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authorJustin Clark-Casey (justincc)2014-10-28 23:00:49 +0000
committerJustin Clark-Casey (justincc)2014-11-25 23:23:09 +0000
commit3a1ce2715a522dcb1971944af17ad10d2263c7ab (patch)
tree910296da502f599c8d019c88fdcea7128eff25be /OpenSim/Region/Framework/Scenes
parentAdd "wearables show" console command. (diff)
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Add "wearables check" console command
This checks that all the wearable assets and any assets for a given logged in avatar exist in the asset service
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs222
1 files changed, 158 insertions, 64 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index d07cc6a..20ff5b5 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -72,6 +72,67 @@ namespace OpenSim.Region.Framework.Scenes
72 { 72 {
73 m_assetService = assetService; 73 m_assetService = assetService;
74 } 74 }
75
76 /// <summary>
77 /// Gather all the asset uuids associated with the asset referenced by a given uuid
78 /// </summary>
79 /// <remarks>
80 /// This includes both those directly associated with
81 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
82 /// within this object).
83 /// This method assumes that the asset type associated with this asset in persistent storage is correct (which
84 /// should always be the case). So with this method we always need to retrieve asset data even if the asset
85 /// is of a type which is known not to reference any other assets
86 /// </remarks>
87 /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
88 /// <param name="assetUuids">The assets gathered</param>
89 public void GatherAssetUuids(UUID assetUuid, IDictionary<UUID, sbyte> assetUuids)
90 {
91 // avoid infinite loops
92 if (assetUuids.ContainsKey(assetUuid))
93 return;
94
95 try
96 {
97 AssetBase assetBase = GetAsset(assetUuid);
98
99 if (null != assetBase)
100 {
101 sbyte assetType = assetBase.Type;
102 assetUuids[assetUuid] = assetType;
103
104 if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
105 {
106 GetWearableAssetUuids(assetBase, assetUuids);
107 }
108 else if ((sbyte)AssetType.Gesture == assetType)
109 {
110 GetGestureAssetUuids(assetBase, assetUuids);
111 }
112 else if ((sbyte)AssetType.Notecard == assetType)
113 {
114 GetTextEmbeddedAssetUuids(assetBase, assetUuids);
115 }
116 else if ((sbyte)AssetType.LSLText == assetType)
117 {
118 GetTextEmbeddedAssetUuids(assetBase, assetUuids);
119 }
120 else if ((sbyte)OpenSimAssetType.Material == assetType)
121 {
122 GetMaterialAssetUuids(assetBase, assetUuids);
123 }
124 else if ((sbyte)AssetType.Object == assetType)
125 {
126 GetSceneObjectAssetUuids(assetBase, assetUuids);
127 }
128 }
129 }
130 catch (Exception)
131 {
132 m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset id {0}", assetUuid);
133 throw;
134 }
135 }
75 136
76 /// <summary> 137 /// <summary>
77 /// Gather all the asset uuids associated with the asset referenced by a given uuid 138 /// Gather all the asset uuids associated with the asset referenced by a given uuid
@@ -246,19 +307,6 @@ namespace OpenSim.Region.Framework.Scenes
246 } 307 }
247 } 308 }
248 309
249// /// <summary>
250// /// The callback made when we request the asset for an object from the asset service.
251// /// </summary>
252// private void AssetReceived(string id, Object sender, AssetBase asset)
253// {
254// lock (this)
255// {
256// m_requestedObjectAsset = asset;
257// m_waitingForObjectAsset = false;
258// Monitor.Pulse(this);
259// }
260// }
261
262 /// <summary> 310 /// <summary>
263 /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps 311 /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
264 /// stored in legacy format in part.DynAttrs 312 /// stored in legacy format in part.DynAttrs
@@ -362,32 +410,42 @@ namespace OpenSim.Region.Framework.Scenes
362 } 410 }
363 411
364 /// <summary> 412 /// <summary>
365 /// Record the asset uuids embedded within the given script. 413 /// Record the asset uuids embedded within the given text (e.g. a script).
