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*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Text.RegularExpressions;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenMetaverse.Assets;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
namespace OpenSim.Region.Framework.Scenes
{
///
/// Gather uuids for a given entity.
///
///
/// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
/// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
/// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
/// retrieved to work out which assets it references).
///
public class UuidGatherer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// Is gathering complete?
///
public bool Complete { get { return m_assetUuidsToInspect.Count <= 0; } }
///
/// The dictionary of UUIDs gathered so far. If Complete == true then this is all the reachable UUIDs.
///
/// The gathered uuids.
public IDictionary GatheredUuids { get; private set; }
///
/// Gets the next UUID to inspect.
///
/// If there is no next UUID then returns null
public UUID? NextUuidToInspect
{
get
{
if (Complete)
return null;
else
return m_assetUuidsToInspect.Peek();
}
}
protected IAssetService m_assetService;
protected Queue m_assetUuidsToInspect;
///
/// Initializes a new instance of the class.
///
/// In this case the collection of gathered assets will start out blank.
///
/// Asset service.
///
public UuidGatherer(IAssetService assetService) : this(assetService, new Dictionary()) {}
///
/// Initializes a new instance of the class.
///
///
/// Asset service.
///
///
/// Gathered UUIDs will be collected in this dictinaory.
/// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected.
///
public UuidGatherer(IAssetService assetService, IDictionary collector)
{
m_assetService = assetService;
GatheredUuids = collector;
// FIXME: Not efficient for searching, can improve.
m_assetUuidsToInspect = new Queue();
}
///
/// Adds the asset uuid for inspection during the gathering process.
///
/// true, if for inspection was added, false otherwise.
/// UUID.
public bool AddForInspection(UUID uuid)
{
<<<<<<< HEAD
if (m_assetUuidsToInspect.Contains(uuid))
return false;
// m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid);
m_assetUuidsToInspect.Enqueue(uuid);
=======
try
{
assetUuids[assetUuid] = assetType;
if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
{
GetWearableAssetUuids(assetUuid, assetUuids);
}
else if ((sbyte)AssetType.Gesture == assetType)
{
GetGestureAssetUuids(assetUuid, assetUuids);
}
else if ((sbyte)AssetType.Notecard == assetType)
{
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
}
else if ((sbyte)AssetType.LSLText == assetType)
{
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
}
else if ((sbyte)OpenSimAssetType.Material == assetType)
{
GetMaterialAssetUuids(assetUuid, assetUuids);
}
else if ((sbyte)AssetType.Object == assetType)
{
GetSceneObjectAssetUuids(assetUuid, assetUuids);
}
}
catch (Exception)
{
m_log.ErrorFormat(
"[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
assetUuid, assetType);
throw;
}
}
>>>>>>> avn/ubitvar
return true;
}
///
/// Gather all the asset uuids associated with a given object.
///
///
/// This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
///
/// The scene object for which to gather assets
public void AddForInspection(SceneObjectGroup sceneObject)
{
// m_log.DebugFormat(
// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
SceneObjectPart[] parts = sceneObject.Parts;
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
// m_log.DebugFormat(
// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
try
{
Primitive.TextureEntry textureEntry = part.Shape.Textures;
if (textureEntry != null)
{
// Get the prim's default texture. This will be used for faces which don't have their own texture
if (textureEntry.DefaultTexture != null)
RecordTextureEntryAssetUuids(textureEntry.DefaultTexture);
if (textureEntry.FaceTextures != null)
{
// Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
{
if (texture != null)
RecordTextureEntryAssetUuids(texture);
}
}
}
// If the prim is a sculpt then preserve this information too
if (part.Shape.SculptTexture != UUID.Zero)
GatheredUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
GatheredUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
if (part.CollisionSound != UUID.Zero)
GatheredUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
if (part.ParticleSystem.Length > 0)
{
try
{
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
if (ps.Texture != UUID.Zero)
GatheredUuids[ps.Texture] = (sbyte)AssetType.Texture;
}
catch (Exception)
{
m_log.WarnFormat(
"[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.",
part.Name, part.UUID, sceneObject.Name, sceneObject.UUID);
}
}
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
// Now analyze this prim's inventory items to preserve all the uuids that they reference
foreach (TaskInventoryItem tii in taskDictionary.Values)
{
// m_log.DebugFormat(
// "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
// tii.Name, tii.Type, part.Name, part.UUID);
if (!GatheredUuids.ContainsKey(tii.AssetID))
AddForInspection(tii.AssetID, (sbyte)tii.Type);
}
// FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
// to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and
// inventory transfer. There needs to be a way for a module to register a method without assuming a
// Scene.EventManager is present.
// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
// still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
RecordMaterialsUuids(part);
}
catch (Exception e)
{
m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
m_log.DebugFormat(
"[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
part.Shape.TextureEntry.Length);
}
}
}
///
/// Gathers the next set of assets returned by the next uuid to get from the asset service.
