1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
|
/**
* Copyright (c) 2008, Contributors. All rights reserved.
* 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 Organizations nor the names of Individual
* Contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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 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 asset server URLs and asset server clients
private Dictionary<string, GridAssetClient> m_assetServers = new Dictionary<string, GridAssetClient>();
// This maps between asset UUIDs and asset servers
private Dictionary<UUID, GridAssetClient> m_assetMap = new Dictionary<UUID, GridAssetClient>();
private Scene m_scene;
#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 bool IsLocalUser(UUID userID)
{
CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
if (uinfo != null)
{
if (HGNetworkServersInfo.Singleton.IsLocalUser(uinfo.UserProfile))
{
m_log.Debug("[HGScene]: Home user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName);
return true;
}
}
m_log.Debug("[HGScene]: Foreign user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName);
return false;
}
private bool IsInAssetMap(UUID uuid)
{
return m_assetMap.ContainsKey(uuid);
}
private bool FetchAsset(GridAssetClient asscli, UUID assetID, bool isTexture)
{
// I'm not going over 3 seconds since this will be blocking processing of all the other inbound
// packets from the client.
int pollPeriod = 200;
int maxPolls = 15;
AssetBase asset;
// Maybe it came late, and it's already here. Check first.
if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset))
{
m_log.Debug("[HGScene]: Asset already in asset cache. " + assetID);
return true;
}
asscli.RequestAsset(assetID, isTexture);
do
{
Thread.Sleep(pollPeriod);
if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset) && (asset != null))
{
m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Metadata.Name + " " + assetID);
// I think I need to store it in the asset DB too.
// For now, let me just do it for textures and scripts
if (((AssetType)asset.Metadata.Type == AssetType.Texture) ||
((AssetType)asset.Metadata.Type == AssetType.LSLBytecode) ||
((AssetType)asset.Metadata.Type == AssetType.LSLText))
{
AssetBase asset1 = new AssetBase();
Copy(asset, asset1);
m_scene.CommsManager.AssetCache.AssetServer.StoreAsset(asset1);
}
return true;
}
} while (--maxPolls > 0);
m_log.WarnFormat("[HGScene]: {0} {1} was not received before the retrieval timeout was reached",
isTexture ? "texture" : "asset", assetID.ToString());
return false;
}
private bool PostAsset(GridAssetClient asscli, UUID assetID)
{
AssetBase asset1;
m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset1);
if (asset1 != null)
{
// See long comment in AssetCache.AddAsset
if (!asset1.Metadata.Temporary || asset1.Metadata.Local)
{
// The asset cache returns instances of subclasses of AssetBase:
// TextureImage or AssetInfo. So in passing them to the remote
// server we first need to convert this to instances of AssetBase,
// which is the serializable class for assets.
AssetBase asset = new AssetBase();
Copy(asset1, asset);
asscli.StoreAsset(asset);
}
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.Metadata.Description = from.Metadata.Description;
to.Metadata.FullID = from.Metadata.FullID;
to.Metadata.ID = from.Metadata.ID;
to.Metadata.Local = from.Metadata.Local;
to.Metadata.Name = from.Metadata.Name;
to.Metadata.Temporary = from.Metadata.Temporary;
to.Metadata.Type = from.Metadata.Type;
}
private void _guardedAdd(Dictionary<UUID, bool> lst, UUID obj, bool val)
{
if (!lst.ContainsKey(obj))
lst.Add(obj, val);
}
private void SniffTextureUUIDs(Dictionary<UUID, bool> uuids, SceneObjectGroup sog)
{
try
{
_guardedAdd(uuids, sog.RootPart.Shape.Textures.DefaultTexture.TextureID, true);
}
catch (Exception) { }
foreach (Primitive.TextureEntryFace tface in sog.RootPart.Shape.Textures.FaceTextures)
{
try
{
_guardedAdd(uuids, tface.TextureID, true);
}
catch (Exception) { }
}
foreach (SceneObjectPart sop in sog.Children.Values)
{
try
{
_guardedAdd(uuids, sop.Shape.Textures.DefaultTexture.TextureID, true);
}
catch (Exception) { }
foreach (Primitive.TextureEntryFace tface in sop.Shape.Textures.FaceTextures)
{
try
{
_guardedAdd(uuids, tface.TextureID, true);
}
catch (Exception) { }
}
}
}
private void SniffTaskInventoryUUIDs(Dictionary<UUID, bool> uuids, SceneObjectGroup sog)
{
TaskInventoryDictionary tinv = sog.RootPart.TaskInventory;
foreach (TaskInventoryItem titem in tinv.Values)
{
uuids.Add(titem.AssetID, (InventoryType)titem.Type == InventoryType.Texture);
}
}
private Dictionary<UUID, bool> SniffUUIDs(AssetBase asset)
{
Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>();
if ((asset != null) && ((AssetType)asset.Metadata.Type == AssetType.Object))
{
string ass_str = Utils.BytesToString(asset.Data);
SceneObjectGroup sog = new SceneObjectGroup(ass_str, true);
SniffTextureUUIDs(uuids, sog);
// We need to sniff further...
