aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs264
1 files changed, 0 insertions, 264 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs b/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs
deleted file mode 100644
index fdda150..0000000
--- a/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs
+++ /dev/null
@@ -1,264 +0,0 @@
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
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Threading;
32using log4net;
33using OpenMetaverse;
34using OpenSim.Framework;
35
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Services.Interfaces;
39
40//using HyperGrid.Framework;
41//using OpenSim.Region.Communications.Hypergrid;
42
43namespace OpenSim.Region.Framework.Scenes.Hypergrid
44{
45 public class HGAssetMapper
46 {
47 #region Fields
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49
50 // This maps between inventory server urls and inventory server clients
51// private Dictionary<string, InventoryClient> m_inventoryServers = new Dictionary<string, InventoryClient>();
52
53 private Scene m_scene;
54
55 private IHyperAssetService m_hyper;
56 IHyperAssetService HyperlinkAssets
57 {
58 get
59 {
60 if (m_hyper == null)
61 m_hyper = m_scene.RequestModuleInterface<IHyperAssetService>();
62 return m_hyper;
63 }
64 }
65
66 #endregion
67
68 #region Constructor
69
70 public HGAssetMapper(Scene scene)
71 {
72 m_scene = scene;
73 }
74
75 #endregion
76
77 #region Internal functions
78
79// private string UserAssetURL(UUID userID)
80// {
81// CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
82// if (uinfo != null)
83// return (uinfo.UserProfile.UserAssetURI == "") ? null : uinfo.UserProfile.UserAssetURI;
84// return null;
85// }
86
87// private string UserInventoryURL(UUID userID)
88// {
89// CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
90// if (uinfo != null)
91// return (uinfo.UserProfile.UserInventoryURI == "") ? null : uinfo.UserProfile.UserInventoryURI;
92// return null;
93// }
94
95
96 public AssetBase FetchAsset(string url, UUID assetID)
97 {
98 AssetBase asset = m_scene.AssetService.Get(url + "/" + assetID.ToString());
99
100 if (asset != null)
101 {
102 m_log.DebugFormat("[HGScene]: Copied asset {0} from {1} to local asset server. ", asset.ID, url);
103 return asset;
104 }
105 return null;
106 }
107
108 public bool PostAsset(string url, AssetBase asset)
109 {
110 if (asset != null)
111 {
112 // See long comment in AssetCache.AddAsset
113 if (!asset.Temporary || asset.Local)
114 {
115 // We need to copy the asset into a new asset, because
116 // we need to set its ID to be URL+UUID, so that the
117 // HGAssetService dispatches it to the remote grid.
118 // It's not pretty, but the best that can be done while
119 // not having a global naming infrastructure
120 AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type);
121 Copy(asset, asset1);
122 try
123 {
124 asset1.ID = url + "/" + asset.ID;
125 }
126 catch
127 {
128 m_log.Warn("[HGScene]: Oops.");
129 }
130
131 m_scene.AssetService.Store(asset1);
132 m_log.DebugFormat("[HGScene]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
133 }
134 return true;
135 }
136 else
137 m_log.Warn("[HGScene]: Tried to post asset to remote server, but asset not in local cache.");
138
139 return false;
140 }
141
142 private void Copy(AssetBase from, AssetBase to)
143 {
144 to.Data = from.Data;
145 to.Description = from.Description;
146 to.FullID = from.FullID;
147 to.ID = from.ID;
148 to.Local = from.Local;
149 to.Name = from.Name;
150 to.Temporary = from.Temporary;
151 to.Type = from.Type;
152
153 }
154
155 // TODO: unused
156 // private void Dump(Dictionary<UUID, bool> lst)
157 // {
158 // m_log.Debug("XXX -------- UUID DUMP ------- XXX");
159 // foreach (KeyValuePair<UUID, bool> kvp in lst)
160 // m_log.Debug(" >> " + kvp.Key + " (texture? " + kvp.Value + ")");
161 // m_log.Debug("XXX -------- UUID DUMP ------- XXX");
162 // }
163
164 #endregion
165
166
167 #region Public interface
168
169 public void Get(UUID assetID, UUID ownerID)
170 {
171 // Get the item from the remote asset server onto the local AssetCache
172 // and place an entry in m_assetMap
173
174 string userAssetURL = HyperlinkAssets.GetUserAssetServer(ownerID);
175 if ((userAssetURL != string.Empty) && (userAssetURL != HyperlinkAssets.GetSimAssetServer()))
176 {
177 m_log.Debug("[HGScene]: Fetching object " + assetID + " from asset server " + userAssetURL);
178 AssetBase asset = FetchAsset(userAssetURL, assetID);
179
180 if (asset != null)
181 {
182 // OK, now fetch the inside.
183 Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
184 HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
185 uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
186 foreach (UUID uuid in ids.Keys)
187 FetchAsset(userAssetURL, uuid);
188
189 m_log.DebugFormat("[HGScene]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL);
190
191 }
192 else
193 m_log.Warn("[HGScene]: Could not fetch asset from remote asset server " + userAssetURL);
194 }
195 else
196 m_log.Debug("[HGScene]: user's asset server is the local region's asset server");
197 }
198
199 //public InventoryItemBase Get(InventoryItemBase item, UUID rootFolder, CachedUserInfo userInfo)
200 //{
201 // InventoryClient invCli = null;
202 // string inventoryURL = UserInventoryURL(item.Owner);
203 // if (!m_inventoryServers.TryGetValue(inventoryURL, out invCli))
204 // {
205 // m_log.Debug("[HGScene]: Starting new InventorytClient for " + inventoryURL);
206 // invCli = new InventoryClient(inventoryURL);
207 // m_inventoryServers.Add(inventoryURL, invCli);
208 // }
209
210 // item = invCli.GetInventoryItem(item);
211 // if (item != null)
212 // {
213 // // Change the folder, stick it in root folder, all items flattened out here in this region cache
214 // item.Folder = rootFolder;
215 // //userInfo.AddItem(item); don't use this, it calls back to the inventory server
216 // lock (userInfo.RootFolder.Items)
217 // {
218 // userInfo.RootFolder.Items[item.ID] = item;
219 // }
220
221 // }
222 // return item;
223 //}
224
225 public void Post(UUID assetID, UUID ownerID)
226 {
227 // Post the item from the local AssetCache onto the remote asset server
228 // and place an entry in m_assetMap
229
230 string userAssetURL = HyperlinkAssets.GetUserAssetServer(ownerID);
231 if ((userAssetURL != string.Empty) && (userAssetURL != HyperlinkAssets.GetSimAssetServer()))
232 {
233 m_log.Debug("[HGScene]: Posting object " + assetID + " to asset server " + userAssetURL);
234 AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
235 if (asset != null)
236 {
237 Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
238 HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
239 uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
240 foreach (UUID uuid in ids.Keys)
241 {
242 asset = m_scene.AssetService.Get(uuid.ToString());
243 if (asset == null)
244 m_log.DebugFormat("[HGScene]: Could not find asset {0}", uuid);
245 else
246 PostAsset(userAssetURL, asset);
247 }
248
249 // maybe all pieces got there...
250 m_log.DebugFormat("[HGScene]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL);
251
252 }
253 else
254 m_log.DebugFormat("[HGScene]: Something wrong with asset {0}, it could not be found", assetID);
255 }
256 else
257 m_log.Debug("[HGScene]: user's asset server is local region's asset server");
258
259 }
260
261 #endregion
262
263 }
264}