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/*
* 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.IO;
using System.Reflection;
using System.Collections.Generic;
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
{
// Viewer's notion of the default texture
private List<UUID> defaultIDs = new List<UUID> {
new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
};
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we
/// are performing a delayed update.
/// </summary>
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;
private byte[] m_oldData = null;
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;
}
/// <summary>
/// Process transfer data received from the client.
/// </summary>
/// <param name="xferID"></param>
/// <param name="packetID"></param>
/// <param name="data"></param>
/// <returns>True if the transfer is complete, false otherwise or if the xferID was not valid</returns>
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;
}
/// <summary>
/// Initialise asset transfer from the client
/// </summary>
/// <param name="xferID"></param>
/// <param name="packetID"></param>
/// <param name="data"></param>
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;
}
}
}
/// <summary>
/// Store the asset for the given item.
/// </summary>
/// <param name="item"></param>
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)
{
ValidateAssets();
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();
m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
item.ID, item.AssetID);
if (m_Scene.AddInventoryItem(item))
ourClient.SendInventoryItemCreateUpdate(item, callbackID);
else
ourClient.SendAlertMessage("Unable to create inventory item");
}
private void ValidateAssets()
{
if (m_asset.Type == (sbyte)AssetType.Clothing ||
m_asset.Type == (sbyte)AssetType.Bodypart)
{
string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
string[] lines = content.Split(new char[] {'\n'});
List<string> validated = new List<string>();
Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
int textures = 0;
foreach (string line in lines)
{
try
{
if (line.StartsWith("textures "))
{
textures = Convert.ToInt32(line.Substring(9));
validated.Add(line);
}
else if (textures > 0)
{
string[] parts = line.Split(new char[] {' '});
UUID tx = new UUID(parts[1]);
int id = Convert.ToInt32(parts[0]);
if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
(allowed.ContainsKey(id) && allowed[id] == tx))
{
validated.Add(parts[0] + " " + tx.ToString());
}
else
{
int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
if ((perms & full) != full)
{
m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
validated.Add(parts[0] + " " + UUID.Zero.ToString());
}
else
{
validated.Add(line);
}
}
textures--;
}
else
{
validated.Add(line);
}
}
catch
{
// If it's malformed, skip it
}
}
string final = String.Join("\n", validated.ToArray());
m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
}
}
/// <summary>
/// Get the asset data uploaded in this transfer.
/// </summary>
/// <returns>null if the asset has not finished uploading</returns>
public AssetBase GetAssetData()
{
if (m_finished)
{
ValidateAssets();
return m_asset;
}
return null;
}
public void SetOldData(byte[] d)
{
m_oldData = d;
}
private Dictionary<int,UUID> ExtractTexturesFromOldData()
{
Dictionary<int,UUID> result = new Dictionary<int,UUID>();
if (m_oldData == null)
return result;
string content = System.Text.Encoding.ASCII.GetString(m_oldData);
string[] lines = content.Split(new char[] {'\n'});
int textures = 0;
foreach (string line in lines)
{
try
{
if (line.StartsWith("textures "))
{
textures = Convert.ToInt32(line.Substring(9));
}
else if (textures > 0)
{
string[] parts = line.Split(new char[] {' '});
UUID tx = new UUID(parts[1]);
int id = Convert.ToInt32(parts[0]);
result[id] = tx;
textures--;
}
}
catch
{
// If it's malformed, skip it
}
}
return result;
}
}
}
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