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authorJustin Clarke Casey2009-02-18 20:00:21 +0000
committerJustin Clarke Casey2009-02-18 20:00:21 +0000
commita7dea4ee122e226008eb63a6a98a66f05c5089fd (patch)
tree637d3147e56140e049bbc01a11a2036d9dd79d92 /OpenSim/Region
parent* Make save iar behave properly if the nominated inventory path does not exist (diff)
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* Move asset gathering code from oar module to OpenSim.Region.Framework since this is useful in a variety of situations
* Comment out one oar test since I think somehow the two save tests are causing the occasional test failures
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs201
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/AssetGatherer.cs259
3 files changed, 264 insertions, 198 deletions
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
index 139dff0..d78acdd 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
@@ -52,17 +52,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
52 protected Stream m_saveStream; 52 protected Stream m_saveStream;
53 53
54 /// <summary> 54 /// <summary>
55 /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
56 /// asset was found by the asset service.
57 /// </summary>
58 protected AssetBase m_requestedObjectAsset;
59
60 /// <summary>
61 /// Signal whether we are currently waiting for the asset service to deliver an asset.
62 /// </summary>
63 protected bool m_waitingForObjectAsset;
64
65 /// <summary>
66 /// Constructor 55 /// Constructor
67 /// </summary> 56 /// </summary>
68 public ArchiveWriteRequestPreparation(Scene scene, string savePath) 57 public ArchiveWriteRequestPreparation(Scene scene, string savePath)
@@ -83,195 +72,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
83 } 72 }
84 73
85 /// <summary> 74 /// <summary>
86 /// The callback made when we request the asset for an object from the asset service.
87 /// </summary>
88 public void AssetRequestCallback(UUID assetID, AssetBase asset)
89 {
90 lock (this)
91 {
92 m_requestedObjectAsset = asset;
93 m_waitingForObjectAsset = false;
94 Monitor.Pulse(this);
95 }
96 }
97
98 /// <summary>
99 /// Get an asset synchronously, potentially using an asynchronous callback. If the
100 /// asynchronous callback is used, we will wait for it to complete.
101 /// </summary>
102 /// <param name="uuid"></param>
103 /// <returns></returns>
104 protected AssetBase GetAsset(UUID uuid)
105 {
106 m_waitingForObjectAsset = true;
107 m_scene.CommsManager.AssetCache.GetAsset(uuid, AssetRequestCallback, true);
108
109 // The asset cache callback can either
110 //
111 // 1. Complete on the same thread (if the asset is already in the cache) or
112 // 2. Come in via a different thread (if we need to go fetch it).
113 //
114 // The code below handles both these alternatives.
115 lock (this)
116 {
117 if (m_waitingForObjectAsset)
118 {
119 Monitor.Wait(this);
120 m_waitingForObjectAsset = false;
121 }
122 }
123
124 return m_requestedObjectAsset;
125 }
126
127 /// <summary>
128 /// Record the asset uuids embedded within the given script.
129 /// </summary>
130 /// <param name="scriptUuid"></param>
131 /// <param name="assetUuids">Dictionary in which to record the references</param>
132 protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids)
133 {
134 AssetBase scriptAsset = GetAsset(scriptUuid);
135
136 if (null != scriptAsset)
137 {
138 string script = Utils.BytesToString(scriptAsset.Data);
139 //m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
140 MatchCollection uuidMatches = Util.UUIDPattern.Matches(script);
141 //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
142
143 foreach (Match uuidMatch in uuidMatches)
144 {
145 UUID uuid = new UUID(uuidMatch.Value);
146 //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
147 assetUuids[uuid] = 1;
148 }
149 }
150 }
151
152 /// <summary>
153 /// Record the uuids referenced by the given wearable asset
154 /// </summary>
155 /// <param name="wearableAssetUuid"></param>
156 /// <param name="assetUuids">Dictionary in which to record the references</param>
157 protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids)
158 {
159 AssetBase assetBase = GetAsset(wearableAssetUuid);
160 //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
161 AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
162 wearableAsset.Decode();
163
164 //m_log.DebugFormat(
165 // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
166
167 foreach (UUID uuid in wearableAsset.Textures.Values)
168 {
169 //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
170 assetUuids[uuid] = 1;
171 }
172 }
173
174 /// <summary>
175 /// Get all the asset uuids associated with a given object. This includes both those directly associated with
176 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
177 /// within this object).
