/* * 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 OpenSim 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 log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Communications.Clients; using OpenSim.Region.Framework.Scenes.Serialization; //using HyperGrid.Framework; //using OpenSim.Region.Communications.Hypergrid; namespace OpenSim.Region.Framework.Scenes.Hypergrid { 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; #endregion #region Constructor public HGAssetMapper(Scene scene) { m_scene = scene; } #endregion #region Internal functions private string UserAssetURL(UUID userID) { CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID); if (uinfo != null) return (uinfo.UserProfile.UserAssetURI == "") ? null : uinfo.UserProfile.UserAssetURI; return null; } private string UserInventoryURL(UUID userID) { CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID); if (uinfo != null) return (uinfo.UserProfile.UserInventoryURI == "") ? null : uinfo.UserProfile.UserInventoryURI; return null; } private bool IsLocalUser(UUID userID) { CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID); if (uinfo != null) { if (HGNetworkServersInfo.Singleton.IsLocalUser(uinfo.UserProfile)) { m_log.Debug("[HGScene]: Home user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName); return true; } } m_log.Debug("[HGScene]: Foreign user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName); return false; } private AssetBase FetchAsset(string url, UUID assetID, bool isTexture) { AssetBase asset = m_scene.AssetService.Get(url + "/" + assetID.ToString()); if (asset != null) { m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Name + " " + assetID); return asset; } return null; } private bool PostAsset(string url, AssetBase asset) { if (asset != null) { // 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(); Copy(asset, asset1); try { asset1.ID = url + "/" + asset.ID; } catch { m_log.Warn("[HGScene]: This won't work until Melanie kills a few more dragons"); } m_scene.AssetService.Store(asset1); } return true; } else m_log.Warn("[HGScene]: 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; 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 _guardedAdd(Dictionary lst, UUID obj, bool val) { if (!lst.ContainsKey(obj)) lst.Add(obj, val); } private void SniffTextureUUIDs(Dictionary uuids, SceneObjectGroup sog) { try { _guardedAdd(uuids, sog.RootPart.Shape.Textures.DefaultTexture.TextureID, true); } catch (Exception) { } foreach (Primitive.TextureEntryFace tface in sog.RootPart.Shape.Textures.FaceTextures) { try { _guardedAdd(uuids, tface.TextureID, true); } catch (Exception) { } } foreach (SceneObjectPart sop in sog.Children.Values) { try { _guardedAdd(uuids, sop.Shape.Textures.DefaultTexture.TextureID, true); } catch (Exception) { } foreach (Primitive.TextureEntryFace tface in sop.Shape.Textures.FaceTextures) { try { _guardedAdd(uuids, tface.TextureID, true); } catch (Exception) { } } } } private void SniffTaskInventoryUUIDs(Dictionary uuids, SceneObjectGroup sog) { TaskInventoryDictionary tinv = sog.RootPart.TaskInventory; lock (tinv) { foreach (TaskInventoryItem titem in tinv.Values) { uuids.Add(titem.AssetID, (InventoryType)titem.Type == InventoryType.Texture); } } } private Dictionary SniffUUIDs(AssetBase asset) { Dictionary uuids = new Dictionary(); if ((asset != null) && ((AssetType)asset.Type == AssetType.Object)) { string ass_str = Utils.BytesToString(asset.Data); SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(ass_str); SniffTextureUUIDs(uuids, sog); // We need to sniff further... SniffTaskInventoryUUIDs(uuids, sog); } return uuids; } private Dictionary SniffUUIDs(UUID assetID) { //Dictionary uuids = new Dictionary(); AssetBase asset = m_scene.AssetService.Get(assetID.ToString()); return SniffUUIDs(asset); } 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) { if (!IsLocalUser(ownerID)) { // Get the item from the remote asset server onto the local AssetCache // and place an entry in m_assetMap string userAssetURL = UserAssetURL(ownerID); if (userAssetURL != null) { m_log.Debug("[HGScene]: Fetching object " + assetID + " to asset server " + userAssetURL); AssetBase asset = FetchAsset(userAssetURL, assetID, false); if (asset != null) { m_log.Debug("[HGScene]: Successfully fetched item from remote asset server " + userAssetURL); // OK, now fetch the inside. Dictionary ids = SniffUUIDs(asset); Dump(ids); foreach (KeyValuePair kvp in ids) FetchAsset(userAssetURL, kvp.Key, kvp.Value); } else m_log.Warn("[HGScene]: Could not fetch asset from remote asset server " + userAssetURL); } else m_log.Warn("[HGScene]: Unable to locate foreign user's asset server"); } } public InventoryItemBase Get(InventoryItemBase item, UUID rootFolder, CachedUserInfo userInfo) { InventoryClient invCli = null; string inventoryURL = UserInventoryURL(item.Owner); if (!m_inventoryServers.TryGetValue(inventoryURL, out invCli)) { m_log.Debug("[HGScene]: Starting new InventorytClient for " + inventoryURL); invCli = new InventoryClient(inventoryURL); m_inventoryServers.Add(inventoryURL, invCli); } item = invCli.GetInventoryItem(item); if (item != null) { // Change the folder, stick it in root folder, all items flattened out here in this region cache item.Folder = rootFolder; //userInfo.AddItem(item); don't use this, it calls back to the inventory server lock (userInfo.RootFolder.Items) { userInfo.RootFolder.Items[item.ID] = item; } } return item; } public void Post(UUID assetID, UUID ownerID) { if (!IsLocalUser(ownerID)) { // Post the item from the local AssetCache onto the remote asset server // and place an entry in m_assetMap string userAssetURL = UserAssetURL(ownerID); if (userAssetURL != null) { m_log.Debug("[HGScene]: Posting object " + assetID + " to asset server " + userAssetURL); AssetBase ass1 = m_scene.AssetService.Get(assetID.ToString()); if (ass1 != null) { bool success = PostAsset(userAssetURL, ass1); // Now the inside Dictionary ids = SniffUUIDs(assetID); Dump(ids); foreach (KeyValuePair kvp in ids) { ass1 = m_scene.AssetService.Get(kvp.Key.ToString()); PostAsset(userAssetURL, ass1); } if (success) m_log.DebugFormat("[HGScene]: Successfully posted item {0} to remote asset server {1}", assetID, userAssetURL); else m_log.WarnFormat("[HGScene]: Could not post asset {0} to remote asset server {1}", assetID, userAssetURL); } else m_log.Debug("[HGScene]: Something wrong with asset, it could not be found"); } else m_log.Warn("[HGScene]: Unable to locate foreign user's asset server"); } } #endregion } }