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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.Collections.Generic;
using System.Reflection;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Communications.Clients;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
//using HyperGrid.Framework;
//using OpenSim.Region.Communications.Hypergrid;
namespace OpenSim.Region.Framework.Scenes.Hypergrid
{
public class HGAssetMapper
{
#region Fields
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// This maps between inventory server urls and inventory server clients
// private Dictionary<string, InventoryClient> m_inventoryServers = new Dictionary<string, InventoryClient>();
private Scene m_scene;
private IHyperAssetService m_hyper;
IHyperAssetService HyperlinkAssets
{
get
{
if (m_hyper == null)
m_hyper = m_scene.RequestModuleInterface<IHyperAssetService>();
return m_hyper;
}
}
#endregion
#region Constructor
public HGAssetMapper(Scene scene)
{
m_scene = scene;
}
#endregion
#region Internal functions
// private string UserAssetURL(UUID userID)
// {
// CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
// if (uinfo != null)
// return (uinfo.UserProfile.UserAssetURI == "") ? null : uinfo.UserProfile.UserAssetURI;
// return null;
// }
// private string UserInventoryURL(UUID userID)
// {
// CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
// if (uinfo != null)
// return (uinfo.UserProfile.UserInventoryURI == "") ? null : uinfo.UserProfile.UserInventoryURI;
// return null;
// }
public AssetBase FetchAsset(string url, UUID assetID)
{
AssetBase asset = m_scene.AssetService.Get(url + "/" + assetID.ToString());
if (asset != null)
{
m_log.DebugFormat("[HGScene]: Copied asset {0} from {1} to local asset server. ", asset.ID, url);
return asset;
}
return null;
}
public bool PostAsset(string url, AssetBase asset)
{
if (asset != null)
{
// See long comment in AssetCache.AddAsset
if (!asset.Temporary || asset.Local)
{
// We need to copy the asset into a new asset, because
// we need to set its ID to be URL+UUID, so that the
// HGAssetService dispatches it to the remote grid.
// It's not pretty, but the best that can be done while
// not having a global naming infrastructure
AssetBase asset1 = new AssetBase();
Copy(asset, asset1);
try
{
asset1.ID = url + "/" + asset.ID;
}
catch
{
m_log.Warn("[HGScene]: Oops.");
}
m_scene.AssetService.Store(asset1);
m_log.DebugFormat("[HGScene]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
}
return true;
}
else
m_log.Warn("[HGScene]: Tried to post asset to remote server, but asset not in local cache.");
return false;
}
private void Copy(AssetBase from, AssetBase to)
{
to.Data = from.Data;
to.Description = from.Description;
to.FullID = from.FullID;
to.ID = from.ID;
to.Local = from.Local;
to.Name = from.Name;
to.Temporary = from.Temporary;
to.Type = from.Type;
}
// TODO: unused
// private void Dump(Dictionary<UUID, bool> lst)
// {
// m_log.Debug("XXX -------- UUID DUMP ------- XXX");
// foreach (KeyValuePair<UUID, bool> kvp in lst)
// m_log.Debug(" >> " + kvp.Key + " (texture? " + kvp.Value + ")");
// m_log.Debug("XXX -------- UUID DUMP ------- XXX");
// }
#endregion
#region Public interface
public void Get(UUID assetID, UUID ownerID)
{
// Get the item from the remote asset server onto the local AssetCache
// and place an entry in m_assetMap
string userAssetURL = HyperlinkAssets.GetUserAssetServer(ownerID);
if ((userAssetURL != string.Empty) && (userAssetURL != HyperlinkAssets.GetSimAssetServer()))
{
m_log.Debug("[HGScene]: Fetching object " + assetID + " from asset server " + userAssetURL);
AssetBase asset = FetchAsset(userAssetURL, assetID);
if (asset != null)
{
// OK, now fetch the inside.
Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
foreach (UUID uuid in ids.Keys)
FetchAsset(userAssetURL, uuid);
m_log.DebugFormat("[HGScene]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL);
}
else
m_log.Warn("[HGScene]: Could not fetch asset from remote asset server " + userAssetURL);
}
else
m_log.Debug("[HGScene]: user's asset server is the local region's asset server");
}
//public InventoryItemBase Get(InventoryItemBase item, UUID rootFolder, CachedUserInfo userInfo)
//{
// InventoryClient invCli = null;
// string inventoryURL = UserInventoryURL(item.Owner);
// if (!m_inventoryServers.TryGetValue(inventoryURL, out invCli))
// {
// m_log.Debug("[HGScene]: Starting new InventorytClient for " + inventoryURL);
// invCli = new InventoryClient(inventoryURL);
// m_inventoryServers.Add(inventoryURL, invCli);
// }
// item = invCli.GetInventoryItem(item);
// if (item != null)
// {
// // Change the folder, stick it in root folder, all items flattened out here in this region cache
// item.Folder = rootFolder;
// //userInfo.AddItem(item); don't use this, it calls back to the inventory server
// lock (userInfo.RootFolder.Items)
// {
// userInfo.RootFolder.Items[item.ID] = item;
// }
// }
// return item;
//}
public void Post(UUID assetID, UUID ownerID)
{
// Post the item from the local AssetCache onto the remote asset server
// and place an entry in m_assetMap
string userAssetURL = HyperlinkAssets.GetUserAssetServer(ownerID);
if ((userAssetURL != string.Empty) && (userAssetURL != HyperlinkAssets.GetSimAssetServer()))
{
m_log.Debug("[HGScene]: Posting object " + assetID + " to asset server " + userAssetURL);
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset != null)
{
Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
foreach (UUID uuid in ids.Keys)
{
asset = m_scene.AssetService.Get(uuid.ToString());
if (asset == null)
m_log.DebugFormat("[HGScene]: Could not find asset {0}", uuid);
else
PostAsset(userAssetURL, asset);
}
// maybe all pieces got there...
m_log.DebugFormat("[HGScene]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL);
}
else
m_log.DebugFormat("[HGScene]: Something wrong with asset {0}, it could not be found", assetID);
}
else
m_log.Debug("[HGScene]: user's asset server is local region's asset server");
}
#endregion
}
}
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