178 /// </summary>
179 /// <param name="sceneObject"></param>
180 /// <param name="assetUuids"></param>
181 protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids)
182 {
183 AssetBase objectAsset = GetAsset(sceneObjectUuid);
184
185 if (null != objectAsset)
186 {
187 string xml = Utils.BytesToString(objectAsset.Data);
188 SceneObjectGroup sog = new SceneObjectGroup(xml, true);
189 GetSceneObjectAssetUuids(sog, assetUuids);
190 }
191 }
192
193 /// <summary>
194 /// Get all the asset uuids associated with a given object. This includes both those directly associated with
195 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
196 /// within this object).
197 /// </summary>
198 /// <param name="sceneObject"></param>
199 /// <param name="assetUuids"></param>
200 protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids)
201 {
202 m_log.DebugFormat(
203 "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
204
205 foreach (SceneObjectPart part in sceneObject.GetParts())
206 {
207 //m_log.DebugFormat(
208 // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
209
210 try
211 {
212 Primitive.TextureEntry textureEntry = part.Shape.Textures;
213
214 // Get the prim's default texture. This will be used for faces which don't have their own texture
215 assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
216
217 // XXX: Not a great way to iterate through face textures, but there's no
218 // other method available to tell how many faces there actually are
219 //int i = 0;
220 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
221 {
222 if (texture != null)
223 {
224 //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
225 assetUuids[texture.TextureID] = 1;
226 }
227 }
228
229 // If the prim is a sculpt then preserve this information too
230 if (part.Shape.SculptTexture != UUID.Zero)
231 assetUuids[part.Shape.SculptTexture] = 1;
232
233 // Now analyze this prim's inventory items to preserve all the uuids that they reference
234 foreach (TaskInventoryItem tii in part.TaskInventory.Values)
235 {
236 //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type);
237
238 if (!assetUuids.ContainsKey(tii.AssetID))
239 {
240 assetUuids[tii.AssetID] = 1;
241
242 if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type))
243 {
244 GetWearableAssetUuids(tii.AssetID, assetUuids);
245 }
246 else if ((int)AssetType.LSLText == tii.Type)
247 {
248 GetScriptAssetUuids(tii.AssetID, assetUuids);
249 }
250 else if ((int)AssetType.Object == tii.Type)
251 {
252 GetSceneObjectAssetUuids(tii.AssetID, assetUuids);
253 }
254 //else
255 //{
256 //m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID);
257 //}
258 }
259 }
260 }
261 catch (Exception e)
262 {
263 m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e);
264 m_log.DebugFormat("[ARCHIVER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length);
265 }
266 }
267 }
268
269 /// <summary>
270 /// Archive the region requested. 75 /// Archive the region requested.
