1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
|
/*
* 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.IO;
using System.IO.Compression;
using System.Reflection;
using System.Threading;
using System.Text;
using System.Xml;
using System.Xml.Linq;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Archiver;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
{
public class InventoryArchiveReadRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// The maximum major version of archive that we can read. Minor versions shouldn't need a max number since version
/// bumps here should be compatible.
/// </summary>
public static int MAX_MAJOR_VERSION = 1;
protected TarArchiveReader archive;
private UserAccount m_userInfo;
private string m_invPath;
/// <summary>
/// Do we want to merge this load with existing inventory?
/// </summary>
protected bool m_merge;
/// <value>
/// We only use this to request modules
/// </value>
protected Scene m_scene;
/// <value>
/// The stream from which the inventory archive will be loaded.
/// </value>
private Stream m_loadStream;
protected bool m_controlFileLoaded;
protected bool m_assetsLoaded;
protected bool m_inventoryNodesLoaded;
protected int m_successfulAssetRestores;
protected int m_failedAssetRestores;
protected int m_successfulItemRestores;
/// <summary>
/// Root destination folder for the IAR load.
/// </summary>
protected InventoryFolderBase m_rootDestinationFolder;
/// <summary>
/// Inventory nodes loaded from the iar.
/// </summary>
protected HashSet<InventoryNodeBase> m_loadedNodes = new HashSet<InventoryNodeBase>();
/// <summary>
/// In order to load identically named folders, we need to keep track of the folders that we have already
/// resolved.
/// </summary>
Dictionary <string, InventoryFolderBase> m_resolvedFolders = new Dictionary<string, InventoryFolderBase>();
/// <summary>
/// Record the creator id that should be associated with an asset. This is used to adjust asset creator ids
/// after OSP resolution (since OSP creators are only stored in the item
/// </summary>
protected Dictionary<UUID, UUID> m_creatorIdForAssetId = new Dictionary<UUID, UUID>();
public InventoryArchiveReadRequest(
Scene scene, UserAccount userInfo, string invPath, string loadPath, bool merge)
: this(
scene,
userInfo,
invPath,
new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress),
merge)
{
}
public InventoryArchiveReadRequest(
Scene scene, UserAccount userInfo, string invPath, Stream loadStream, bool merge)
{
m_scene = scene;
m_merge = merge;
m_userInfo = userInfo;
m_invPath = invPath;
m_loadStream = loadStream;
}
/// <summary>
/// Execute the request
/// </summary>
/// <remarks>
/// Only call this once. To load another IAR, construct another request object.
/// </remarks>
/// <returns>
/// A list of the inventory nodes loaded. If folders were loaded then only the root folders are
/// returned
/// </returns>
/// <exception cref="System.Exception">Thrown if load fails.</exception>
public HashSet<InventoryNodeBase> Execute()
{
try
{
string filePath = "ERROR";
List<InventoryFolderBase> folderCandidates
= InventoryArchiveUtils.FindFolderByPath(
m_scene.InventoryService, m_userInfo.PrincipalID, m_invPath);
if (folderCandidates.Count == 0)
{
// Possibly provide an option later on to automatically create this folder if it does not exist
m_log.ErrorFormat("[INVENTORY ARCHIVER]: Inventory path {0} does not exist", m_invPath);
return m_loadedNodes;
}
m_rootDestinationFolder = folderCandidates[0];
archive = new TarArchiveReader(m_loadStream);
byte[] data;
TarArchiveReader.TarEntryType entryType;
while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
{
if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
{
LoadControlFile(filePath, data);
}
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
{
LoadAssetFile(filePath, data);
}
else if (filePath.StartsWith(ArchiveConstants.INVENTORY_PATH))
{
LoadInventoryFile(filePath, entryType, data);
}
}
archive.Close();
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Successfully loaded {0} assets with {1} failures",
m_successfulAssetRestores, m_failedAssetRestores);
m_log.InfoFormat("[INVENTORY ARCHIVER]: Successfully loaded {0} items", m_successfulItemRestores);
return m_loadedNodes;
}
finally
{
m_loadStream.Close();
}
}
public void Close()
{
if (m_loadStream != null)
m_loadStream.Close();
}
/// <summary>
/// Replicate the inventory paths in the archive to the user's inventory as necessary.
/// </summary>
/// <param name="iarPath">The item archive path to replicate</param>
/// <param name="rootDestinationFolder">The root folder for the inventory load</param>
/// <param name="resolvedFolders">
/// The folders that we have resolved so far for a given archive path.