///
/// false if gathering is already complete, true otherwise
public bool GatherNext()
{
if (Complete)
return false;
UUID nextToInspect = m_assetUuidsToInspect.Dequeue();
// m_log.DebugFormat("[UUID GATHERER]: Inspecting asset {0}", nextToInspect);
GetAssetUuids(nextToInspect);
return true;
}
///
/// Gathers all remaining asset UUIDS no matter how many calls are required to the asset service.
///
/// false if gathering is already complete, true otherwise
public bool GatherAll()
{
if (Complete)
return false;
while (GatherNext());
return true;
}
///
/// Gather all the asset uuids associated with the asset referenced by a given uuid
///
///
/// This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// This method assumes that the asset type associated with this asset in persistent storage is correct (which
/// should always be the case). So with this method we always need to retrieve asset data even if the asset
/// is of a type which is known not to reference any other assets
///
/// The uuid of the asset for which to gather referenced assets
private void GetAssetUuids(UUID assetUuid)
{
// avoid infinite loops
if (GatheredUuids.ContainsKey(assetUuid))
return;
try
{
AssetBase assetBase = GetAsset(assetUuid);
if (null != assetBase)
{
sbyte assetType = assetBase.Type;
GatheredUuids[assetUuid] = assetType;
if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
{
RecordWearableAssetUuids(assetBase);
}
else if ((sbyte)AssetType.Gesture == assetType)
{
RecordGestureAssetUuids(assetBase);
}
else if ((sbyte)AssetType.Notecard == assetType)
{
RecordTextEmbeddedAssetUuids(assetBase);
}
else if ((sbyte)AssetType.LSLText == assetType)
{
RecordTextEmbeddedAssetUuids(assetBase);
}
else if ((sbyte)OpenSimAssetType.Material == assetType)
{
RecordMaterialAssetUuids(assetBase);
}
else if ((sbyte)AssetType.Object == assetType)
{
RecordSceneObjectAssetUuids(assetBase);
}
}
}
catch (Exception)
{
m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset id {0}", assetUuid);
throw;
}
}
private void AddForInspection(UUID assetUuid, sbyte assetType)
{
// Here, we want to collect uuids which require further asset fetches but mark the others as gathered
try
{
if ((sbyte)AssetType.Bodypart == assetType
|| (sbyte)AssetType.Clothing == assetType
|| (sbyte)AssetType.Gesture == assetType
|| (sbyte)AssetType.Notecard == assetType
|| (sbyte)AssetType.LSLText == assetType
|| (sbyte)OpenSimAssetType.Material == assetType
|| (sbyte)AssetType.Object == assetType)
{
AddForInspection(assetUuid);
}
else
{
GatheredUuids[assetUuid] = assetType;
}
}
catch (Exception)
{
m_log.ErrorFormat(
"[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
assetUuid, assetType);
throw;
}
}
///
/// Collect all the asset uuids found in one face of a Texture Entry.
///
private void RecordTextureEntryAssetUuids(Primitive.TextureEntryFace texture)
{
GatheredUuids[texture.TextureID] = (sbyte)AssetType.Texture;
if (texture.MaterialID != UUID.Zero)
AddForInspection(texture.MaterialID);
}
///
/// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
/// stored in legacy format in part.DynAttrs
///
///
private void RecordMaterialsUuids(SceneObjectPart part)
{
// scan thru the dynAttrs map of this part for any textures used as materials
OSD osdMaterials = null;
lock (part.DynAttrs)
{
if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
{
OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
if (materialsStore == null)
return;
materialsStore.TryGetValue("Materials", out osdMaterials);
}
if (osdMaterials != null)
{
//m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd));
if (osdMaterials is OSDArray)
{
OSDArray matsArr = osdMaterials as OSDArray;
foreach (OSDMap matMap in matsArr)
{
try
{
if (matMap.ContainsKey("Material"))
{
OSDMap mat = matMap["Material"] as OSDMap;
if (mat.ContainsKey("NormMap"))
{
UUID normalMapId = mat["NormMap"].AsUUID();
if (normalMapId != UUID.Zero)
{
GatheredUuids[normalMapId] = (sbyte)AssetType.Texture;
//m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
}
}
if (mat.ContainsKey("SpecMap"))
{
UUID specularMapId = mat["SpecMap"].AsUUID();
if (specularMapId != UUID.Zero)
{
GatheredUuids[specularMapId] = (sbyte)AssetType.Texture;
//m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
}
}
}
}
catch (Exception e)
{
m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message);
}
}
}
}
}
}
///
/// Get an asset synchronously, potentially using an asynchronous callback. If the
/// asynchronous callback is used, we will wait for it to complete.
