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* notice, this list of conditions and the following disclaimer in the
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* 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
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*/
using System;
using System.IO;
using System.Reflection;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
{
public class AssetXferUploader
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we
/// are performing a delayed update.
///
AgentAssetTransactions m_transactions;
private AssetBase m_asset;
private UUID InventFolder = UUID.Zero;
private sbyte invType = 0;
private bool m_createItem = false;
private uint m_createItemCallback = 0;
private bool m_updateItem = false;
private InventoryItemBase m_updateItemData;
private string m_description = String.Empty;
private bool m_dumpAssetToFile;
private bool m_finished = false;
private string m_name = String.Empty;
private bool m_storeLocal;
private uint nextPerm = 0;
private IClientAPI ourClient;
private UUID TransactionID = UUID.Zero;
private sbyte type = 0;
private byte wearableType = 0;
public ulong XferID;
private Scene m_Scene;
public AssetXferUploader(AgentAssetTransactions transactions, Scene scene, UUID assetID, bool dumpAssetToFile)
{
m_transactions = transactions;
m_Scene = scene;
m_asset = new AssetBase() { FullID = assetID };
m_dumpAssetToFile = dumpAssetToFile;
}
///
/// Process transfer data received from the client.
///
///
///
///
/// True if the transfer is complete, false otherwise or if the xferID was not valid
public bool HandleXferPacket(ulong xferID, uint packetID, byte[] data)
{
// m_log.DebugFormat(
// "[ASSET XFER UPLOADER]: Received packet {0} for xfer {1} (data length {2})",
// packetID, xferID, data.Length);
if (XferID == xferID)
{
if (m_asset.Data.Length > 1)
{
byte[] destinationArray = new byte[m_asset.Data.Length + data.Length];
Array.Copy(m_asset.Data, 0, destinationArray, 0, m_asset.Data.Length);
Array.Copy(data, 0, destinationArray, m_asset.Data.Length, data.Length);
m_asset.Data = destinationArray;
}
else
{
byte[] buffer2 = new byte[data.Length - 4];
Array.Copy(data, 4, buffer2, 0, data.Length - 4);
m_asset.Data = buffer2;
}
ourClient.SendConfirmXfer(xferID, packetID);
if ((packetID & 0x80000000) != 0)
{
SendCompleteMessage();
return true;
}
}
return false;
}
///
/// Initialise asset transfer from the client
///
///
///
///
public void Initialise(IClientAPI remoteClient, UUID assetID,
UUID transaction, sbyte type, byte[] data, bool storeLocal,
bool tempFile)
{
// m_log.DebugFormat(
// "[ASSET XFER UPLOADER]: Initialised xfer from {0}, asset {1}, transaction {2}, type {3}, storeLocal {4}, tempFile {5}, already received data length {6}",
// remoteClient.Name, assetID, transaction, type, storeLocal, tempFile, data.Length);
ourClient = remoteClient;
m_asset.Name = "blank";
m_asset.Description = "empty";
m_asset.Type = type;
m_asset.CreatorID = remoteClient.AgentId.ToString();
m_asset.Data = data;
m_asset.Local = storeLocal;
m_asset.Temporary = tempFile;
TransactionID = transaction;
m_storeLocal = storeLocal;
if (m_asset.Data.Length > 2)
{
SendCompleteMessage();
}
else
{
RequestStartXfer();
}
}
protected void RequestStartXfer()
{
XferID = Util.GetNextXferID();
// m_log.DebugFormat(
// "[ASSET XFER UPLOADER]: Requesting Xfer of asset {0}, type {1}, transfer id {2} from {3}",
// m_asset.FullID, m_asset.Type, XferID, ourClient.Name);
ourClient.SendXferRequest(XferID, m_asset.Type, m_asset.FullID, 0, new byte[0]);
}
protected void SendCompleteMessage()
{
ourClient.SendAssetUploadCompleteMessage(m_asset.Type, true,
m_asset.FullID);
// We must lock in order to avoid a race with a separate thread dealing with an inventory item or create
// message from other client UDP.
lock (this)
{
m_finished = true;
if (m_createItem)
{
DoCreateItem(m_createItemCallback);
}
else if (m_updateItem)
{
StoreAssetForItemUpdate(m_updateItemData);
// Remove ourselves from the list of transactions if completion was delayed until the transaction
// was complete.
