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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);
protected IAssetService m_assetService;
// ///
// /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
// /// asset was found by the asset service.
// ///
// private AssetBase m_requestedObjectAsset;
//
// ///
// /// Signal whether we are currently waiting for the asset service to deliver an asset.
// ///
// private bool m_waitingForObjectAsset;
public UuidGatherer(IAssetService assetService)
{
m_assetService = assetService;
}
///
/// 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).
///
/// The uuid of the asset for which to gather referenced assets
/// The type of the asset for the uuid given
/// The assets gathered
public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary assetUuids)
{
// avoid infinite loops
if (assetUuids.ContainsKey(assetUuid))
return;
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;
}
}
///
/// 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
///
/// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
/// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
///
public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids)
{
// 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)
GatherTextureEntryAssets(textureEntry.DefaultTexture, assetUuids);
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)
GatherTextureEntryAssets(texture, assetUuids);
}
}
}
// If the prim is a sculpt then preserve this information too
if (part.Shape.SculptTexture != UUID.Zero)
assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
if (part.CollisionSound != UUID.Zero)
assetUuids[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)
assetUuids[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 (!assetUuids.ContainsKey(tii.AssetID))
GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids);
}
// 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
GatherMaterialsUuids(part, assetUuids);
}
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);
}
}
}
///
/// Gather all the asset uuids found in one face of a Texture Entry.
///
private void GatherTextureEntryAssets(Primitive.TextureEntryFace texture, IDictionary assetUuids)
{
assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
if (texture.MaterialID != UUID.Zero)
{
GatherAssetUuids(texture.MaterialID, (sbyte)OpenSimAssetType.Material, assetUuids);
}
}
// ///
// /// The callback made when we request the asset for an object from the asset service.
// ///
// private void AssetReceived(string id, Object sender, AssetBase asset)
// {
// lock (this)
// {
// m_requestedObjectAsset = asset;
// m_waitingForObjectAsset = false;
// Monitor.Pulse(this);
// }
// }
///
/// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
/// stored in legacy format in part.DynAttrs
///
///
///
//public void GatherMaterialsUuids(SceneObjectPart part, IDictionary assetUuids)
public void GatherMaterialsUuids(SceneObjectPart part, IDictionary assetUuids)
{
// 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)
{
assetUuids[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)
{
assetUuids[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());
// XXX: Switching to do this synchronously where the call was async before but we always waited for it
// to complete anyway!
// m_waitingForObjectAsset = true;
// m_assetCache.Get(uuid.ToString(), this, AssetReceived);
//
// // The asset cache callback can either
// //
// // 1. Complete on the same thread (if the asset is already in the cache) or
// // 2. Come in via a different thread (if we need to go fetch it).
// //
// // The code below handles both these alternatives.
// lock (this)
// {
// if (m_waitingForObjectAsset)
// {
// Monitor.Wait(this);
// m_waitingForObjectAsset = false;
// }
// }
//
// return m_requestedObjectAsset;
}
///
/// Record the asset uuids embedded within the given script.
///
///
/// Dictionary in which to record the references
private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary assetUuids)
{
// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
AssetBase embeddingAsset = GetAsset(embeddingAssetId);
if (null != embeddingAsset)
{
string script = Utils.BytesToString(embeddingAsset.Data);
// m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
// m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
foreach (Match uuidMatch in uuidMatches)
{
UUID uuid = new UUID(uuidMatch.Value);
// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
// Embedded asset references (if not false positives) could be for many types of asset, so we will
// label these as unknown.
assetUuids[uuid] = (sbyte)AssetType.Unknown;
}
}
}
///
/// Record the uuids referenced by the given wearable asset
///
///
/// Dictionary in which to record the references
private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary assetUuids)
{
AssetBase assetBase = GetAsset(wearableAssetUuid);
if (null != assetBase)
{
//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, 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)
{
assetUuids[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 GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids)
{
AssetBase objectAsset = GetAsset(sceneObjectUuid);
if (null != objectAsset)
{
string xml = Utils.BytesToString(objectAsset.Data);
CoalescedSceneObjects coa;
if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa))
{
foreach (SceneObjectGroup sog in coa.Objects)
GatherAssetUuids(sog, assetUuids);
}
else
{
SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
if (null != sog)
GatherAssetUuids(sog, assetUuids);
}
}
}
///
/// Get the asset uuid associated with a gesture
///
///
///
private void GetGestureAssetUuids(UUID gestureUuid, IDictionary assetUuids)
{
AssetBase assetBase = GetAsset(gestureUuid);
if (null == assetBase)
return;
using (MemoryStream ms = new MemoryStream(assetBase.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))
assetUuids[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 GetMaterialAssetUuids(UUID materialUuid, IDictionary assetUuids)
{
AssetBase assetBase = GetAsset(materialUuid);
if (null == assetBase)
return;
OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(assetBase.Data);
UUID normMap = mat["NormMap"].AsUUID();
if (normMap != UUID.Zero)
assetUuids[normMap] = (sbyte)AssetType.Texture;
UUID specMap = mat["SpecMap"].AsUUID();
if (specMap != UUID.Zero)
assetUuids[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)
: base(assetService)
{
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;
}
}
}