/* * 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.IO; using System.Reflection; using System.Collections.Generic; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using PermissionMask = OpenSim.Framework.PermissionMask; namespace OpenSim.Region.CoreModules.Agent.AssetTransaction { public class AssetXferUploader { private List defaultIDs = new List { // Viewer's notion of the default texture new UUID("5748decc-f629-461c-9a36-a35a221fe21f"), // others == default blank new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"), // hair new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"), // eyes new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97"), // skin new UUID("8dcd4a48-2d37-4909-9f78-f7a9eb4ef903"), // transparency for alpha // opensim assets textures possibly obsolete now new UUID("00000000-0000-1111-9999-000000000010"), new UUID("00000000-0000-1111-9999-000000000011"), new UUID("00000000-0000-1111-9999-000000000012"), // other transparency defined in assets new UUID("3a367d1c-bef1-6d43-7595-e88c1e3aadb3"), new UUID("1578a2b1-5179-4b53-b618-fe00ca5a5594"), }; private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Upload state. /// /// /// New -> Uploading -> Complete /// private enum UploadState { New, Uploading, Complete } /// /// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we /// are performing a delayed update. /// AgentAssetTransactions m_transactions; private UploadState m_uploadState = UploadState.New; private AssetBase m_asset; private UUID InventFolder = UUID.Zero; private sbyte invType = 0; private bool m_createItem; private uint m_createItemCallback; private bool m_updateItem; private InventoryItemBase m_updateItemData; private bool m_updateTaskItem; private TaskInventoryItem m_updateTaskItemData; private string m_description = String.Empty; private bool m_dumpAssetToFile; private string m_name = String.Empty; // private bool m_storeLocal; private uint nextPerm = 0; private IClientAPI ourClient; private UUID m_transactionID; private sbyte type = 0; private byte wearableType = 0; private byte[] m_oldData = null; public ulong XferID; private Scene m_Scene; /// /// AssetXferUploader constructor /// /// /param> /// /// /// /// If true then when the asset is uploaded it is dumped to a file with the format /// String.Format("{6}_{7}_{0:d2}{1:d2}{2:d2}_{3:d2}{4:d2}{5:d2}.dat", /// now.Year, now.Month, now.Day, now.Hour, now.Minute, /// now.Second, m_asset.Name, m_asset.Type); /// for debugging purposes. /// public AssetXferUploader( AgentAssetTransactions transactions, Scene scene, UUID transactionID, bool dumpAssetToFile) { m_asset = new AssetBase(); m_transactions = transactions; m_transactionID = transactionID; m_Scene = scene; m_dumpAssetToFile = dumpAssetToFile; } /// /// Process transfer data received from the client. /// /// /// /// /// True if the transfer is complete, false otherwise or if the xferID was not valid public bool HandleXferPacket(ulong xferID, uint packetID, byte[] data) { // m_log.DebugFormat( // "[ASSET XFER UPLOADER]: Received packet {0} for xfer {1} (data length {2})", // packetID, xferID, data.Length); if (XferID == xferID) { lock (this) { int assetLength = m_asset.Data.Length; int dataLength = data.Length; if (m_asset.Data.Length > 1) { byte[] destinationArray = new byte[assetLength + dataLength]; Array.Copy(m_asset.Data, 0, destinationArray, 0, assetLength); Array.Copy(data, 0, destinationArray, assetLength, dataLength); m_asset.Data = destinationArray; } else { if (dataLength > 4) { byte[] buffer2 = new byte[dataLength - 4]; Array.Copy(data, 4, buffer2, 0, dataLength - 4); m_asset.Data = buffer2; } } } ourClient.SendConfirmXfer(xferID, packetID); if ((packetID & 0x80000000) != 0) { SendCompleteMessage(); return