/* * 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.IO; using System.Reflection; using System.Text.RegularExpressions; using System.Threading; using log4net; using OpenMetaverse; using OpenMetaverse.Assets; 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); protected IAssetService m_assetService; // /// // /// 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. // /// // private AssetBase m_requestedObjectAsset; // // /// // /// Signal whether we are currently waiting for the asset service to deliver an asset. // /// // private bool m_waitingForObjectAsset; public UuidGatherer(IAssetService assetCache) { m_assetService = 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) { try { assetUuids[assetUuid] = assetType; if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) { GetWearableAssetUuids(assetUuid, assetUuids); } else if (AssetType.Gesture == assetType) { GetGestureAssetUuids(assetUuid, assetUuids); } else if (AssetType.Notecard == assetType) { GetTextEmbeddedAssetUuids(assetUuid, assetUuids); } else if (AssetType.LSLText == assetType) { GetTextEmbeddedAssetUuids(assetUuid, assetUuids); } else if (AssetType.Object == assetType) { GetSceneObjectAssetUuids(assetUuid, assetUuids); } } catch (Exception) { m_log.ErrorFormat( "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}", assetUuid, assetType); throw; } } /// /// 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); SceneObjectPart[] parts = sceneObject.Parts; for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; // m_log.DebugFormat( // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); try { Primitive.TextureEntry textureEntry = part.Shape.Textures; if (textureEntry != null) { // Get the prim's default texture. This will be used for faces which don't have their own texture if (textureEntry.DefaultTexture != null) assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture; if (textureEntry.FaceTextures != null) { // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture) foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) { if (texture != null) assetUuids[texture.TextureID] = AssetType.Texture; } } } // If the prim is a sculpt then preserve this information too if (part.Shape.SculptTexture != UUID.Zero) assetUuids[part.Shape.SculptTexture] = AssetType.Texture; 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 {0} asset type {1} in {2} {3}", // tii.Name, tii.Type, part.Name, part.UUID); if (!assetUuids.ContainsKey(tii.AssetID)) GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); } } catch (Exception e) { m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e); m_log.DebugFormat( "[UUID 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. // /// // private void AssetReceived(string id, Object sender, AssetBase asset) // { // lock (this) // { // m_requestedObjectAsset = asset; // m_waitingForObjectAsset = false; // Monitor.Pulse(this); // } // } /// /// 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) { return m_assetService.Get(uuid.ToString()); // XXX: Switching to do this synchronously where the call was async before but we always waited for it // to complete anyway! // 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 private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary assetUuids) { // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); AssetBase embeddingAsset = GetAsset(embeddingAssetId); if (null != embeddingAsset) { string script = Utils.BytesToString(embeddingAsset.Data); // m_log.DebugFormat("[ARCHIVER]: Script {0}", script); MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script); // m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count); foreach (Match uuidMatch in uuidMatches) { UUID uuid = new UUID(uuidMatch.Value); // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); // Assume AssetIDs embedded are textures. assetUuids[uuid] = AssetType.Texture; } } } /// /// Record the uuids referenced by the given wearable asset /// /// /// Dictionary in which to record the references private 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) { assetUuids[uuid] = AssetType.Texture; } } } /// /// 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). /// /// /// private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids) { AssetBase objectAsset = GetAsset(sceneObjectUuid); if (null != objectAsset) { string xml = Utils.BytesToString(objectAsset.Data); CoalescedSceneObjects coa; if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa)) { foreach (SceneObjectGroup sog in coa.Objects) GatherAssetUuids(sog, assetUuids); } else { SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml); if (null != sog) GatherAssetUuids(sog, assetUuids); } } } /// /// Get the asset uuid associated with a gesture /// /// /// private void GetGestureAssetUuids(UUID gestureUuid, IDictionary assetUuids) { AssetBase assetBase = GetAsset(gestureUuid); if (null == assetBase) return; MemoryStream ms = new MemoryStream(assetBase.Data); StreamReader sr = new StreamReader(ms); sr.ReadLine(); // Unknown (Version?) sr.ReadLine(); // Unknown sr.ReadLine(); // Unknown sr.ReadLine(); // Name sr.ReadLine(); // Comment ? int count = Convert.ToInt32(sr.ReadLine()); // Item count for (int i = 0 ; i < count ; i++) { string type = sr.ReadLine(); if (type == null) break; string name = sr.ReadLine(); if (name == null) break; string id = sr.ReadLine(); if (id == null) break; string unknown = sr.ReadLine(); if (unknown == null) break; // If it can be parsed as a UUID, it is an asset ID UUID uuid; if (UUID.TryParse(id, out uuid)) assetUuids[uuid] = AssetType.Animation; } } } public class HGUuidGatherer : UuidGatherer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected string m_assetServerURL; public HGUuidGatherer(IAssetService assetService, string assetServerURL) : base(assetService) { m_assetServerURL = assetServerURL; if (!m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("=")) m_assetServerURL = m_assetServerURL + "/"; } protected override AssetBase GetAsset(UUID uuid) { if (string.Empty == m_assetServerURL) return base.GetAsset(uuid); else return FetchAsset(uuid); } public AssetBase FetchAsset(UUID assetID) { // Test if it's already here AssetBase asset = m_assetService.Get(assetID.ToString()); if (asset == null) { // It's not, so fetch it from abroad asset = m_assetService.Get(m_assetServerURL + assetID.ToString()); if (asset != null) m_log.DebugFormat("[HGUUIDGatherer]: Copied asset {0} from {1} to local asset server", assetID, m_assetServerURL); else m_log.DebugFormat("[HGUUIDGatherer]: Failed to fetch asset {0} from {1}", assetID, m_assetServerURL); } //else // m_log.DebugFormat("[HGUUIDGatherer]: Asset {0} from {1} was already here", assetID, m_assetServerURL); return asset; } } }