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

417 lines
16 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
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*/
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 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 asset server URLs and asset server clients
private Dictionary<string, GridAssetClient> m_assetServers = new Dictionary<string, GridAssetClient>();
// This maps between asset UUIDs and asset servers
private Dictionary<UUID, GridAssetClient> m_assetMap = new Dictionary<UUID, GridAssetClient>();
// 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 bool IsInAssetMap(UUID uuid)
{
return m_assetMap.ContainsKey(uuid);
}
private bool FetchAsset(GridAssetClient asscli, UUID assetID, bool isTexture)
{
// I'm not going over 3 seconds since this will be blocking processing of all the other inbound
// packets from the client.
int pollPeriod = 200;
int maxPolls = 15;
AssetBase asset;
// Maybe it came late, and it's already here. Check first.
if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset))
{
m_log.Debug("[HGScene]: Asset already in asset cache. " + assetID);
return true;
}
asscli.RequestAsset(assetID, isTexture);
do
{
Thread.Sleep(pollPeriod);
if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset) && (asset != null))
{
m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Name + " " + assetID);
// I think I need to store it in the asset DB too.
// For now, let me just do it for textures and scripts
if (((AssetType)asset.Type == AssetType.Texture) ||
((AssetType)asset.Type == AssetType.LSLBytecode) ||
((AssetType)asset.Type == AssetType.LSLText))
{
AssetBase asset1 = new AssetBase();
Copy(asset, asset1);
m_scene.CommsManager.AssetCache.AssetServer.StoreAsset(asset1);
}
return true;
}
} while (--maxPolls > 0);
m_log.WarnFormat("[HGScene]: {0} {1} was not received before the retrieval timeout was reached",
isTexture ? "texture" : "asset", assetID.ToString());
return false;
}
private bool PostAsset(GridAssetClient asscli, UUID assetID, bool isTexture)
{
AssetBase asset1;
//m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset1);
asset1 = m_scene.CommsManager.AssetCache.GetAsset(assetID, isTexture);
if (asset1 != null)
{
// See long comment in AssetCache.AddAsset
if (!asset1.Temporary || asset1.Local)
{
// The asset cache returns instances of subclasses of AssetBase:
// TextureImage or AssetInfo. So in passing them to the remote
// server we first need to convert this to instances of AssetBase,
// which is the serializable class for assets.
AssetBase asset = new AssetBase();
Copy(asset1, asset);
asscli.StoreAsset(asset);
}
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 = new SceneObjectGroup(ass_str, true);
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.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset);
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 (!IsInAssetMap(assetID) && !IsLocalUser(ownerID))
{
// Get the item from the remote asset server onto the local AssetCache
// and place an entry in m_assetMap
GridAssetClient asscli = null;
string userAssetURL = UserAssetURL(ownerID);
if (userAssetURL != null)
{
m_assetServers.TryGetValue(userAssetURL, out asscli);
if (asscli == null)
{
m_log.Debug("[HGScene]: Starting new GridAssetClient for " + userAssetURL);
asscli = new GridAssetClient(userAssetURL);
asscli.SetReceiver(m_scene.CommsManager.AssetCache); // Straight to the asset cache!
m_assetServers.Add(userAssetURL, asscli);
asscli.Start();
}
m_log.Debug("[HGScene]: Fetching object " + assetID + " to asset server " + userAssetURL);
bool success = FetchAsset(asscli, assetID, false); // asscli.RequestAsset(item.ItemID, false);
// OK, now fetch the inside.
Dictionary<UUID, bool> ids = SniffUUIDs(assetID);
Dump(ids);
foreach (KeyValuePair<UUID, bool> kvp in ids)
FetchAsset(asscli, kvp.Key, kvp.Value);
if (success)
{
m_log.Debug("[HGScene]: Successfully fetched item from remote asset server " + userAssetURL);
m_assetMap.Add(assetID, asscli);
}
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 ontp the remote asset server
// and place an entry in m_assetMap
GridAssetClient asscli = null;
string userAssetURL = UserAssetURL(ownerID);
if (userAssetURL != null)
{
m_assetServers.TryGetValue(userAssetURL, out asscli);
if (asscli == null)
{
m_log.Debug("[HGScene]: Starting new GridAssetClient for " + userAssetURL);
asscli = new GridAssetClient(userAssetURL);
asscli.SetReceiver(m_scene.CommsManager.AssetCache); // Straight to the asset cache!
m_assetServers.Add(userAssetURL, asscli);
}
m_log.Debug("[HGScene]: Posting object " + assetID + " to asset server " + userAssetURL);
AssetBase ass1 = null;
m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out ass1);
if (ass1 != null)
{
bool success = PostAsset(asscli, assetID, (ass1.Type == (sbyte)AssetType.Texture));
// Now the inside
Dictionary<UUID, bool> ids = SniffUUIDs(assetID);
Dump(ids);
foreach (KeyValuePair<UUID, bool> kvp in ids)
PostAsset(asscli, kvp.Key, kvp.Value);
if (success)
{
m_log.Debug("[HGScene]: Successfully posted item to remote asset server " + userAssetURL);
if (!m_assetMap.ContainsKey(assetID))
m_assetMap.Add(assetID, asscli);
}
else
m_log.Warn("[HGScene]: Could not post asset to remote asset server " + userAssetURL);
}
else
m_log.Debug("[HGScene]: Something wrong with asset");
}
else
m_log.Warn("[HGScene]: Unable to locate foreign user's asset server");
}
}
#endregion
}
}