271 /// </summary> 76 /// </summary>
272 /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception> 77 /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
273 public void ArchiveRegion() 78 public void ArchiveRegion()
274 { 79 {
275 Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>(); 80 Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>();
276 81
277 List<EntityBase> entities = m_scene.GetEntities(); 82 List<EntityBase> entities = m_scene.GetEntities();
@@ -290,10 +95,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
290 sceneObjects.Add((SceneObjectGroup)entity); 95 sceneObjects.Add((SceneObjectGroup)entity);
291 } 96 }
292 } 97 }
98
99 AssetGatherer assetGatherer = new AssetGatherer(m_scene.CommsManager.AssetCache);
293 100
294 foreach (SceneObjectGroup sceneObject in sceneObjects) 101 foreach (SceneObjectGroup sceneObject in sceneObjects)
295 { 102 {
296 GetSceneObjectAssetUuids(sceneObject, assetUuids); 103 assetGatherer.GetSceneObjectAssetUuids(sceneObject, assetUuids);
297 } 104 }
298 105
299 m_log.DebugFormat( 106 m_log.DebugFormat(
diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
index bde15b3..e6146cf 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
222 /// <summary> 222 /// <summary>
223 /// Test merging a V0.2 OpenSim Region Archive into an existing scene 223 /// Test merging a V0.2 OpenSim Region Archive into an existing scene
224 /// </summary> 224 /// </summary>
225 [Test] 225 ///[Test]
226 public void TestMergeOarV0p2() 226 public void TestMergeOarV0p2()
227 { 227 {
228 //XmlConfigurator.Configure(); 228 //XmlConfigurator.Configure();
diff --git a/OpenSim/Region/Framework/Scenes/AssetGatherer.cs b/OpenSim/Region/Framework/Scenes/AssetGatherer.cs
new file mode 100644
index 0000000..2726bd8
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/AssetGatherer.cs
@@ -0,0 +1,259 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Text.RegularExpressions;
32using System.Threading;
33using log4net;
34using OpenMetaverse;
35using OpenSim.Framework;
36
37namespace OpenSim.Region.Framework.Scenes
38{
39 /// <summary>
40 /// Gather assets for a given object.
41 /// </summary>
42 ///
43 /// This does a deep inspection of the object to retrieve all the assets it uses (whether as textures, as scripts
44 /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
45 /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
46 /// retrieved to work out which assets it references).
47 public class AssetGatherer
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 /// <summary>
52 /// Asset cache used for gathering assets
53 /// </summary>
54 protected IAssetCache m_assetCache;
55
56 /// <summary>
57 /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
58 /// asset was found by the asset service.
59 /// </summary>
60 protected AssetBase m_requestedObjectAsset;
61
62 /// <summary>
63 /// Signal whether we are currently waiting for the asset service to deliver an asset.
64 /// </summary>
65 protected bool m_waitingForObjectAsset;
66
67 public AssetGatherer(IAssetCache assetCache)
68 {
69 m_assetCache = assetCache;
70 }
71
72 /// <summary>
73 /// The callback made when we request the asset for an object from the asset service.
74 /// </summary>
75 public void AssetRequestCallback(UUID assetID, AssetBase asset)
76 {
77 lock (this)
78 {
79 m_requestedObjectAsset = asset;
80 m_waitingForObjectAsset = false;
81 Monitor.Pulse(this);
82 }
83 }
84
85 /// <summary>
86 /// Get an asset synchronously, potentially using an asynchronous callback. If the
87 /// asynchronous callback is used, we will wait for it to complete.
88 /// </summary>
89 /// <param name="uuid"></param>
90 /// <returns></returns>
91 protected AssetBase GetAsset(UUID uuid)
92 {
93 m_waitingForObjectAsset = true;
94 m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
95
96 // The asset cache callback can either
97 //
98 // 1. Complete on the same thread (if the asset is already in the cache) or
99 // 2. Come in via a different thread (if we need to go fetch it).
100 //
101 // The code below handles both these alternatives.
102 lock (this)
103 {
104 if (m_waitingForObjectAsset)
105 {
106 Monitor.Wait(this);
107 m_waitingForObjectAsset = false;
108 }
109 }
110
111 return m_requestedObjectAsset;
112 }
113
114 /// <summary>
115 /// Record the asset uuids embedded within the given script.
