | ||
305 | bool success = FetchAsset(asscli, itemID, false); // asscli.RequestAsset(item.ItemID, false); | ||
306 | |||
307 | // OK, now fetch the inside. | ||
308 | Dictionary<UUID, bool> ids = SniffUUIDs(itemID); | ||
309 | Dump(ids); | ||
310 | foreach (KeyValuePair<UUID, bool> kvp in ids) | ||
311 | FetchAsset(asscli, kvp.Key, kvp.Value); | ||
312 | |||
313 | |||
314 | if (success) | ||
315 | { | ||
316 | m_log.Debug("[HGScene]: Successfully fetched item from remote asset server " + userAssetURL); | ||
317 | m_assetMap.Add(itemID, asscli); | ||
318 | } | ||
319 | else | ||
320 | m_log.Warn("[HGScene]: Could not fetch asset from remote asset server " + userAssetURL); | ||
321 | } | ||
322 | else | ||
323 | m_log.Warn("[HGScene]: Unable to locate foreign user's asset server"); | ||
324 | } | ||
325 | } | ||
326 | |||
327 | public void Post(UUID itemID, UUID ownerID) | ||
328 | { | ||
329 | if (!IsLocalUser(ownerID)) | ||
330 | { | ||
331 | // Post the item from the local AssetCache ontp the remote asset server | ||
332 | // and place an entry in m_assetMap | ||
333 | |||
334 | GridAssetClient asscli = null; | ||
335 | string userAssetURL = UserAssetURL(ownerID); | ||
336 | if (userAssetURL != null) | ||
337 | { | ||
338 | m_assetServers.TryGetValue(userAssetURL, out asscli); | ||
339 | if (asscli == null) | ||
340 | { | ||
341 | m_log.Debug("[HGScene]: Starting new GridAssetClient for " + userAssetURL); | ||
342 | asscli = new GridAssetClient(userAssetURL); | ||
343 | asscli.SetReceiver(m_scene.CommsManager.AssetCache); // Straight to the asset cache! | ||
344 | m_assetServers.Add(userAssetURL, asscli); | ||
345 | } | ||
346 | m_log.Debug("[HGScene]: Posting object " + itemID + " to asset server " + userAssetURL); | ||
347 | bool success = PostAsset(asscli, itemID); | ||
348 | |||
349 | // Now the inside | ||
350 | Dictionary<UUID, bool> ids = SniffUUIDs(itemID); | ||
351 | Dump(ids); | ||
352 | foreach (KeyValuePair<UUID, bool> kvp in ids) | ||
353 | PostAsset(asscli, kvp.Key); | ||
354 | |||
355 | if (success) | ||
356 | { | ||
357 | m_log.Debug("[HGScene]: Successfully posted item to remote asset server " + userAssetURL); | ||
358 | if (!m_assetMap.ContainsKey(itemID)) | ||
359 | m_assetMap.Add(itemID, asscli); | ||
360 | } | ||
361 | else | ||
362 | m_log.Warn("[HGScene]: Could not post asset to remote asset server " + userAssetURL); | ||
363 | |||
364 | //if (!m_assetMap.ContainsKey(itemID)) | ||
365 | // m_assetMap.Add(itemID, asscli); | ||
366 | } | ||
367 | else | ||
368 | m_log.Warn("[HGScene]: Unable to locate foreign user's asset server"); | ||
369 | |||
370 | } | ||
371 | } | ||
372 | |||
373 | #endregion | ||
374 | |||
375 | } | ||
376 | } | ||