/* * 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.Reflection; using System.Threading; using System.Timers; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Monitoring; using OpenSim.Framework.Serialization; using OpenSim.Framework.Serialization.External; using OpenSim.Services.Interfaces; namespace OpenSim.Region.CoreModules.World.Archiver { /// /// Encapsulate the asynchronous requests for the assets required for an archive operation /// class AssetsRequest { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Method called when all the necessary assets for an archive request have been received. /// public delegate void AssetsRequestCallback( ICollection assetsFoundUuids, ICollection assetsNotFoundUuids, bool timedOut); enum RequestState { Initial, Running, Completed, Aborted }; /// /// uuids to request /// protected IDictionary m_uuids; private int m_previousErrorsCount; /// /// Callback used when all the assets requested have been received. /// protected AssetsRequestCallback m_assetsRequestCallback; /// /// List of assets that were found. This will be passed back to the requester. /// protected List m_foundAssetUuids = new List(); /// /// Maintain a list of assets that could not be found. This will be passed back to the requester. /// protected List m_notFoundAssetUuids = new List(); /// /// Record the number of asset replies required so we know when we've finished /// private int m_repliesRequired; private System.Timers.Timer m_timeOutTimer; private bool m_timeout; /// /// Asset service used to request the assets /// protected IAssetService m_assetService; protected IUserAccountService m_userAccountService; protected UUID m_scopeID; // the grid ID protected AssetsArchiver m_assetsArchiver; protected Dictionary m_options; protected internal AssetsRequest( AssetsArchiver assetsArchiver, IDictionary uuids, int previousErrorsCount, IAssetService assetService, IUserAccountService userService, UUID scope, Dictionary options, AssetsRequestCallback assetsRequestCallback) { m_assetsArchiver = assetsArchiver; m_uuids = uuids; m_previousErrorsCount = previousErrorsCount; m_assetsRequestCallback = assetsRequestCallback; m_assetService = assetService; m_userAccountService = userService; m_scopeID = scope; m_options = options; m_repliesRequired = uuids.Count; } protected internal void Execute() { Culture.SetCurrentCulture(); // We can stop here if there are no assets to fetch if (m_repliesRequired == 0) { PerformAssetsRequestCallback(false); return; } m_timeOutTimer = new System.Timers.Timer(60000); m_timeOutTimer .AutoReset = false; m_timeOutTimer.Elapsed += OnTimeout; m_timeout = false; foreach (KeyValuePair kvp in m_uuids) { string thiskey = kvp.Key.ToString(); try { m_timeOutTimer.Enabled = true; AssetBase asset = m_assetService.Get(thiskey); if(m_timeout) break; m_timeOutTimer.Enabled = false; if(asset == null) { m_notFoundAssetUuids.Add(new UUID(thiskey)); continue; } sbyte assetType = kvp.Value; if (asset != null && assetType == (sbyte)AssetType.Unknown) { m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", thiskey, SLUtil.AssetTypeFromCode(assetType)); asset.Type = assetType; } m_foundAssetUuids.Add(asset.FullID); m_assetsArchiver.WriteAsset(PostProcess(asset)); } catch (Exception e) { m_log.ErrorFormat("[ARCHIVER]: Execute failed with {0}", e); } } m_timeOutTimer.Dispose(); int totalerrors = m_notFoundAssetUuids.Count + m_previousErrorsCount; if(m_timeout) m_log.DebugFormat("[ARCHIVER]: Aborted because AssetService request timeout. Successfully added {0} assets", m_foundAssetUuids.Count); else if(totalerrors == 0) m_log.DebugFormat("[ARCHIVER]: Successfully added all {0} assets", m_foundAssetUuids.Count); else m_log.DebugFormat("[ARCHIVER]: Successfully added {0} assets ({1} of total possible assets requested were not found, were damaged or were not assets)", m_foundAssetUuids.Count, totalerrors); PerformAssetsRequestCallback(m_timeout); } private void OnTimeout(object source, ElapsedEventArgs args) { m_timeout = true; } /// /// Perform the callback on the original requester of the assets /// private void PerformAssetsRequestCallback(object o) { if(m_assetsRequestCallback == null) return; Culture.SetCurrentCulture(); Boolean timedOut = (Boolean)o; try { m_assetsRequestCallback(m_foundAssetUuids, m_notFoundAssetUuids, timedOut); } catch (Exception e) { m_log.ErrorFormat( "[ARCHIVER]: Terminating archive creation since asset requster callback failed with {0}", e); } } private AssetBase PostProcess(AssetBase asset) { if (asset.Type == (sbyte)AssetType.Object && asset.Data != null && m_options.ContainsKey("home")) { //m_log.DebugFormat("[ARCHIVER]: Rewriting object data for {0}", asset.ID); string xml = ExternalRepresentationUtils.RewriteSOP(Utils.BytesToString(asset.Data), string.Empty, m_options["home"].ToString(), m_userAccountService, m_scopeID); asset.Data = Utils.StringToBytes(xml); } return asset; } } }