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/*
* 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.Reflection;
using System.Threading;
using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
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.CoreModules.Framework.InventoryAccess
{
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<string, InventoryClient> m_inventoryServers = new Dictionary<string, InventoryClient>();
private Scene m_scene;
private string m_HomeURI;
#endregion
#region Constructor
public HGAssetMapper(Scene scene, string homeURL)
{
m_scene = scene;
m_HomeURI = homeURL;
}
#endregion
#region Internal functions
private AssetMetadata FetchMetadata(string url, UUID assetID)
{
if (string.IsNullOrEmpty(url))
return null;
if (!url.EndsWith("/") && !url.EndsWith("="))
url = url + "/";
AssetMetadata meta = m_scene.AssetService.GetMetadata(url + assetID.ToString());
if (meta != null)
m_log.DebugFormat("[HG ASSET MAPPER]: Fetched metadata for asset {0} of type {1} from {2} ", assetID, meta.Type, url);
else
m_log.DebugFormat("[HG ASSET MAPPER]: Unable to fetched metadata for asset {0} from {1} ", assetID, url);
return meta;
}
private AssetBase FetchAsset(string url, UUID assetID)
{
// Test if it's already here
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset == null)
{
if (string.IsNullOrEmpty(url))
return null;
if (!url.EndsWith("/") && !url.EndsWith("="))
url = url + "/";
asset = m_scene.AssetService.Get(url + assetID.ToString());
//if (asset != null)
// m_log.DebugFormat("[HG ASSET MAPPER]: Fetched asset {0} of type {1} from {2} ", assetID, asset.Metadata.Type, url);
//else
// m_log.DebugFormat("[HG ASSET MAPPER]: Unable to fetch asset {0} from {1} ", assetID, url);
}
return asset;
}
public bool PostAsset(string url, AssetBase asset)
{
if (string.IsNullOrEmpty(url))
return false;
if (asset != null)
{
if (!url.EndsWith("/") && !url.EndsWith("="))
url = url + "/";
bool success = true;
// 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(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID);
Copy(asset, asset1);
asset1.ID = url + asset.ID;
AdjustIdentifiers(asset1.Metadata);
if (asset1.Metadata.Type == (sbyte)AssetType.Object)
asset1.Data = AdjustIdentifiers(asset.Data);
else
asset1.Data = asset.Data;
string id = m_scene.AssetService.Store(asset1);
if (id == string.Empty)
{
m_log.DebugFormat("[HG ASSET MAPPER]: Failed to post asset {0} to asset server {1}: the server did not accept the asset", asset.ID, url);
success = false;
}
else
m_log.DebugFormat("[HG ASSET MAPPER]: Posted asset {0} to asset server {1}", asset1.ID, url);
}
return success;
}
else
m_log.Warn("[HG ASSET MAPPER]: 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; // don't copy this, it's copied elsewhere
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 AdjustIdentifiers(AssetMetadata meta)
{
if (!string.IsNullOrEmpty(meta.CreatorID))
{
UUID uuid = UUID.Zero;
UUID.TryParse(meta.CreatorID, out uuid);
UserAccount creator = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid);
if (creator != null)
meta.CreatorID = m_HomeURI + ";" + creator.FirstName + " " + creator.LastName;
}
}
protected byte[] AdjustIdentifiers(byte[] data)
{
string xml = Utils.BytesToString(data);
return Utils.StringToBytes(RewriteSOP(xml));
}
protected string RewriteSOP(string xml)
{
XmlDocument doc = new XmlDocument();
doc.LoadXml(xml);
XmlNodeList sops = doc.GetElementsByTagName("SceneObjectPart");
foreach (XmlNode sop in sops)
{
UserAccount creator = null;
bool hasCreatorData = false;
XmlNodeList nodes = sop.ChildNodes;
foreach (XmlNode node in nodes)
{
if (node.Name == "CreatorID")
{
UUID uuid = UUID.Zero;