SniffTaskInventoryUUIDs(uuids, sog);
}
return uuids;
}
private Dictionary<UUID, bool> SniffUUIDs(UUID assetID)
{
//Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>();
AssetBase asset;
m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset);
return SniffUUIDs(asset);
}
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 itemID, UUID ownerID)
{
if (!IsInAssetMap(itemID) && !IsLocalUser(ownerID))
{
// Get the item from the remote asset server onto the local AssetCache
// and place an entry in m_assetMap
GridAssetClient asscli = null;
string userAssetURL = UserAssetURL(ownerID);
if (userAssetURL != null)
{
m_assetServers.TryGetValue(userAssetURL, out asscli);
if (asscli == null)
{
m_log.Debug("[HGScene]: Starting new GridAssetClient for " + userAssetURL);
asscli = new GridAssetClient(userAssetURL);
asscli.SetReceiver(m_scene.CommsManager.AssetCache); // Straight to the asset cache!
m_assetServers.Add(userAssetURL, asscli);
}
m_log.Debug("[HGScene]: Fetching object " + itemID + " to asset server " + userAssetURL);
bool success = FetchAsset(asscli, itemID, false); // asscli.RequestAsset(item.ItemID, false);
// OK, now fetch the inside.
Dictionary<UUID, bool> ids = SniffUUIDs(itemID);
Dump(ids);
foreach (KeyValuePair<UUID, bool> kvp in ids)
FetchAsset(asscli, kvp.Key, kvp.Value);
if (success)
{
m_log.Debug("[HGScene]: Successfully fetched item from remote asset server " + userAssetURL);
m_assetMap.Add(itemID, asscli);
}
else
m_log.Warn("[HGScene]: Could not fetch asset from remote asset server " + userAssetURL);
}
else
m_log.Warn("[HGScene]: Unable to locate foreign user's asset server");
}
}
public void Post(UUID itemID, UUID ownerID)
{
if (!IsLocalUser(ownerID))
{
// Post the item from the local AssetCache ontp the remote asset server
// and place an entry in m_assetMap
GridAssetClient asscli = null;
string userAssetURL = UserAssetURL(ownerID);
if (userAssetURL != null)
{
m_assetServers.TryGetValue(userAssetURL, out asscli);
if (asscli == null)
{
m_log.Debug("[HGScene]: Starting new GridAssetClient for " + userAssetURL);
asscli = new GridAssetClient(userAssetURL);
asscli.SetReceiver(m_scene.CommsManager.AssetCache); // Straight to the asset cache!
m_assetServers.Add(userAssetURL, asscli);
}
m_log.Debug("[HGScene]: Posting object " + itemID + " to asset server " + userAssetURL);
bool success = PostAsset(asscli, itemID);
// Now the inside
Dictionary<UUID, bool> ids = SniffUUIDs(itemID);
Dump(ids);
foreach (KeyValuePair<UUID, bool> kvp in ids)
PostAsset(asscli, kvp.Key);
if (success)
{
m_log.Debug("[HGScene]: Successfully posted item to remote asset server " + userAssetURL);
if (!m_assetMap.ContainsKey(itemID))
m_assetMap.Add(itemID, asscli);
}
else
m_log.Warn("[HGScene]: Could not post asset to remote asset server " + userAssetURL);
//if (!m_assetMap.ContainsKey(itemID))
// m_assetMap.Add(itemID, asscli);
}
else
m_log.Warn("[HGScene]: Unable to locate foreign user's asset server");
}
}
#endregion
}
}
|