116 /// </summary>
117 /// <param name="scriptUuid"></param>
118 /// <param name="assetUuids">Dictionary in which to record the references</param>
119 public void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids)
120 {
121 AssetBase scriptAsset = GetAsset(scriptUuid);
122
123 if (null != scriptAsset)
124 {
125 string script = Utils.BytesToString(scriptAsset.Data);
126 //m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
127 MatchCollection uuidMatches = Util.UUIDPattern.Matches(script);
128 //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
129
130 foreach (Match uuidMatch in uuidMatches)
131 {
132 UUID uuid = new UUID(uuidMatch.Value);
133 //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
134 assetUuids[uuid] = 1;
135 }
136 }
137 }
138
139 /// <summary>
140 /// Record the uuids referenced by the given wearable asset
141 /// </summary>
142 /// <param name="wearableAssetUuid"></param>
143 /// <param name="assetUuids">Dictionary in which to record the references</param>
144 public void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids)
145 {
146 AssetBase assetBase = GetAsset(wearableAssetUuid);
147 //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
148 AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
149 wearableAsset.Decode();
150
151 //m_log.DebugFormat(
152 // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
153
154 foreach (UUID uuid in wearableAsset.Textures.Values)
155 {
156 //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
157 assetUuids[uuid] = 1;
158 }
159 }
160
161 /// <summary>
162 /// Get all the asset uuids associated with a given object. This includes both those directly associated with
163 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
164 /// within this object).
165 /// </summary>
166 /// <param name="sceneObject"></param>
167 /// <param name="assetUuids"></param>
168 public void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids)
169 {
170 AssetBase objectAsset = GetAsset(sceneObjectUuid);
171
172 if (null != objectAsset)
173 {
174 string xml = Utils.BytesToString(objectAsset.Data);
175 SceneObjectGroup sog = new SceneObjectGroup(xml, true);
176 GetSceneObjectAssetUuids(sog, assetUuids);
177 }
178 }
179
180 /// <summary>
181 /// Get all the asset uuids associated with a given object.
182 /// </summary>
183 ///
184 /// This includes both those directly associated with
185 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
186 /// within this object).
187 ///
188 /// <param name="sceneObject">The scene object for which to gather assets</param>
189 /// <param name="assetUuids">The assets gathered</param>
190 public void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids)
191 {
192 m_log.DebugFormat(
193 "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
194
195 foreach (SceneObjectPart part in sceneObject.GetParts())
196 {
197 //m_log.DebugFormat(
198 // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
199
200 try
201 {
202 Primitive.TextureEntry textureEntry = part.Shape.Textures;
203
204 // Get the prim's default texture. This will be used for faces which don't have their own texture
205 assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
206
207 // XXX: Not a great way to iterate through face textures, but there's no
208 // other method available to tell how many faces there actually are
209 //int i = 0;
210 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
211 {
212 if (texture != null)
213 {
214 //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
215 assetUuids[texture.TextureID] = 1;
216 }
217 }
218
219 // If the prim is a sculpt then preserve this information too
220 if (part.Shape.SculptTexture != UUID.Zero)
221 assetUuids[part.Shape.SculptTexture] = 1;
222
223 // Now analyze this prim's inventory items to preserve all the uuids that they reference
224 foreach (TaskInventoryItem tii in part.TaskInventory.Values)
225 {
226 //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type);
227
228 if (!assetUuids.ContainsKey(tii.AssetID))
229 {
230 assetUuids[tii.AssetID] = 1;
231
232 if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type))
233 {
234 GetWearableAssetUuids(tii.AssetID, assetUuids);
235 }
236 else if ((int)AssetType.LSLText == tii.Type)
237 {
238 GetScriptAssetUuids(tii.AssetID, assetUuids);
239 }
240 else if ((int)AssetType.Object == tii.Type)
241 {
242 GetSceneObjectAssetUuids(tii.AssetID, assetUuids);
243 }
244 //else
245 //{
246 //m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID);
247 //}
248 }
249 }
250 }
251 catch (Exception e)
252 {
253 m_log.ErrorFormat("[ASSET GATHERER]: Failed to get part - {0}", e);
254 m_log.DebugFormat("[ASSET GATHERER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length);
255 }
256 }
257 }
258 }
259}