/* * 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.Reflection; using System.Text.RegularExpressions; using System.Threading; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Services.Interfaces; namespace OpenSim.Region.Framework.Scenes { /// /// Gather uuids for a given entity. /// /// /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be /// retrieved to work out which assets it references). public class UuidGatherer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Asset cache used for gathering assets /// protected IAssetService m_assetCache; /// /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate /// asset was found by the asset service. /// protected AssetBase m_requestedObjectAsset; /// /// Signal whether we are currently waiting for the asset service to deliver an asset. /// protected bool m_waitingForObjectAsset; public UuidGatherer(IAssetService assetCache) { m_assetCache = assetCache; } /// /// Gather all the asset uuids associated with the asset referenced by a given uuid /// /// /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// /// The uuid of the asset for which to gather referenced assets /// The type of the asset for the uuid given /// The assets gathered public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary assetUuids) { assetUuids[assetUuid] = 1; if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) { GetWearableAssetUuids(assetUuid, assetUuids); } else if (AssetType.LSLText == assetType) { GetScriptAssetUuids(assetUuid, assetUuids); } else if (AssetType.Object == assetType) { GetSceneObjectAssetUuids(assetUuid, assetUuids); } } /// /// Gather all the asset uuids associated with a given object. /// /// /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// /// The scene object for which to gather assets /// The assets gathered public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids) { // m_log.DebugFormat( // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); foreach (SceneObjectPart part in sceneObject.GetParts()) { //m_log.DebugFormat( // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); try { Primitive.TextureEntry textureEntry = part.Shape.Textures; // Get the prim's default texture. This will be used for faces which don't have their own texture assetUuids[textureEntry.DefaultTexture.TextureID] = 1; // XXX: Not a great way to iterate through face textures, but there's no // other method available to tell how many faces there actually are //int i = 0; foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) { if (texture != null) { //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); assetUuids[texture.TextureID] = 1; } } // If the prim is a sculpt then preserve this information too if (part.Shape.SculptTexture != UUID.Zero) assetUuids[part.Shape.SculptTexture] = 1; TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); // Now analyze this prim's inventory items to preserve all the uuids that they reference foreach (TaskInventoryItem tii in taskDictionary.Values) { //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); if (!assetUuids.ContainsKey(tii.AssetID)) GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); } } catch (Exception e) { m_log.ErrorFormat("[ASSET GATHERER]: Failed to get part - {0}", e); m_log.DebugFormat("[ASSET GATHERER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length); } } } /// /// The callback made when we request the asset for an object from the asset service. /// protected void AssetRequestCallback(UUID assetID, AssetBase asset) { lock (this) { m_requestedObjectAsset = asset; m_waitingForObjectAsset = false; Monitor.Pulse(this); } } protected void AssetReceived(string id, Object sender, AssetBase asset) { AssetRequestCallback(asset.FullID, asset); } /// /// Get an asset synchronously, potentially using an asynchronous callback. If the /// asynchronous callback is used, we will wait for it to complete. /// /// /// protected virtual AssetBase GetAsset(UUID uuid) { m_waitingForObjectAsset = true; m_assetCache.Get(uuid.ToString(), this, AssetReceived); // The asset cache callback can either // // 1. Complete on the same thread (if the asset is already in the cache) or // 2. Come in via a different thread (if we need to go fetch it). // // The code below handles both these alternatives. lock (this) { if (m_waitingForObjectAsset) { Monitor.Wait(this); m_waitingForObjectAsset = false; } } return m_requestedObjectAsset; } /// /// Record the asset uuids embedded within the given script. /// /// /// Dictionary in which to record the references protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary assetUuids) { AssetBase scriptAsset = GetAsset(scriptUuid); if (null != scriptAsset) { string script = Utils.BytesToString(scriptAsset.Data); //m_log.DebugFormat("[ARCHIVER]: Script {0}", script); MatchCollection uuidMatches = Util.UUIDPattern.Matches(script); //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count); foreach (Match uuidMatch in uuidMatches) { UUID uuid = new UUID(uuidMatch.Value); //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); assetUuids[uuid] = 1; } } } /// /// Record the uuids referenced by the given wearable asset /// /// /// Dictionary in which to record the references protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary assetUuids) { AssetBase assetBase = GetAsset(wearableAssetUuid); if (null != assetBase) { //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data); wearableAsset.Decode(); //m_log.DebugFormat( // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); foreach (UUID uuid in wearableAsset.Textures.Values) { //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); assetUuids[uuid] = 1; } } } /// /// Get all the asset uuids associated with a given object. This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// /// /// protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids) { AssetBase objectAsset = GetAsset(sceneObjectUuid); if (null != objectAsset) { string xml = Utils.BytesToString(objectAsset.Data); SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml); GatherAssetUuids(sog, assetUuids); } } } }