Files
opensim/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs

351 lines
13 KiB
C#

/*
* 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 OpenSim 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.Reflection;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Communications.Clients;
using OpenSim.Region.Framework.Scenes.Serialization;
//using HyperGrid.Framework;
//using OpenSim.Region.Communications.Hypergrid;
namespace OpenSim.Region.Framework.Scenes.Hypergrid
{
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;
#endregion
#region Constructor
public HGAssetMapper(Scene scene)
{
m_scene = scene;
}
#endregion
#region Internal functions
private string UserAssetURL(UUID userID)
{
CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
if (uinfo != null)
return (uinfo.UserProfile.UserAssetURI == "") ? null : uinfo.UserProfile.UserAssetURI;
return null;
}
private string UserInventoryURL(UUID userID)
{
CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
if (uinfo != null)
return (uinfo.UserProfile.UserInventoryURI == "") ? null : uinfo.UserProfile.UserInventoryURI;
return null;
}
private bool IsLocalUser(UUID userID)
{
CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
if (uinfo != null)
{
if (HGNetworkServersInfo.Singleton.IsLocalUser(uinfo.UserProfile))
{
m_log.Debug("[HGScene]: Home user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName);
return true;
}
}
m_log.Debug("[HGScene]: Foreign user " + uinfo.UserProfile.FirstName + " " + uinfo.UserProfile.SurName);
return false;
}
private AssetBase FetchAsset(string url, UUID assetID, bool isTexture)
{
AssetBase asset = m_scene.AssetService.Get(url + "/" + assetID.ToString());
if (asset != null)
{
m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Name + " " + assetID);
return asset;
}
return null;
}
private bool PostAsset(string url, AssetBase asset)
{
if (asset != null)
{
// 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();
Copy(asset, asset1);
try
{
asset1.ID = url + "/" + asset.ID;
}
catch
{
m_log.Warn("[HGScene]: This won't work until Melanie kills a few more dragons");
}
m_scene.AssetService.Store(asset1);
}
return true;
}
else
m_log.Warn("[HGScene]: 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;
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 _guardedAdd(Dictionary<UUID, bool> lst, UUID obj, bool val)
{
if (!lst.ContainsKey(obj))
lst.Add(obj, val);
}
private void SniffTextureUUIDs(Dictionary<UUID, bool> uuids, SceneObjectGroup sog)
{
try
{
_guardedAdd(uuids, sog.RootPart.Shape.Textures.DefaultTexture.TextureID, true);
}
catch (Exception) { }
foreach (Primitive.TextureEntryFace tface in sog.RootPart.Shape.Textures.FaceTextures)
{
try
{
_guardedAdd(uuids, tface.TextureID, true);
}
catch (Exception) { }
}
foreach (SceneObjectPart sop in sog.Children.Values)
{
try
{
_guardedAdd(uuids, sop.Shape.Textures.DefaultTexture.TextureID, true);
}
catch (Exception) { }
foreach (Primitive.TextureEntryFace tface in sop.Shape.Textures.FaceTextures)
{
try
{
_guardedAdd(uuids, tface.TextureID, true);
}
catch (Exception) { }
}
}
}
private void SniffTaskInventoryUUIDs(Dictionary<UUID, bool> uuids, SceneObjectGroup sog)
{
TaskInventoryDictionary tinv = sog.RootPart.TaskInventory;
lock (tinv)
{
foreach (TaskInventoryItem titem in tinv.Values)
{
uuids.Add(titem.AssetID, (InventoryType)titem.Type == InventoryType.Texture);
}
}
}
private Dictionary<UUID, bool> SniffUUIDs(AssetBase asset)
{
Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>();
if ((asset != null) && ((AssetType)asset.Type == AssetType.Object))
{
string ass_str = Utils.BytesToString(asset.Data);
SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(ass_str);
SniffTextureUUIDs(uuids, sog);
// We need to sniff further...
SniffTaskInventoryUUIDs(uuids, sog);
}
return uuids;
}
private Dictionary<UUID, bool> SniffUUIDs(UUID assetID)
{
//Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>();
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
return SniffUUIDs(asset);
}
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)
{
if (!IsLocalUser(ownerID))
{
// Get the item from the remote asset server onto the local AssetCache
// and place an entry in m_assetMap
string userAssetURL = UserAssetURL(ownerID);
if (userAssetURL != null)
{
m_log.Debug("[HGScene]: Fetching object " + assetID + " to asset server " + userAssetURL);
AssetBase asset = FetchAsset(userAssetURL, assetID, false);
if (asset != null)
{
m_log.Debug("[HGScene]: Successfully fetched item from remote asset server " + userAssetURL);
// OK, now fetch the inside.
Dictionary<UUID, bool> ids = SniffUUIDs(asset);
Dump(ids);
foreach (KeyValuePair<UUID, bool> kvp in ids)
FetchAsset(userAssetURL, kvp.Key, kvp.Value);
}
else
m_log.Warn("[HGScene]: Could not fetch asset from remote asset server " + userAssetURL);
}
else
m_log.Warn("[HGScene]: Unable to locate foreign user's asset server");
}
}
public InventoryItemBase Get(InventoryItemBase item, UUID rootFolder, CachedUserInfo userInfo)
{
InventoryClient invCli = null;
string inventoryURL = UserInventoryURL(item.Owner);
if (!m_inventoryServers.TryGetValue(inventoryURL, out invCli))
{
m_log.Debug("[HGScene]: Starting new InventorytClient for " + inventoryURL);
invCli = new InventoryClient(inventoryURL);
m_inventoryServers.Add(inventoryURL, invCli);
}
item = invCli.GetInventoryItem(item);
if (item != null)
{
// Change the folder, stick it in root folder, all items flattened out here in this region cache
item.Folder = rootFolder;
//userInfo.AddItem(item); don't use this, it calls back to the inventory server
lock (userInfo.RootFolder.Items)
{
userInfo.RootFolder.Items[item.ID] = item;
}
}
return item;
}
public void Post(UUID assetID, UUID ownerID)
{
if (!IsLocalUser(ownerID))
{
// Post the item from the local AssetCache onto the remote asset server
// and place an entry in m_assetMap
string userAssetURL = UserAssetURL(ownerID);
if (userAssetURL != null)
{
m_log.Debug("[HGScene]: Posting object " + assetID + " to asset server " + userAssetURL);
AssetBase ass1 = m_scene.AssetService.Get(assetID.ToString());
if (ass1 != null)
{
bool success = PostAsset(userAssetURL, ass1);
// Now the inside
Dictionary<UUID, bool> ids = SniffUUIDs(assetID);
Dump(ids);
foreach (KeyValuePair<UUID, bool> kvp in ids)
{
ass1 = m_scene.AssetService.Get(kvp.Key.ToString());
PostAsset(userAssetURL, ass1);
}
if (success)
m_log.DebugFormat("[HGScene]: Successfully posted item {0} to remote asset server {1}", assetID, userAssetURL);
else
m_log.WarnFormat("[HGScene]: Could not post asset {0} to remote asset server {1}", assetID, userAssetURL);
}
else
m_log.Debug("[HGScene]: Something wrong with asset, it could not be found");
}
else
m_log.Warn("[HGScene]: Unable to locate foreign user's asset server");
}
}
#endregion
}
}