///
///
///
protected virtual AssetBase GetAsset(UUID uuid)
{
return m_assetService.Get(uuid.ToString());
}
///
/// Record the asset uuids embedded within the given text (e.g. a script).
///
///
private void RecordTextEmbeddedAssetUuids(AssetBase textAsset)
{
// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
string text = Utils.BytesToString(textAsset.Data);
// m_log.DebugFormat("[UUID GATHERER]: Text {0}", text);
MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(text);
// m_log.DebugFormat("[UUID GATHERER]: Found {0} matches in text", uuidMatches.Count);
foreach (Match uuidMatch in uuidMatches)
{
UUID uuid = new UUID(uuidMatch.Value);
// m_log.DebugFormat("[UUID GATHERER]: Recording {0} in text", uuid);
AddForInspection(uuid);
}
}
///
/// Record the uuids referenced by the given wearable asset
///
///
private void RecordWearableAssetUuids(AssetBase assetBase)
{
//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
AssetWearable wearableAsset = new AssetBodypart(assetBase.FullID, assetBase.Data);
wearableAsset.Decode();
//m_log.DebugFormat(
// "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
foreach (UUID uuid in wearableAsset.Textures.Values)
GatheredUuids[uuid] = (sbyte)AssetType.Texture;
}
///
/// Get all the asset uuids associated with a given object. This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
///
///
private void RecordSceneObjectAssetUuids(AssetBase sceneObjectAsset)
{
string xml = Utils.BytesToString(sceneObjectAsset.Data);
CoalescedSceneObjects coa;
if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
{
foreach (SceneObjectGroup sog in coa.Objects)
AddForInspection(sog);
}
else
{
SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
if (null != sog)
AddForInspection(sog);
}
}
///
/// Get the asset uuid associated with a gesture
///
///
private void RecordGestureAssetUuids(AssetBase gestureAsset)
{
using (MemoryStream ms = new MemoryStream(gestureAsset.Data))
using (StreamReader sr = new StreamReader(ms))
{
sr.ReadLine(); // Unknown (Version?)
sr.ReadLine(); // Unknown
sr.ReadLine(); // Unknown
sr.ReadLine(); // Name
sr.ReadLine(); // Comment ?
int count = Convert.ToInt32(sr.ReadLine()); // Item count
for (int i = 0 ; i < count ; i++)
{
string type = sr.ReadLine();
if (type == null)
break;
string name = sr.ReadLine();
if (name == null)
break;
string id = sr.ReadLine();
if (id == null)
break;
string unknown = sr.ReadLine();
if (unknown == null)
break;
// If it can be parsed as a UUID, it is an asset ID
UUID uuid;
if (UUID.TryParse(id, out uuid))
GatheredUuids[uuid] = (sbyte)AssetType.Animation; // the asset is either an Animation or a Sound, but this distinction isn't important
}
}
}
///
/// Get the asset uuid's referenced in a material.
///
private void RecordMaterialAssetUuids(AssetBase materialAsset)
{
OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data);
UUID normMap = mat["NormMap"].AsUUID();
if (normMap != UUID.Zero)
GatheredUuids[normMap] = (sbyte)AssetType.Texture;
UUID specMap = mat["SpecMap"].AsUUID();
if (specMap != UUID.Zero)
GatheredUuids[specMap] = (sbyte)AssetType.Texture;
}
}
public class HGUuidGatherer : UuidGatherer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected string m_assetServerURL;
public HGUuidGatherer(IAssetService assetService, string assetServerURL)
: this(assetService, assetServerURL, new Dictionary()) {}
public HGUuidGatherer(IAssetService assetService, string assetServerURL, IDictionary collector)
: base(assetService, collector)
{
m_assetServerURL = assetServerURL;
if (!m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("="))
m_assetServerURL = m_assetServerURL + "/";
}
protected override AssetBase GetAsset(UUID uuid)
{
if (string.Empty == m_assetServerURL)
return base.GetAsset(uuid);
else
return FetchAsset(uuid);
}
public AssetBase FetchAsset(UUID assetID)
{
// Test if it's already here
AssetBase asset = m_assetService.Get(assetID.ToString());
if (asset == null)
{
// It's not, so fetch it from abroad
asset = m_assetService.Get(m_assetServerURL + assetID.ToString());
if (asset != null)
m_log.DebugFormat("[HGUUIDGatherer]: Copied asset {0} from {1} to local asset server", assetID, m_assetServerURL);
else
m_log.DebugFormat("[HGUUIDGatherer]: Failed to fetch asset {0} from {1}", assetID, m_assetServerURL);
}
//else
// m_log.DebugFormat("[HGUUIDGatherer]: Asset {0} from {1} was already here", assetID, m_assetServerURL);
return asset;
}
}
}