/// This method will add more folders if necessary
/// </param>
/// <param name="loadedNodes">
/// Track the inventory nodes created.
/// </param>
/// <returns>The last user inventory folder created or found for the archive path</returns>
public InventoryFolderBase ReplicateArchivePathToUserInventory(
string iarPath,
InventoryFolderBase rootDestFolder,
Dictionary <string, InventoryFolderBase> resolvedFolders,
HashSet<InventoryNodeBase> loadedNodes)
{
string iarPathExisting = iarPath;
// m_log.DebugFormat(
// "[INVENTORY ARCHIVER]: Loading folder {0} {1}", rootDestFolder.Name, rootDestFolder.ID);
InventoryFolderBase destFolder
= ResolveDestinationFolder(rootDestFolder, ref iarPathExisting, resolvedFolders);
// m_log.DebugFormat(
// "[INVENTORY ARCHIVER]: originalArchivePath [{0}], section already loaded [{1}]",
// iarPath, iarPathExisting);
string iarPathToCreate = iarPath.Substring(iarPathExisting.Length);
CreateFoldersForPath(destFolder, iarPathExisting, iarPathToCreate, resolvedFolders, loadedNodes);
return destFolder;
}
/// <summary>
/// Resolve a destination folder
/// </summary>
///
/// We require here a root destination folder (usually the root of the user's inventory) and the archive
/// path. We also pass in a list of previously resolved folders in case we've found this one previously.
///
/// <param name="archivePath">
/// The item archive path to resolve. The portion of the path passed back is that
/// which corresponds to the resolved desintation folder.
/// <param name="rootDestinationFolder">
/// The root folder for the inventory load
/// </param>
/// <param name="resolvedFolders">
/// The folders that we have resolved so far for a given archive path.
/// </param>
/// <returns>
/// The folder in the user's inventory that matches best the archive path given. If no such folder was found
/// then the passed in root destination folder is returned.
/// </returns>
protected InventoryFolderBase ResolveDestinationFolder(
InventoryFolderBase rootDestFolder,
ref string archivePath,
Dictionary <string, InventoryFolderBase> resolvedFolders)
{
// string originalArchivePath = archivePath;
while (archivePath.Length > 0)
{
// m_log.DebugFormat("[INVENTORY ARCHIVER]: Trying to resolve destination folder {0}", archivePath);
if (resolvedFolders.ContainsKey(archivePath))
{
// m_log.DebugFormat(
// "[INVENTORY ARCHIVER]: Found previously created folder from archive path {0}", archivePath);
return resolvedFolders[archivePath];
}
else
{
if (m_merge)
{
// TODO: Using m_invPath is totally wrong - what we need to do is strip the uuid from the
// iar name and try to find that instead.
string plainPath = ArchiveConstants.ExtractPlainPathFromIarPath(archivePath);
List<InventoryFolderBase> folderCandidates
= InventoryArchiveUtils.FindFolderByPath(
m_scene.InventoryService, m_userInfo.PrincipalID, plainPath);
if (folderCandidates.Count != 0)
{
InventoryFolderBase destFolder = folderCandidates[0];
resolvedFolders[archivePath] = destFolder;
return destFolder;
}
}
// Don't include the last slash so find the penultimate one
int penultimateSlashIndex = archivePath.LastIndexOf("/", archivePath.Length - 2);
if (penultimateSlashIndex >= 0)
{
// Remove the last section of path so that we can see if we've already resolved the parent
archivePath = archivePath.Remove(penultimateSlashIndex + 1);
}
else
{
// m_log.DebugFormat(
// "[INVENTORY ARCHIVER]: Found no previously created folder for archive path {0}",
// originalArchivePath);
archivePath = string.Empty;
return rootDestFolder;
}
}
}
return rootDestFolder;
}
/// <summary>
/// Create a set of folders for the given path.
/// </summary>
/// <param name="destFolder">
/// The root folder from which the creation will take place.
/// </param>
/// <param name="iarPathExisting">
/// the part of the iar path that already exists
/// </param>
/// <param name="iarPathToReplicate">
/// The path to replicate in the user's inventory from iar
/// </param>
/// <param name="resolvedFolders">
/// The folders that we have resolved so far for a given archive path.
/// </param>
/// <param name="loadedNodes">
/// Track the inventory nodes created.
