OpenSimMirror/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs

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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 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.IO;
using System.IO.Compression;
using System.Net;
using System.Reflection;
using System.Text;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Archive;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.CoreModules.World.Terrain;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
this is step 2 of 2 of the OpenSim.Region.Environment refactor. NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator
2009-02-10 13:10:57 +00:00
namespace OpenSim.Region.CoreModules.World.Archiver
{
/// <summary>
/// Handles an individual archive read request
/// </summary>
public class ArchiveReadRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
private Scene m_scene;
private Stream m_loadStream;
private string m_errorMessage;
/// <value>
/// Should the archive being loaded be merged with what is already on the region?
/// </value>
private bool m_merge;
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/// <summary>
/// Used to cache lookups for valid uuids.
/// </summary>
private IDictionary<UUID, bool> m_validUserUuids = new Dictionary<UUID, bool>();
public ArchiveReadRequest(Scene scene, string loadPath, bool merge)
{
m_scene = scene;
m_loadStream = new GZipStream(GetStream(loadPath), CompressionMode.Decompress);
m_errorMessage = String.Empty;
m_merge = merge;
}
public ArchiveReadRequest(Scene scene, Stream loadStream, bool merge)
{
m_scene = scene;
m_loadStream = loadStream;
m_merge = merge;
}
/// <summary>
/// Dearchive the region embodied in this request.
/// </summary>
public void DearchiveRegion()
{
// The same code can handle dearchiving 0.1 and 0.2 OpenSim Archive versions
DearchiveRegion0DotStar();
}
private void DearchiveRegion0DotStar()
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{
int successfulAssetRestores = 0;
int failedAssetRestores = 0;
List<string> serialisedSceneObjects = new List<string>();
try
{
TarArchiveReader archive = new TarArchiveReader(m_loadStream);
string filePath = "ERROR";
byte[] data;
TarArchiveReader.TarEntryType entryType;
while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
{
//m_log.DebugFormat(
// "[ARCHIVER]: Successfully read {0} ({1} bytes)}", filePath, data.Length);
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
{
m_log.WarnFormat(
"[ARCHIVER]: Ignoring directory entry {0}", filePath);
}
else if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
{
serialisedSceneObjects.Add(m_asciiEncoding.GetString(data));
}
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
{
if (LoadAsset(filePath, data))
successfulAssetRestores++;
else
failedAssetRestores++;
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
{
LoadTerrain(filePath, data);
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
{
LoadRegionSettings(filePath, data);
}
}
//m_log.Debug("[ARCHIVER]: Reached end of archive");
archive.Close();
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ARCHIVER]: Error loading oar file. Exception was: {0}", e);
m_errorMessage += e.ToString();
m_scene.EventManager.TriggerOarFileLoaded(m_errorMessage);
return;
}
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m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
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if (failedAssetRestores > 0)
{
m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores);
}
if (!m_merge)
{
m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
m_scene.DeleteAllSceneObjects();
}
// Reload serialized prims
m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface<IRegionSerialiserModule>();
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ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
foreach (string serialisedSceneObject in serialisedSceneObjects)
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{
SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
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// For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
// on the same region server and multiple examples a single object archive to be imported
// to the same scene (when this is possible).
sceneObject.ResetIDs();
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// Try to retain the original creator/owner/lastowner if their uuid is present on this grid
// otherwise, use the master avatar uuid instead
UUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID;
if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero)
masterAvatarId = m_scene.RegionInfo.EstateSettings.EstateOwner;
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
if (!ResolveUserUuid(part.CreatorID))
part.CreatorID = masterAvatarId;
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if (!ResolveUserUuid(part.OwnerID))
part.OwnerID = masterAvatarId;
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if (!ResolveUserUuid(part.LastOwnerID))
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part.LastOwnerID = masterAvatarId;
// And zap any troublesome sit target information
part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
part.SitTargetPosition = new Vector3(0, 0, 0);
// Fix ownership/creator of inventory items
// Not doing so results in inventory items
// being no copy/no mod for everyone
lock (part.TaskInventory)
{
TaskInventoryDictionary inv = part.TaskInventory;
foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
{
if (!ResolveUserUuid(kvp.Value.OwnerID))
{
kvp.Value.OwnerID = masterAvatarId;
}
if (!ResolveUserUuid(kvp.Value.CreatorID))
{
kvp.Value.CreatorID = masterAvatarId;
}
}
}
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}
if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
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{
sceneObjects.Add(sceneObject);
}
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}
m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjects.Count);
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int ignoredObjects = serialisedSceneObjects.Count - sceneObjects.Count;
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if (ignoredObjects > 0)
m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
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m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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m_log.Debug("[ARCHIVER]: Starting scripts");
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foreach (SceneObjectGroup sceneObject in sceneObjects)
{
sceneObject.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 0);
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}
m_scene.EventManager.TriggerOarFileLoaded(m_errorMessage);
}
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/// <summary>
/// Look up the given user id to check whether it's one that is valid for this grid.
