mirror of
https://github.com/opensim/opensim.git
synced 2026-08-06 01:06:30 +08:00
Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
This commit is contained in:
@@ -150,6 +150,34 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (m_Enabled)
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scene.RegisterModuleInterface<IUserAgentVerificationModule>(this);
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scene.EventManager.OnIncomingSceneObject += OnIncomingSceneObject;
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}
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void OnIncomingSceneObject(SceneObjectGroup so)
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{
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if (!so.IsAttachment)
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return;
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if (so.Scene.UserManagementModule.IsLocalGridUser(so.AttachedAvatar))
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return;
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// foreign user
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AgentCircuitData aCircuit = so.Scene.AuthenticateHandler.GetAgentCircuitData(so.AttachedAvatar);
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if (aCircuit != null && (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0)
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{
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if (aCircuit.ServiceURLs != null && aCircuit.ServiceURLs.ContainsKey("AssetServerURI"))
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{
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string url = aCircuit.ServiceURLs["AssetServerURI"].ToString();
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m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachement {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url);
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(so.Scene.AssetService, url);
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uuidGatherer.GatherAssetUuids(so, ids);
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foreach (KeyValuePair<UUID, AssetType> kvp in ids)
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uuidGatherer.FetchAsset(kvp.Key);
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}
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}
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}
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protected override void OnNewClient(IClientAPI client)
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@@ -71,19 +71,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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#region Internal functions
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public AssetBase FetchAsset(string url, UUID assetID)
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public AssetMetadata FetchMetadata(string url, UUID assetID)
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{
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if (!url.EndsWith("/") && !url.EndsWith("="))
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url = url + "/";
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AssetBase asset = m_scene.AssetService.Get(url + assetID.ToString());
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AssetMetadata meta = m_scene.AssetService.GetMetadata(url + assetID.ToString());
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if (asset != null)
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{
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m_log.DebugFormat("[HG ASSET MAPPER]: Copied asset {0} from {1} to local asset server. ", asset.ID, url);
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return asset;
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}
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return null;
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if (meta != null)
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m_log.DebugFormat("[HG ASSET MAPPER]: Fetched metadata for asset {0} of type {1} from {2} ", assetID, meta.Type, url);
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else
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m_log.DebugFormat("[HG ASSET MAPPER]: Unable to fetched metadata for asset {0} from {1} ", assetID, url);
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return meta;
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}
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public bool PostAsset(string url, AssetBase asset)
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@@ -93,6 +93,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (!url.EndsWith("/") && !url.EndsWith("="))
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url = url + "/";
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bool success = true;
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// See long comment in AssetCache.AddAsset
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if (!asset.Temporary || asset.Local)
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{
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@@ -103,14 +104,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// not having a global naming infrastructure
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AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID);
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Copy(asset, asset1);
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try
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{
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asset1.ID = url + asset.ID;
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}
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catch
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{
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m_log.Warn("[HG ASSET MAPPER]: Oops.");
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}
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asset1.ID = url + asset.ID;
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AdjustIdentifiers(asset1.Metadata);
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if (asset1.Metadata.Type == (sbyte)AssetType.Object)
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@@ -118,11 +112,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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else
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asset1.Data = asset.Data;
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m_scene.AssetService.Store(asset1);
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m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
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string id = m_scene.AssetService.Store(asset1);
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if (id == string.Empty)
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{
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m_log.DebugFormat("[HG ASSET MAPPER]: Asset server {0} did not accept {1}", url, asset.ID);
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success = false;
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}
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else
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m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
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}
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return true;
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}
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return success;
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}
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else
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m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache.");
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@@ -222,28 +222,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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public void Get(UUID assetID, UUID ownerID, string userAssetURL)
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{
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// Get the item from the remote asset server onto the local AssetCache
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// and place an entry in m_assetMap
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// Get the item from the remote asset server onto the local AssetService
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m_log.Debug("[HG ASSET MAPPER]: Fetching object " + assetID + " from asset server " + userAssetURL);
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AssetBase asset = FetchAsset(userAssetURL, assetID);
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AssetMetadata meta = FetchMetadata(userAssetURL, assetID);
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if (meta == null)
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return;
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if (asset != null)
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{
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// OK, now fetch the inside.
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
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uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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if (ids.ContainsKey(assetID))
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ids.Remove(assetID);
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foreach (UUID uuid in ids.Keys)
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FetchAsset(userAssetURL, uuid);
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// The act of gathering UUIDs downloads the assets from the remote server
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL);
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uuidGatherer.GatherAssetUuids(assetID, (AssetType)meta.Type, ids);
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m_log.DebugFormat("[HG ASSET MAPPER]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL);
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m_log.DebugFormat("[HG ASSET MAPPER]: Successfully fetched asset {0} from asset server {1}", assetID, userAssetURL);
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}
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else
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m_log.Warn("[HG ASSET MAPPER]: Could not fetch asset from remote asset server " + userAssetURL);
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}
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@@ -257,19 +248,23 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (asset != null)
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{
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
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uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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bool success = false;
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foreach (UUID uuid in ids.Keys)
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{
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asset = m_scene.AssetService.Get(uuid.ToString());
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if (asset == null)
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m_log.DebugFormat("[HG ASSET MAPPER]: Could not find asset {0}", uuid);
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else
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PostAsset(userAssetURL, asset);
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success = PostAsset(userAssetURL, asset);
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}
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// maybe all pieces got there...
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m_log.DebugFormat("[HG ASSET MAPPER]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL);
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// maybe all pieces got there...
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if (!success)
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m_log.DebugFormat("[HG ASSET MAPPER]: Problems posting item {0} to asset server {1}", assetID, userAssetURL);
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else
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m_log.DebugFormat("[HG ASSET MAPPER]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL);
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}
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else
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@@ -263,8 +263,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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//}
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// OK, we're done fetching. Pass it up to the default RezObject
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return base.RezObject(remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
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RezSelected, RemoveItem, fromTaskID, attachment);
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SceneObjectGroup sog = base.RezObject(remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
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RezSelected, RemoveItem, fromTaskID, attachment);
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if (sog == null)
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remoteClient.SendAgentAlertMessage("Unable to rez: problem accessing inventory or locating assets", false);
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return sog;
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}
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@@ -1,57 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using OpenMetaverse;
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namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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{
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public class HGUuidGatherer : UuidGatherer
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{
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protected string m_assetServerURL;
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protected HGAssetMapper m_assetMapper;
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public HGUuidGatherer(HGAssetMapper assMap, IAssetService assetCache, string assetServerURL) : base(assetCache)
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{
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m_assetMapper = assMap;
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m_assetServerURL = assetServerURL;
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}
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protected override AssetBase GetAsset(UUID uuid)
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{
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if (string.Empty == m_assetServerURL)
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return m_assetCache.Get(uuid.ToString());
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else
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return m_assetMapper.FetchAsset(m_assetServerURL, uuid);
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}
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}
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}
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