true; } } return false; } /// /// Start asset transfer from the client /// /// /// /// /// /// /// Optional data. If present then the asset is created immediately with this data /// rather than requesting an upload from the client. The data must be longer than 2 bytes. /// /// /// public void StartUpload( IClientAPI remoteClient, UUID assetID, UUID transaction, sbyte type, byte[] data, bool storeLocal, bool tempFile) { // m_log.DebugFormat( // "[ASSET XFER UPLOADER]: Initialised xfer from {0}, asset {1}, transaction {2}, type {3}, storeLocal {4}, tempFile {5}, already received data length {6}", // remoteClient.Name, assetID, transaction, type, storeLocal, tempFile, data.Length); lock (this) { if (m_uploadState != UploadState.New) { m_log.WarnFormat( "[ASSET XFER UPLOADER]: Tried to start upload of asset {0}, transaction {1} for {2} but this is already in state {3}. Aborting.", assetID, transaction, remoteClient.Name, m_uploadState); return; } m_uploadState = UploadState.Uploading; } ourClient = remoteClient; m_asset.FullID = assetID; m_asset.Type = type; m_asset.CreatorID = remoteClient.AgentId.ToString(); m_asset.Data = data; m_asset.Local = storeLocal; m_asset.Temporary = tempFile; // m_storeLocal = storeLocal; if (m_asset.Data.Length > 2) { SendCompleteMessage(); } else { RequestStartXfer(); } } protected void RequestStartXfer() { XferID = Util.GetNextXferID(); // m_log.DebugFormat( // "[ASSET XFER UPLOADER]: Requesting Xfer of asset {0}, type {1}, transfer id {2} from {3}", // m_asset.FullID, m_asset.Type, XferID, ourClient.Name); ourClient.SendXferRequest(XferID, m_asset.Type, m_asset.FullID, 0, new byte[0]); } protected void SendCompleteMessage() { // We must lock in order to avoid a race with a separate thread dealing with an inventory item or create // message from other client UDP. lock (this) { m_uploadState = UploadState.Complete; bool sucess = true; if (m_createItem) { sucess = CompleteCreateItem(m_createItemCallback); } else if (m_updateItem) { sucess = CompleteItemUpdate(m_updateItemData); } else if (m_updateTaskItem) { sucess = CompleteTaskItemUpdate(m_updateTaskItemData); } else if (m_asset.Local) { m_Scene.AssetService.Store(m_asset); } ourClient.SendAssetUploadCompleteMessage(m_asset.Type, sucess, m_asset.FullID); } m_log.DebugFormat( "[ASSET XFER UPLOADER]: Uploaded asset {0} for transaction {1}", m_asset.FullID, m_transactionID); if (m_dumpAssetToFile) { DateTime now = DateTime.Now; string filename = String.Format("{6}_{7}_{0:d2}{1:d2}{2:d2}_{3:d2}{4:d2}{5:d2}.dat", now.Year, now.Month, now.Day, now.Hour, now.Minute, now.Second, m_asset.Name, m_asset.Type); SaveAssetToFile(filename, m_asset.Data); } } private void SaveAssetToFile(string filename, byte[] data) { string assetPath = "UserAssets"; if (!Directory.Exists(assetPath)) { Directory.CreateDirectory(assetPath); } FileStream fs = File.Create(Path.Combine(assetPath, filename)); BinaryWriter bw = new BinaryWriter(fs); bw.Write(data); bw.Close(); fs.Close(); } public void RequestCreateInventoryItem(IClientAPI remoteClient, UUID folderID, uint callbackID, string description, string name, sbyte invType, sbyte type, byte wearableType, uint nextOwnerMask) { InventFolder = folderID; m_name = name; m_description = description; this.type = type; this.invType = invType; this.wearableType = wearableType; nextPerm = nextOwnerMask; m_asset.Name = name; m_asset.Description = description; m_asset.Type = type; // We must lock to avoid a race with a separate thread uploading the asset. lock (this) { if (m_uploadState == UploadState.Complete) { CompleteCreateItem(callbackID); } else { m_createItem = true; //set flag so the inventory item is created when upload is complete m_createItemCallback = callbackID; } } } public void RequestUpdateInventoryItem(IClientAPI