/* * 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 log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Communications.Clients; 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.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; private IHyperAssetService m_hyper; IHyperAssetService HyperlinkAssets { get { if (m_hyper == null) m_hyper = m_scene.RequestModuleInterface(); return m_hyper; } } #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; // } public AssetBase FetchAsset(string url, UUID assetID) { AssetBase asset = m_scene.AssetService.Get(url + "/" + assetID.ToString()); if (asset != null) { m_log.DebugFormat("[HGScene]: 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) { // 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]: Oops."); } m_scene.AssetService.Store(asset1); m_log.DebugFormat("[HGScene]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url); } 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; } // 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) { // Get the item from the remote asset server onto the local AssetCache // and place an entry in m_assetMap string userAssetURL = HyperlinkAssets.GetUserAssetServer(ownerID); if ((userAssetURL != string.Empty) && (userAssetURL != HyperlinkAssets.GetSimAssetServer())) { m_log.Debug("[HGScene]: 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); foreach (UUID uuid in ids.Keys) FetchAsset(userAssetURL, uuid); m_log.DebugFormat("[HGScene]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL); } else m_log.Warn("[HGScene]: Could not fetch asset from remote asset server " + userAssetURL); } else m_log.Debug("[HGScene]: user's asset server is the local region'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) { // Post the item from the local AssetCache onto the remote asset server // and place an entry in m_assetMap string userAssetURL = HyperlinkAssets.GetUserAssetServer(ownerID); if ((userAssetURL != string.Empty) && (userAssetURL != HyperlinkAssets.GetSimAssetServer())) { m_log.Debug("[HGScene]: 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("[HGScene]: Could not find asset {0}", uuid); else PostAsset(userAssetURL, asset); } // maybe all pieces got there... m_log.DebugFormat("[HGScene]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL); } else m_log.DebugFormat("[HGScene]: Something wrong with asset {0}, it could not be found", assetID); } else m_log.Debug("[HGScene]: user's asset server is local region's asset server"); } #endregion } }