/*
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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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
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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*/
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);
}
}
}
}