remoteClient, InventoryItemBase item) { // We must lock to avoid a race with a separate thread uploading the asset. lock (this) { m_asset.Name = item.Name; m_asset.Description = item.Description; m_asset.Type = (sbyte)item.AssetType; // remove redundante m_Scene.InventoryService.UpdateItem // if uploadState == UploadState.Complete) // if (m_asset.FullID != UUID.Zero) // { // We must always store the item at this point even if the asset hasn't finished uploading, in order // to avoid a race condition when the appearance module retrieves the item to set the asset id in // the AvatarAppearance structure. // item.AssetID = m_asset.FullID; // m_Scene.InventoryService.UpdateItem(item); // } if (m_uploadState == UploadState.Complete) { CompleteItemUpdate(item); } else { // do it here to avoid the eventual race condition if (m_asset.FullID != UUID.Zero) { // We must always store the item at this point even if the asset hasn't finished uploading, in order // to avoid a race condition when the appearance module retrieves the item to set the asset id in // the AvatarAppearance structure. item.AssetID = m_asset.FullID; m_Scene.InventoryService.UpdateItem(item); } // m_log.DebugFormat( // "[ASSET XFER UPLOADER]: Holding update inventory item request {0} for {1} pending completion of asset xfer for transaction {2}", // item.Name, remoteClient.Name, transactionID); m_updateItem = true; m_updateItemData = item; } } } public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient, TaskInventoryItem taskItem) { // We must lock to avoid a race with a separate thread uploading the asset. lock (this) { m_asset.Name = taskItem.Name; m_asset.Description = taskItem.Description; m_asset.Type = (sbyte)taskItem.Type; taskItem.AssetID = m_asset.FullID; if (m_uploadState == UploadState.Complete) { CompleteTaskItemUpdate(taskItem); } else { m_updateTaskItem = true; m_updateTaskItemData = taskItem; } } } /// /// Store the asset for the given item when it has been uploaded. /// /// private bool CompleteItemUpdate(InventoryItemBase item) { // m_log.DebugFormat( // "[ASSET XFER UPLOADER]: Storing asset {0} for earlier item update for {1} for {2}", // m_asset.FullID, item.Name, ourClient.Name); uint perms = ValidateAssets(); if(perms == 0) { string error = string.Format("Not enough permissions on asset(s) referenced by item '{0}', update failed", item.Name); ourClient.SendAlertMessage(error); m_transactions.RemoveXferUploader(m_transactionID); ourClient.SendBulkUpdateInventory(item); // invalid the change item on viewer cache } else { m_Scene.AssetService.Store(m_asset); if (m_asset.FullID != UUID.Zero) { item.AssetID = m_asset.FullID; m_Scene.InventoryService.UpdateItem(item); } ourClient.SendInventoryItemCreateUpdate(item, m_transactionID, 0); m_transactions.RemoveXferUploader(m_transactionID); m_Scene.EventManager.TriggerOnNewInventoryItemUploadComplete(item, 0); } return perms != 0; } /// /// Store the asset for the given task item when it has been uploaded. /// /// private bool CompleteTaskItemUpdate(TaskInventoryItem taskItem) { // m_log.DebugFormat( // "[ASSET XFER UPLOADER]: Storing asset {0} for earlier task item update for {1} for {2}", // m_asset.FullID, taskItem.Name, ourClient.Name); if(ValidateAssets() == 0) { m_transactions.RemoveXferUploader(m_transactionID); string error = string.Format("Not enough permissions on asset(s) referenced by task item '{0}', update failed", taskItem.Name); ourClient.SendAlertMessage(error); // force old asset to viewers ?? return false; } m_Scene.AssetService.Store(m_asset); m_transactions.RemoveXferUploader(m_transactionID); return true; } private bool CompleteCreateItem(uint callbackID) { if(ValidateAssets() == 0) { m_transactions.RemoveXferUploader(m_transactionID); string