/// </param>
protected void CreateFoldersForPath(
InventoryFolderBase destFolder,
string iarPathExisting,
string iarPathToReplicate,
Dictionary <string, InventoryFolderBase> resolvedFolders,
HashSet<InventoryNodeBase> loadedNodes)
{
string[] rawDirsToCreate = iarPathToReplicate.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
for (int i = 0; i < rawDirsToCreate.Length; i++)
{
// m_log.DebugFormat("[INVENTORY ARCHIVER]: Creating folder {0} from IAR", rawDirsToCreate[i]);
if (!rawDirsToCreate[i].Contains(ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR))
continue;
int identicalNameIdentifierIndex
= rawDirsToCreate[i].LastIndexOf(
ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR);
string newFolderName = rawDirsToCreate[i].Remove(identicalNameIdentifierIndex);
newFolderName = InventoryArchiveUtils.UnescapeArchivePath(newFolderName);
UUID newFolderId = UUID.Random();
// Asset type has to be Unknown here rather than Folder, otherwise the created folder can't be
// deleted once the client has relogged.
// The root folder appears to be labelled AssetType.Folder (shows up as "Category" in the client)
// even though there is a AssetType.RootCategory
destFolder
= new InventoryFolderBase(
newFolderId, newFolderName, m_userInfo.PrincipalID,
(short)AssetType.Unknown, destFolder.ID, 1);
m_scene.InventoryService.AddFolder(destFolder);
// Record that we have now created this folder
iarPathExisting += rawDirsToCreate[i] + "/";
m_log.DebugFormat("[INVENTORY ARCHIVER]: Created folder {0} from IAR", iarPathExisting);
resolvedFolders[iarPathExisting] = destFolder;
if (0 == i)
loadedNodes.Add(destFolder);
}
}
/// <summary>
/// Load an item from the archive
/// </summary>
/// <param name="filePath">The archive path for the item</param>
/// <param name="data">The raw item data</param>
/// <param name="rootDestinationFolder">The root destination folder for loaded items</param>
/// <param name="nodesLoaded">All the inventory nodes (items and folders) loaded so far</param>
protected InventoryItemBase LoadItem(byte[] data, InventoryFolderBase loadFolder)
{
InventoryItemBase item = UserInventoryItemSerializer.Deserialize(data);
// Don't use the item ID that's in the file
item.ID = UUID.Random();
UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.UserAccountService);
if (UUID.Zero != ospResolvedId) // The user exists in this grid
{
// m_log.DebugFormat("[INVENTORY ARCHIVER]: Found creator {0} via OSPA resolution", ospResolvedId);
item.CreatorIdAsUuid = ospResolvedId;
// Don't preserve the OSPA in the creator id (which actually gets persisted to the
// database). Instead, replace with the UUID that we found.
item.CreatorId = ospResolvedId.ToString();
item.CreatorData = string.Empty;
}
else if (item.CreatorData == null || item.CreatorData == String.Empty)
{
item.CreatorId = m_userInfo.PrincipalID.ToString();
item.CreatorIdAsUuid = new UUID(item.CreatorId);
}
item.Owner = m_userInfo.PrincipalID;
// Reset folder ID to the one in which we want to load it
item.Folder = loadFolder.ID;
// Record the creator id for the item's asset so that we can use it later, if necessary, when the asset
// is loaded.
// FIXME: This relies on the items coming before the assets in the TAR file. Need to create stronger
// checks for this, and maybe even an external tool for creating OARs which enforces this, rather than
// relying on native tar tools.