366 /// </summary> 414 /// </summary>
367 /// <param name="scriptUuid"></param> 415 /// <param name="textAssetUuid"></param>
368 /// <param name="assetUuids">Dictionary in which to record the references</param> 416 /// <param name="assetUuids">Dictionary in which to record the references</param>
369 private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, sbyte> assetUuids) 417 private void GetTextEmbeddedAssetUuids(UUID textAssetUuid, IDictionary<UUID, sbyte> assetUuids)
370 { 418 {
371// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); 419// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
372 420
373 AssetBase embeddingAsset = GetAsset(embeddingAssetId); 421 AssetBase textAsset = GetAsset(textAssetUuid);
374 422
375 if (null != embeddingAsset) 423 if (null != textAsset)
376 { 424 GetTextEmbeddedAssetUuids(textAsset, assetUuids);
377 string script = Utils.BytesToString(embeddingAsset.Data); 425 }
378// m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
379 MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
380// m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
381 426
382 foreach (Match uuidMatch in uuidMatches) 427 /// <summary>
383 { 428 /// Record the asset uuids embedded within the given text (e.g. a script).
384 UUID uuid = new UUID(uuidMatch.Value); 429 /// </summary>
385// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); 430 /// <param name="textAsset"></param>
431 /// <param name="assetUuids">Dictionary in which to record the references</param>
432 private void GetTextEmbeddedAssetUuids(AssetBase textAsset, IDictionary<UUID, sbyte> assetUuids)
433 {
434 // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
386 435
387 // Embedded asset references (if not false positives) could be for many types of asset, so we will 436 string script = Utils.BytesToString(textAsset.Data);
388 // label these as unknown. 437 // m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
389 assetUuids[uuid] = (sbyte)AssetType.Unknown; 438 MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
390 } 439 // m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
440
441 foreach (Match uuidMatch in uuidMatches)
442 {
443 UUID uuid = new UUID(uuidMatch.Value);
444 // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
445
446 // Embedded asset references (if not false positives) could be for many types of asset, so we will
447 // label these as unknown.
448 assetUuids[uuid] = (sbyte)AssetType.Unknown;
391 } 449 }
392 } 450 }
393 451
@@ -401,18 +459,26 @@ namespace OpenSim.Region.Framework.Scenes
401 AssetBase assetBase = GetAsset(wearableAssetUuid); 459 AssetBase assetBase = GetAsset(wearableAssetUuid);
402 460
403 if (null != assetBase) 461 if (null != assetBase)
462 GetWearableAssetUuids(assetBase, assetUuids);
463 }
464
465 /// <summary>
466 /// Record the uuids referenced by the given wearable asset
467 /// </summary>
468 /// <param name="assetBase"></param>
469 /// <param name="assetUuids">Dictionary in which to record the references</param>
470 private void GetWearableAssetUuids(AssetBase assetBase, IDictionary<UUID, sbyte> assetUuids)
471 {
472 //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
473 AssetWearable wearableAsset = new AssetBodypart(assetBase.FullID, assetBase.Data);
474 wearableAsset.Decode();
475
476 //m_log.DebugFormat(
477 // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
478
479 foreach (UUID uuid in wearableAsset.Textures.Values)
404 { 480 {
405 //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); 481 assetUuids[uuid] = (sbyte)AssetType.Texture;
406 AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
407 wearableAsset.Decode();
408
409 //m_log.DebugFormat(
410 // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
411
412 foreach (UUID uuid in wearableAsset.Textures.Values)
413 {
414 assetUuids[uuid] = (sbyte)AssetType.Texture;
415 }
416 } 482 }
417 } 483 }
418 484
@@ -425,25 +491,35 @@ namespace OpenSim.Region.Framework.Scenes
425 /// <param name="assetUuids"></param> 491 /// <param name="assetUuids"></param>
426 private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids) 492 private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids)
427 { 493 {
428 AssetBase objectAsset = GetAsset(sceneObjectUuid); 494 AssetBase sceneObjectAsset = GetAsset(sceneObjectUuid);
429 495
430 if (null != objectAsset) 496 if (null != sceneObjectAsset)
497 GetSceneObjectAssetUuids(sceneObjectAsset, assetUuids);
498 }
499
500 /// <summary>
501 /// Get all the asset uuids associated with a given object. This includes both those directly associated with
502 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
503 /// within this object).