UUID.TryParse(node.InnerText, out uuid);
creator = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid);
}
if (node.Name == "CreatorData" && node.InnerText != null && node.InnerText != string.Empty)
hasCreatorData = true;
//if (node.Name == "OwnerID")
//{
// UserAccount owner = GetUser(node.InnerText);
// if (owner != null)
// node.InnerText = m_ProfileServiceURL + "/" + node.InnerText + "/" + owner.FirstName + " " + owner.LastName;
//}
}
if (!hasCreatorData && creator != null)
{
XmlElement creatorData = doc.CreateElement("CreatorData");
creatorData.InnerText = m_HomeURI + ";" + creator.FirstName + " " + creator.LastName;
sop.AppendChild(creatorData);
}
}
using (StringWriter wr = new StringWriter())
{
doc.Save(wr);
return wr.ToString();
}
}
// TODO: unused
// private void Dump(Dictionary<UUID, bool> lst)
// {
// m_log.Debug("XXX -------- UUID DUMP ------- XXX");
// foreach (KeyValuePair<UUID, bool> 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, string userAssetURL)
{
// Get the item from the remote asset server onto the local AssetService
AssetMetadata meta = FetchMetadata(userAssetURL, assetID);
if (meta == null)
return;
// The act of gathering UUIDs downloads some assets from the remote server
// but not all...
Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL);
uuidGatherer.GatherAssetUuids(assetID, meta.Type, ids);
m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", ids.Count);
bool success = true;
foreach (UUID uuid in ids.Keys)
if (FetchAsset(userAssetURL, uuid) == null)
success = false;
// maybe all pieces got here...
if (!success)
m_log.DebugFormat("[HG ASSET MAPPER]: Problems getting item {0} from asset server {1}", assetID, userAssetURL);
else
m_log.DebugFormat("[HG ASSET MAPPER]: Successfully got item {0} from asset server {1}", assetID, userAssetURL);
}
public void Post(UUID assetID, UUID ownerID, string userAssetURL)
{
m_log.DebugFormat("[HG ASSET MAPPER]: Starting to send asset {0} with children to asset server {1}", assetID, userAssetURL);
// Find all the embedded assets
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset == null)
{
m_log.DebugFormat("[HG ASSET MAPPER]: Something wrong with asset {0}, it could not be found", assetID);
return;
}
Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
uuidGatherer.GatherAssetUuids(asset.FullID, asset.Type, ids);
// Check which assets already exist in the destination server
string url = userAssetURL;
if (!url.EndsWith("/") && !url.EndsWith("="))
url = url + "/";
string[] remoteAssetIDs = new string[ids.Count];
int i = 0;
foreach (UUID id in ids.Keys)
remoteAssetIDs[i++] = url + id.ToString();
bool[] exist = m_scene.AssetService.AssetsExist(remoteAssetIDs);
var existSet = new HashSet<string>();
i = 0;
foreach (UUID id in ids.Keys)
{
if (exist[i])
existSet.Add(id.ToString());
++i;
}
// Send only those assets which don't already exist in the destination server
bool success = true;
foreach (UUID uuid in ids.Keys)
{
if (!existSet.Contains(uuid.ToString()))
{
asset = m_scene.AssetService.Get(uuid.ToString());
if (asset == null)
m_log.DebugFormat("[HG ASSET MAPPER]: Could not find asset {0}", uuid);
else
success &= PostAsset(userAssetURL, asset);
}
else
m_log.DebugFormat("[HG ASSET MAPPER]: Didn't post asset {0} because it already exists in asset server {1}", uuid, userAssetURL);
}
if (!success)
m_log.DebugFormat("[HG ASSET MAPPER]: Problems sending asset {0} with children to asset server {1}", assetID, userAssetURL);
else
m_log.DebugFormat("[HG ASSET MAPPER]: Successfully sent asset {0} with children to asset server {1}", assetID, userAssetURL);
}
#endregion
}
}
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