aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
blob: 5a9a5a01b4fcb84af5a50b12df9a56b177c71f90 (plain)
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
/*
 * 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.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
{
    /// <summary>
    /// Gather uuids for a given entity.
    /// </summary>
    /// <remarks>
    /// 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).
    /// </remarks>
    public class UuidGatherer
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        /// <summary>
        /// Is gathering complete?
        /// </summary>
        public bool Complete { get { return m_assetUuidsToInspect.Count <= 0; } }

        /// <summary>
        /// The dictionary of UUIDs gathered so far.  If Complete == true then this is all the reachable UUIDs.
        /// </summary>
        /// <value>The gathered uuids.</value>
        public IDictionary<UUID, sbyte> GatheredUuids { get; private set; }

        /// <summary>
        /// Gets the next UUID to inspect.
        /// </summary>
        /// <value>If there is no next UUID then returns null</value>
        public UUID? NextUuidToInspect
        {
            get
            {
                if (Complete)
                    return null;
                else
                    return m_assetUuidsToInspect.Peek();
            }
        }

        protected IAssetService m_assetService;

        protected Queue<UUID> m_assetUuidsToInspect;

        /// <summary>
        /// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
        /// </summary>
        /// <remarks>In this case the collection of gathered assets will start out blank.</remarks>
        /// <param name="assetService">
        /// Asset service.
        /// </param>
        public UuidGatherer(IAssetService assetService) : this(assetService, new Dictionary<UUID, sbyte>()) {}

        /// <summary>
        /// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
        /// </summary>
        /// <param name="assetService">
        /// Asset service.
        /// </param>
        /// <param name="collector">
        /// 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.
        /// </param>
        public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector)
        {
            m_assetService = assetService;
            GatheredUuids = collector;

            // FIXME: Not efficient for searching, can improve.
            m_assetUuidsToInspect = new Queue<UUID>();
        }

        /// <summary>
        /// Adds the asset uuid for inspection during the gathering process.
        /// </summary>
        /// <returns><c>true</c>, if for inspection was added, <c>false</c> otherwise.</returns>
        /// <param name="uuid">UUID.</param>
        public bool AddForInspection(UUID uuid)
        {
            if (m_assetUuidsToInspect.Contains(uuid))
                return false;

//            m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid);

            m_assetUuidsToInspect.Enqueue(uuid);
            return true;
        }

        /// <summary>
        /// Gather all the asset uuids associated with a given object.
        /// </summary>
        /// <remarks>
        /// 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).
        /// </remarks>
        /// <param name="sceneObject">The scene object for which to gather assets</param>
        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;

                    UUID collisionSound = part.CollisionSound;
                    if ( collisionSound != UUID.Zero &&
                                collisionSound != part.invalidCollisionSoundUUID)
                        GatheredUuids[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);
                }
            }
        }

        /// <summary>
        /// Gathers the next set of assets returned by the next uuid to get from the asset service.
        /// </summary>
        /// <returns>false if gathering is already complete, true otherwise</returns>
        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;
        }

        /// <summary>
        /// Gathers all remaining asset UUIDS no matter how many calls are required to the asset service.
        /// </summary>
        /// <returns>false if gathering is already complete, true otherwise</returns>
        public bool GatherAll()
        {
            if (Complete)
                return false;

            while (GatherNext());

            return true;
        }

        /// <summary>
        /// Gather all the asset uuids associated with the asset referenced by a given uuid
        /// </summary>
        /// <remarks>
        /// 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
        /// </remarks>
        /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
        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;
            }
        }

        /// <summary>
        /// Collect all the asset uuids found in one face of a Texture Entry.
        /// </summary>
        private void RecordTextureEntryAssetUuids(Primitive.TextureEntryFace texture)
        {
            GatheredUuids[texture.TextureID] = (sbyte)AssetType.Texture;

            if (texture.MaterialID != UUID.Zero)
                AddForInspection(texture.MaterialID);
        }

        /// <summary>
        /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
        /// stored in legacy format in part.DynAttrs
        /// </summary>
        /// <param name="part"></param>
        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);
                            }
                        }
                    }
                }
            }
        }

        /// <summary>
        /// Get an asset synchronously, potentially using an asynchronous callback.  If the
        /// asynchronous callback is used, we will wait for it to complete.
        /// </summary>
        /// <param name="uuid"></param>
        /// <returns></returns>
        protected virtual AssetBase GetAsset(UUID uuid)
        {
            return m_assetService.Get(uuid.ToString());
        }

        /// <summary>
        /// Record the asset uuids embedded within the given text (e.g. a script).
        /// </summary>
        /// <param name="textAsset"></param>
        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);
            }
        }

        /// <summary>
        /// Record the uuids referenced by the given wearable asset
        /// </summary>
        /// <param name="assetBase"></param>
        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;
        }

        /// <summary>
        /// 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).
        /// </summary>
        /// <param name="sceneObjectAsset"></param>
        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);
            }
        }

        /// <summary>
        /// Get the asset uuid associated with a gesture
        /// </summary>
        /// <param name="gestureAsset"></param>
        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
                }
            }
        }

        /// <summary>
        /// Get the asset uuid's referenced in a material.
        /// </summary>
        private void RecordMaterialAssetUuids(AssetBase materialAsset)
        {
            OSDMap mat;
            try
            {
                mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data);
            }
            catch (Exception e)
            {
               m_log.WarnFormat("[Materials]: cannot decode material asset {0}: {1}", materialAsset.ID, e.Message);
               return;
            }

            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<UUID, sbyte>()) {}

        public HGUuidGatherer(IAssetService assetService, string assetServerURL, IDictionary<UUID, sbyte> 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;
        }
    }
}