504 /// </summary>
505 /// <param name="sceneObjectAsset"></param>
506 /// <param name="assetUuids"></param>
507 private void GetSceneObjectAssetUuids(AssetBase sceneObjectAsset, IDictionary<UUID, sbyte> assetUuids)
508 {
509 string xml = Utils.BytesToString(sceneObjectAsset.Data);
510
511 CoalescedSceneObjects coa;
512 if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
431 { 513 {
432 string xml = Utils.BytesToString(objectAsset.Data); 514 foreach (SceneObjectGroup sog in coa.Objects)
433 515 GatherAssetUuids(sog, assetUuids);
434 CoalescedSceneObjects coa; 516 }
435 if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa)) 517 else
436 { 518 {
437 foreach (SceneObjectGroup sog in coa.Objects) 519 SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
438 GatherAssetUuids(sog, assetUuids); 520
439 } 521 if (null != sog)
440 else 522 GatherAssetUuids(sog, assetUuids);
441 {
442 SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
443
444 if (null != sog)
445 GatherAssetUuids(sog, assetUuids);
446 }
447 } 523 }
448 } 524 }
449 525
@@ -454,12 +530,22 @@ namespace OpenSim.Region.Framework.Scenes
454 /// <param name="assetUuids"></param> 530 /// <param name="assetUuids"></param>
455 private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids) 531 private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids)
456 { 532 {
457 AssetBase assetBase = GetAsset(gestureUuid); 533 AssetBase gestureAsset = GetAsset(gestureUuid);
458 if (null == assetBase) 534 if (null == gestureAsset)
459 return; 535 return;
460 536
461 using (MemoryStream ms = new MemoryStream(assetBase.Data)) 537 GetGestureAssetUuids(gestureAsset, assetUuids);
462 using (StreamReader sr = new StreamReader(ms)) 538 }
539
540 /// <summary>
541 /// Get the asset uuid associated with a gesture
542 /// </summary>
543 /// <param name="gestureAsset"></param>
544 /// <param name="assetUuids"></param>
545 private void GetGestureAssetUuids(AssetBase gestureAsset, IDictionary<UUID, sbyte> assetUuids)
546 {
547 using (MemoryStream ms = new MemoryStream(gestureAsset.Data))
548 using (StreamReader sr = new StreamReader(ms))
463 { 549 {
464 sr.ReadLine(); // Unknown (Version?) 550 sr.ReadLine(); // Unknown (Version?)
465 sr.ReadLine(); // Unknown 551 sr.ReadLine(); // Unknown
@@ -500,7 +586,15 @@ namespace OpenSim.Region.Framework.Scenes
500 if (null == assetBase) 586 if (null == assetBase)
501 return; 587 return;
502 588
503 OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(assetBase.Data); 589 GetMaterialAssetUuids(assetBase, assetUuids);
590 }
591
592 /// <summary>
593 /// Get the asset uuid's referenced in a material.
594 /// </summary>
595 private void GetMaterialAssetUuids(AssetBase materialAsset, IDictionary<UUID, sbyte> assetUuids)
596 {
597 OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data);
504 598
505 UUID normMap = mat["NormMap"].AsUUID(); 599 UUID normMap = mat["NormMap"].AsUUID();
506 if (normMap != UUID.Zero) 600 if (normMap != UUID.Zero)