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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 OpenSimulator 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.Threading;
32using log4net;
33using OpenMetaverse;
34using OpenSim.Framework;
35
36using OpenSim.Region.Framework.Scenes;
37using OpenSim.Region.Framework.Scenes.Serialization;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Services.Interfaces;
40
41//using HyperGrid.Framework;
42//using OpenSim.Region.Communications.Hypergrid;
43
44namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
45{
46 public class HGAssetMapper
47 {
48 #region Fields
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 // This maps between inventory server urls and inventory server clients
52// private Dictionary<string, InventoryClient> m_inventoryServers = new Dictionary<string, InventoryClient>();
53
54 private Scene m_scene;
55
56 #endregion
57
58 #region Constructor
59
60 public HGAssetMapper(Scene scene)
61 {
62 m_scene = scene;
63 }
64
65 #endregion
66
67 #region Internal functions
68
69 public AssetBase FetchAsset(string url, UUID assetID)
70 {
71 AssetBase asset = m_scene.AssetService.Get(url + "/" + assetID.ToString());
72
73 if (asset != null)
74 {
75 m_log.DebugFormat("[HG ASSET MAPPER]: Copied asset {0} from {1} to local asset server. ", asset.ID, url);
76 return asset;
77 }
78 return null;
79 }
80
81 public bool PostAsset(string url, AssetBase asset)
82 {
83 if (asset != null)
84 {
85 // See long comment in AssetCache.AddAsset
86 if (!asset.Temporary || asset.Local)
87 {
88 // We need to copy the asset into a new asset, because
89 // we need to set its ID to be URL+UUID, so that the
90 // HGAssetService dispatches it to the remote grid.
91 // It's not pretty, but the best that can be done while
92 // not having a global naming infrastructure
93 AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID);
94 Copy(asset, asset1);
95 try
96 {
97 asset1.ID = url + "/" + asset.ID;
98 }
99 catch
100 {
101 m_log.Warn("[HG ASSET MAPPER]: Oops.");
102 }
103
104 m_scene.AssetService.Store(asset1);
105 m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
106 }
107 return true;
108 }
109 else
110 m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache.");
111
112 return false;
113 }
114
115 private void Copy(AssetBase from, AssetBase to)
116 {
117 to.Data = from.Data;
118 to.Description = from.Description;
119 to.FullID = from.FullID;
120 to.ID = from.ID;
121 to.Local = from.Local;
122 to.Name = from.Name;
123 to.Temporary = from.Temporary;
124 to.Type = from.Type;
125
126 }
127
128 // TODO: unused
129 // private void Dump(Dictionary<UUID, bool> lst)
130 // {
131 // m_log.Debug("XXX -------- UUID DUMP ------- XXX");
132 // foreach (KeyValuePair<UUID, bool> kvp in lst)
133 // m_log.Debug(" >> " + kvp.Key + " (texture? " + kvp.Value + ")");
134 // m_log.Debug("XXX -------- UUID DUMP ------- XXX");
135 // }
136
137 #endregion
138
139
140 #region Public interface
141
142 public void Get(UUID assetID, UUID ownerID, string userAssetURL)
143 {
144 // Get the item from the remote asset server onto the local AssetCache
145 // and place an entry in m_assetMap
146
147 m_log.Debug("[HG ASSET MAPPER]: Fetching object " + assetID + " from asset server " + userAssetURL);
148 AssetBase asset = FetchAsset(userAssetURL, assetID);
149
150 if (asset != null)
151 {
152 // OK, now fetch the inside.
153 Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
154 HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
155 uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
156 foreach (UUID uuid in ids.Keys)
157 FetchAsset(userAssetURL, uuid);
158
159 m_log.DebugFormat("[HG ASSET MAPPER]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL);
160
161 }
162 else
163 m_log.Warn("[HG ASSET MAPPER]: Could not fetch asset from remote asset server " + userAssetURL);
164 }
165
166
167 public void Post(UUID assetID, UUID ownerID, string userAssetURL)
168 {
169 // Post the item from the local AssetCache onto the remote asset server
170 // and place an entry in m_assetMap
171
172 m_log.Debug("[HG ASSET MAPPER]: Posting object " + assetID + " to asset server " + userAssetURL);
173 AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
174 if (asset != null)
175 {
176 Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
177 HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
178 uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
179 foreach (UUID uuid in ids.Keys)
180 {
181 asset = m_scene.AssetService.Get(uuid.ToString());
182 if (asset == null)
183 m_log.DebugFormat("[HG ASSET MAPPER]: Could not find asset {0}", uuid);
184 else
185 PostAsset(userAssetURL, asset);
186 }
187
188 // maybe all pieces got there...
189 m_log.DebugFormat("[HG ASSET MAPPER]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL);
190
191 }
192 else
193 m_log.DebugFormat("[HG ASSET MAPPER]: Something wrong with asset {0}, it could not be found", assetID);
194
195 }
196
197 #endregion
198
199 }
200}