/* * 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.Collections.Generic; using System.IO; using System.Reflection; using System.Threading; using System.Xml; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Region.Framework.Interfaces; using OpenSim.Services.Interfaces; //using HyperGrid.Framework; //using OpenSim.Region.Communications.Hypergrid; namespace OpenSim.Region.CoreModules.Framework.InventoryAccess { public class HGAssetMapper { #region Fields private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); // This maps between inventory server urls and inventory server clients // private Dictionary m_inventoryServers = new Dictionary(); private Scene m_scene; private string m_HomeURI; #endregion #region Constructor public HGAssetMapper(Scene scene, string homeURL) { m_scene = scene; m_HomeURI = homeURL; } #endregion #region Internal functions public AssetBase FetchAsset(string url, UUID assetID) { if (!url.EndsWith("/") && !url.EndsWith("=")) url = url + "/"; AssetBase asset = m_scene.AssetService.Get(url + assetID.ToString()); if (asset != null) { m_log.DebugFormat("[HG ASSET MAPPER]: Copied asset {0} from {1} to local asset server. ", asset.ID, url); return asset; } return null; } public bool PostAsset(string url, AssetBase asset) { if (asset != null) { if (!url.EndsWith("/") && !url.EndsWith("=")) url = url + "/"; // See long comment in AssetCache.AddAsset if (!asset.Temporary || asset.Local) { // We need to copy the asset into a new asset, because // we need to set its ID to be URL+UUID, so that the // HGAssetService dispatches it to the remote grid. // It's not pretty, but the best that can be done while // not having a global naming infrastructure AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID); Copy(asset, asset1); try { asset1.ID = url + asset.ID; } catch { m_log.Warn("[HG ASSET MAPPER]: Oops."); } AdjustIdentifiers(asset1.Metadata); if (asset1.Metadata.Type == (sbyte)AssetType.Object) asset1.Data = AdjustIdentifiers(asset.Data); else asset1.Data = asset.Data; m_scene.AssetService.Store(asset1); m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url); } return true; } else m_log.Warn("[HG ASSET MAPPER]: 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; // don't copy this, it's copied elsewhere to.Description = from.Description; to.FullID = from.FullID; to.ID = from.ID; to.Local = from.Local; to.Name = from.Name; to.Temporary = from.Temporary; to.Type = from.Type; } private void AdjustIdentifiers(AssetMetadata meta) { if (meta.CreatorID != null && meta.CreatorID != string.Empty) { UUID uuid = UUID.Zero; UUID.TryParse(meta.CreatorID, out uuid); UserAccount creator = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid); if (creator != null) meta.CreatorID = m_HomeURI + ";" + creator.FirstName + " " + creator.LastName; } } protected byte[] AdjustIdentifiers(byte[] data) { string xml = Utils.BytesToString(data); return Utils.StringToBytes(RewriteSOP(xml)); } protected string RewriteSOP(string xml) { XmlDocument doc = new XmlDocument(); doc.LoadXml(xml); XmlNodeList sops = doc.GetElementsByTagName("SceneObjectPart"); foreach (XmlNode sop in sops) { UserAccount creator = null; bool hasCreatorData = false; XmlNodeList nodes = sop.ChildNodes; foreach (XmlNode node in nodes) { if (node.Name == "CreatorID") { UUID uuid = UUID.Zero; UUID.TryParse(node.InnerText, out uuid); creator = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid); } if (node.Name == "CreatorData" && node.InnerText != null && node.InnerText != string.Empty) hasCreatorData = true; //if (node.Name == "OwnerID") //{ // UserAccount owner = GetUser(node.InnerText); // if (owner != null) // node.InnerText = m_ProfileServiceURL + "/" + node.InnerText + "/" + owner.FirstName + " " + owner.LastName; //} } if (!hasCreatorData && creator != null) { XmlElement creatorData = doc.CreateElement("CreatorData"); creatorData.InnerText = m_HomeURI + ";" + creator.FirstName + " " + creator.LastName; sop.AppendChild(creatorData); } } using (StringWriter wr = new StringWriter()) { doc.Save(wr); return wr.ToString(); } } // TODO: unused // private void Dump(Dictionary lst) // { // m_log.Debug("XXX -------- UUID DUMP ------- XXX"); // foreach (KeyValuePair 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 assetID, UUID ownerID, string userAssetURL) { // Get the item from the remote asset server onto the local AssetCache // and place an entry in m_assetMap m_log.Debug("[HG ASSET MAPPER]: Fetching object " + assetID + " from asset server " + userAssetURL); AssetBase asset = FetchAsset(userAssetURL, assetID); if (asset != null) { // OK, now fetch the inside. Dictionary ids = new Dictionary(); HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL); uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids); if (ids.ContainsKey(assetID)) ids.Remove(assetID); foreach (UUID uuid in ids.Keys) FetchAsset(userAssetURL, uuid); m_log.DebugFormat("[HG ASSET MAPPER]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL); } else m_log.Warn("[HG ASSET MAPPER]: Could not fetch asset from remote asset server " + userAssetURL); } public void Post(UUID assetID, UUID ownerID, string userAssetURL) { // Post the item from the local AssetCache onto the remote asset server // and place an entry in m_assetMap m_log.Debug("[HG ASSET MAPPER]: Posting object " + assetID + " to asset server " + userAssetURL); AssetBase asset = m_scene.AssetService.Get(assetID.ToString()); if (asset != null) { Dictionary ids = new Dictionary(); HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty); uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids); foreach (UUID uuid in ids.Keys) { asset = m_scene.AssetService.Get(uuid.ToString()); if (asset == null) m_log.DebugFormat("[HG ASSET MAPPER]: Could not find asset {0}", uuid); else PostAsset(userAssetURL, asset); } // maybe all pieces got there... m_log.DebugFormat("[HG ASSET MAPPER]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL); } else m_log.DebugFormat("[HG ASSET MAPPER]: Something wrong with asset {0}, it could not be found", assetID); } #endregion } }