m_creatorIdForAssetId[item.AssetID] = item.CreatorIdAsUuid;
m_scene.AddInventoryItem(item);
return item;
}
/// <summary>
/// Load an asset
/// </summary>
/// <param name="assetFilename"></param>
/// <param name="data"></param>
/// <returns>true if asset was successfully loaded, false otherwise</returns>
private bool LoadAsset(string assetPath, byte[] data)
{
//IRegionSerialiser serialiser = scene.RequestModuleInterface<IRegionSerialiser>();
// Right now we're nastily obtaining the UUID from the filename
string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
if (i == -1)
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Could not find extension information in asset path {0} since it's missing the separator {1}. Skipping",
assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
return false;
}
string extension = filename.Substring(i);
string rawUuid = filename.Remove(filename.Length - extension.Length);
UUID assetId = new UUID(rawUuid);
if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
{
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
if (assetType == (sbyte)AssetType.Unknown)
{
m_log.WarnFormat("[INVENTORY ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, assetId);
}
else if (assetType == (sbyte)AssetType.Object)
{
if (m_creatorIdForAssetId.ContainsKey(assetId))
{
string xmlData = Utils.BytesToString(data);
List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
CoalescedSceneObjects coa = null;
if (CoalescedSceneObjectsSerializer.TryFromXml(xmlData, out coa))
{
// m_log.DebugFormat(
// "[INVENTORY ARCHIVER]: Loaded coalescence {0} has {1} objects", assetId, coa.Count);
sceneObjects.AddRange(coa.Objects);
}
else
{
sceneObjects.Add(SceneObjectSerializer.FromOriginalXmlFormat(xmlData));
}
foreach (SceneObjectGroup sog in sceneObjects)
foreach (SceneObjectPart sop in sog.Parts)
if (sop.CreatorData == null || sop.CreatorData == "")
sop.CreatorID = m_creatorIdForAssetId[assetId];
if (coa != null)
data = Utils.StringToBytes(CoalescedSceneObjectsSerializer.ToXml(coa));
else
data = Utils.StringToBytes(SceneObjectSerializer.ToOriginalXmlFormat(sceneObjects[0]));
}
}
//m_log.DebugFormat("[INVENTORY ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(assetId, "From IAR", assetType, UUID.Zero.ToString());
asset.Data = data;
m_scene.AssetService.Store(asset);
return true;
}
else
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
assetPath, extension);
return false;
}
}
/// <summary>
/// Load control file
/// </summary>
/// <param name="path"></param>
/// <param name="data"></param>
protected void LoadControlFile(string path, byte[] data)
{
XDocument doc = XDocument.Parse(Encoding.ASCII.GetString(data));
XElement archiveElement = doc.Element("archive");
int majorVersion = int.Parse(archiveElement.Attribute("major_version").Value);
int minorVersion = int.Parse(archiveElement.Attribute("minor_version").Value);
string version = string.Format("{0}.{1}", majorVersion, minorVersion);
if (majorVersion > MAX_MAJOR_VERSION)
{
throw new Exception(
string.Format(
"The IAR you are trying to load has major version number of {0} but this version of OpenSim can only load IARs with major version number {1} and below",
majorVersion, MAX_MAJOR_VERSION));
}
m_controlFileLoaded = true;
m_log.InfoFormat("[INVENTORY ARCHIVER]: Loading IAR with version {0}", version);
}
/// <summary>
/// Load inventory file
/// </summary>
/// <param name="path"></param>
/// <param name="entryType"></param>
/// <param name="data"></param>
protected void LoadInventoryFile(string path, TarArchiveReader.TarEntryType entryType, byte[] data)
{
if (!m_controlFileLoaded)
throw new Exception(
string.Format(
"The IAR you are trying to load does not list {0} before {1}. Aborting load",
ArchiveConstants.CONTROL_FILE_PATH, ArchiveConstants.INVENTORY_PATH));
if (m_assetsLoaded)
throw new Exception(
string.Format(
"The IAR you are trying to load does not list all {0} before {1}. Aborting load",
ArchiveConstants.INVENTORY_PATH, ArchiveConstants.ASSETS_PATH));
path = path.Substring(ArchiveConstants.INVENTORY_PATH.Length);
// Trim off the file portion if we aren't already dealing with a directory path
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY != entryType)
path = path.Remove(path.LastIndexOf("/") + 1);
InventoryFolderBase foundFolder
= ReplicateArchivePathToUserInventory(
path, m_rootDestinationFolder, m_resolvedFolders, m_loadedNodes);
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY != entryType)
{
InventoryItemBase item = LoadItem(data, foundFolder);
if (item != null)
{
m_successfulItemRestores++;
// If we aren't loading the folder containing the item then well need to update the
// viewer separately for that item.
if (!m_loadedNodes.Contains(foundFolder))
m_loadedNodes.Add(item);
}
}
m_inventoryNodesLoaded = true;
}
/// <summary>
/// Load asset file
/// </summary>
/// <param name="path"></param>
/// <param name="data"></param>
protected void LoadAssetFile(string path, byte[] data)
{
if (!m_controlFileLoaded)
throw new Exception(
string.Format(
"The IAR you are trying to load does not list {0} before {1}. Aborting load",
ArchiveConstants.CONTROL_FILE_PATH, ArchiveConstants.ASSETS_PATH));
if (!m_inventoryNodesLoaded)
throw new Exception(
string.Format(
"The IAR you are trying to load does not list all {0} before {1}. Aborting load",
ArchiveConstants.INVENTORY_PATH, ArchiveConstants.ASSETS_PATH));
if (LoadAsset(path, data))
m_successfulAssetRestores++;
else
m_failedAssetRestores++;
if ((m_successfulAssetRestores) % 50 == 0)
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Loaded {0} assets...",
m_successfulAssetRestores);
m_assetsLoaded = true;
}
}
}
|