// TODO: Should probably do the same for create item.
m_transactions.RemoveXferUploader(TransactionID);
}
else if (m_storeLocal)
{
m_Scene.AssetService.Store(m_asset);
}
}
m_log.DebugFormat(
"[ASSET XFER UPLOADER]: Uploaded asset {0} for transaction {1}",
m_asset.FullID, TransactionID);
if (m_dumpAssetToFile)
{
DateTime now = DateTime.Now;
string filename =
String.Format("{6}_{7}_{0:d2}{1:d2}{2:d2}_{3:d2}{4:d2}{5:d2}.dat",
now.Year, now.Month, now.Day, now.Hour, now.Minute,
now.Second, m_asset.Name, m_asset.Type);
SaveAssetToFile(filename, m_asset.Data);
}
}
private void SaveAssetToFile(string filename, byte[] data)
{
string assetPath = "UserAssets";
if (!Directory.Exists(assetPath))
{
Directory.CreateDirectory(assetPath);
}
FileStream fs = File.Create(Path.Combine(assetPath, filename));
BinaryWriter bw = new BinaryWriter(fs);
bw.Write(data);
bw.Close();
fs.Close();
}
public void RequestCreateInventoryItem(IClientAPI remoteClient,
UUID transactionID, UUID folderID, uint callbackID,
string description, string name, sbyte invType,
sbyte type, byte wearableType, uint nextOwnerMask)
{
if (TransactionID == transactionID)
{
InventFolder = folderID;
m_name = name;
m_description = description;
this.type = type;
this.invType = invType;
this.wearableType = wearableType;
nextPerm = nextOwnerMask;
m_asset.Name = name;
m_asset.Description = description;
m_asset.Type = type;
// We must lock to avoid a race with a separate thread uploading the asset.
lock (this)
{
if (m_finished)
{
DoCreateItem(callbackID);
}
else
{
m_createItem = true; //set flag so the inventory item is created when upload is complete
m_createItemCallback = callbackID;
}
}
}
}
public void RequestUpdateInventoryItem(IClientAPI remoteClient, UUID transactionID, InventoryItemBase item)
{
// We must lock to avoid a race with a separate thread uploading the asset.
lock (this)
{
m_asset.Name = item.Name;
m_asset.Description = item.Description;
m_asset.Type = (sbyte)item.AssetType;
// We must always store the item at this point even if the asset hasn't finished uploading, in order
// to avoid a race condition when the appearance module retrieves the item to set the asset id in
// the AvatarAppearance structure.
item.AssetID = m_asset.FullID;
m_Scene.InventoryService.UpdateItem(item);
if (m_finished)
{
StoreAssetForItemUpdate(item);
}
else
{
// m_log.DebugFormat(
// "[ASSET XFER UPLOADER]: Holding update inventory item request {0} for {1} pending completion of asset xfer for transaction {2}",
// item.Name, remoteClient.Name, transactionID);
m_updateItem = true;
m_updateItemData = item;
}
}
}
///
/// Store the asset for the given item.
///
///
private void StoreAssetForItemUpdate(InventoryItemBase item)
{
// m_log.DebugFormat(
// "[ASSET XFER UPLOADER]: Storing asset {0} for earlier item update for {1} for {2}",
// m_asset.FullID, item.Name, ourClient.Name);
m_Scene.AssetService.Store(m_asset);
}
private void DoCreateItem(uint callbackID)
{
m_Scene.AssetService.Store(m_asset);
InventoryItemBase item = new InventoryItemBase();
item.Owner = ourClient.AgentId;
item.CreatorId = ourClient.AgentId.ToString();
item.ID = UUID.Random();
item.AssetID = m_asset.FullID;
item.Description = m_description;
item.Name = m_name;
item.AssetType = type;
item.InvType = invType;
item.Folder = InventFolder;
item.BasePermissions = 0x7fffffff;
item.CurrentPermissions = 0x7fffffff;
item.GroupPermissions=0;
item.EveryOnePermissions=0;
item.NextPermissions = nextPerm;
item.Flags = (uint) wearableType;
item.CreationDate = Util.UnixTimeSinceEpoch();
if (m_Scene.AddInventoryItem(item))
ourClient.SendInventoryItemCreateUpdate(item, callbackID);
else
ourClient.SendAlertMessage("Unable to create inventory item");
}
///
/// Get the asset data uploaded in this transfer.
///
/// null if the asset has not finished uploading
public AssetBase GetAssetData()
{
if (m_finished)
{
return m_asset;
}
return null;
}
}
}