error = string.Format("Not enough permissions on asset(s) referenced by item '{0}', creation failed", m_name); ourClient.SendAlertMessage(error); return false; } m_Scene.AssetService.Store(m_asset); InventoryItemBase item = new InventoryItemBase(); item.Owner = ourClient.AgentId; item.CreatorId = ourClient.AgentId.ToString(); item.ID = UUID.Random(); item.AssetID = m_asset.FullID; item.Description = m_description; item.Name = m_name; item.AssetType = type; item.InvType = invType; item.Folder = InventFolder; item.BasePermissions = (uint)(PermissionMask.All | PermissionMask.Export); item.CurrentPermissions = item.BasePermissions; item.GroupPermissions=0; item.EveryOnePermissions=0; item.NextPermissions = nextPerm; item.Flags = (uint) wearableType; item.CreationDate = Util.UnixTimeSinceEpoch(); m_log.DebugFormat("[XFER]: Created item {0} with asset {1}", item.ID, item.AssetID); if (m_Scene.AddInventoryItem(item)) ourClient.SendInventoryItemCreateUpdate(item, m_transactionID, callbackID); else ourClient.SendAlertMessage("Unable to create inventory item"); m_transactions.RemoveXferUploader(m_transactionID); return true; } private uint ValidateAssets() { uint retPerms = 0x7fffffff; // if(m_Scene.Permissions.BypassPermissions()) // return retPerms; if (m_asset.Type == (sbyte)CustomAssetType.AnimationSet) { AnimationSet animSet = new AnimationSet(m_asset.Data); retPerms &= animSet.Validate(x => { const uint required = (uint)(PermissionMask.Transfer | PermissionMask.Copy); uint perms = (uint)m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, x); // currrent yes/no rule if ((perms & required) != required) return 0; return perms; }); return retPerms; } if (m_asset.Type == (sbyte)AssetType.Clothing || m_asset.Type == (sbyte)AssetType.Bodypart) { const uint texturesfullPermMask = (uint)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy); string content = System.Text.Encoding.ASCII.GetString(m_asset.Data); string[] lines = content.Split(new char[] {'\n'}); // on current requiriment of full rigths assume old assets where accepted Dictionary allowed = ExtractTexturesFromOldData(); int textures = 0; foreach (string line in lines) { try { if (line.StartsWith("textures ")) textures = Convert.ToInt32(line.Substring(9)); else if (textures > 0) { string[] parts = line.Split(new char[] {' '}); UUID tx = new UUID(parts[1]); int id = Convert.ToInt32(parts[0]); if (defaultIDs.Contains(tx) || tx == UUID.Zero || (allowed.ContainsKey(id) && allowed[id] == tx)) { continue; } else { uint perms = (uint)m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx); if ((perms & texturesfullPermMask) != texturesfullPermMask) { m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId); return 0; } else { retPerms &= perms; } } textures--; } } catch { // If it's malformed, skip it } } } return retPerms; } /* not in use /// /// Get the asset data uploaded in this transfer. /// /// null if the asset has not finished uploading public AssetBase GetAssetData() { if (m_uploadState == UploadState.Complete) { ValidateAssets(); return m_asset; } return null; } */ public void SetOldData(byte[] d) { m_oldData = d; } private Dictionary ExtractTexturesFromOldData() { Dictionary result = new Dictionary(); if (m_oldData == null) return result; string content = System.Text.Encoding.ASCII.GetString(m_oldData); string[] lines = content.Split(new char[] {'\n'}); int textures = 0; foreach (string line in lines) { try { if (line.StartsWith("textures ")) { textures = Convert.ToInt32(line.Substring(9)); } else if (textures > 0) { string[] parts = line.Split(new char[] {' '}); UUID tx = new UUID(parts[1]); int id = Convert.ToInt32(parts[0]); result[id] = tx; textures--; } } catch { // If it's malformed, skip it } } return result; } } }