/// </summary>
/// <param name="uuid"></param>
/// <returns></returns>
private bool ResolveUserUuid(UUID uuid)
{
if (!m_validUserUuids.ContainsKey(uuid))
{
CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(uuid);
if (profile != null && profile.UserProfile != null)
m_validUserUuids.Add(uuid, true);
else
m_validUserUuids.Add(uuid, false);
}
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if (m_validUserUuids[uuid])
return true;
else
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return false;
}
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/// <summary>
/// Load an asset
/// </summary>
/// <param name="assetFilename"></param>
/// <param name="data"></param>
/// <returns>true if asset was successfully loaded, false otherwise</returns>
private bool LoadAsset(string assetPath, byte[] data)
{
// Right now we're nastily obtaining the UUID from the filename
string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
if (i == -1)
{
m_log.ErrorFormat(
"[ARCHIVER]: Could not find extension information in asset path {0} since it's missing the separator {1}. Skipping",
assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
return false;
}
string extension = filename.Substring(i);
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string uuid = filename.Remove(filename.Length - extension.Length);
if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
{
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
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//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
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AssetBase asset = new AssetBase(new UUID(uuid), String.Empty);
asset.Type = assetType;
asset.Data = data;
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m_scene.CommsManager.AssetCache.AddAsset(asset);
/**
* Create layers on decode for image assets. This is likely to significantly increase the time to load archives so
* it might be best done when dearchive takes place on a separate thread
if (asset.Type=AssetType.Texture)
{
IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
if (cacheLayerDecode != null)
cacheLayerDecode.syncdecode(asset.FullID, asset.Data);
}
*/
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return true;
}
else
{
m_log.ErrorFormat(
"[ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
assetPath, extension);
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return false;
}
}
/// <summary>
/// Load region settings data
/// </summary>
/// <param name="settingsPath"></param>
/// <param name="data"></param>
/// <returns>
/// true if settings were loaded successfully, false otherwise
/// </returns>
private bool LoadRegionSettings(string settingsPath, byte[] data)
{
RegionSettings loadedRegionSettings;
try
{
loadedRegionSettings = RegionSettingsSerializer.Deserialize(data);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ARCHIVER]: Could not parse region settings file {0}. Ignoring. Exception was {1}",
settingsPath, e);
return false;
}
RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit;
currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage;
currentRegionSettings.AllowLandJoinDivide = loadedRegionSettings.AllowLandJoinDivide;
currentRegionSettings.AllowLandResell = loadedRegionSettings.AllowLandResell;
currentRegionSettings.BlockFly = loadedRegionSettings.BlockFly;
currentRegionSettings.BlockShowInSearch = loadedRegionSettings.BlockShowInSearch;
currentRegionSettings.BlockTerraform = loadedRegionSettings.BlockTerraform;
currentRegionSettings.DisableCollisions = loadedRegionSettings.DisableCollisions;
currentRegionSettings.DisablePhysics = loadedRegionSettings.DisablePhysics;
currentRegionSettings.DisableScripts = loadedRegionSettings.DisableScripts;
currentRegionSettings.Elevation1NE = loadedRegionSettings.Elevation1NE;
currentRegionSettings.Elevation1NW = loadedRegionSettings.Elevation1NW;
currentRegionSettings.Elevation1SE = loadedRegionSettings.Elevation1SE;
currentRegionSettings.Elevation1SW = loadedRegionSettings.Elevation1SW;
currentRegionSettings.Elevation2NE = loadedRegionSettings.Elevation2NE;
currentRegionSettings.Elevation2NW = loadedRegionSettings.Elevation2NW;
currentRegionSettings.Elevation2SE = loadedRegionSettings.Elevation2SE;
currentRegionSettings.Elevation2SW = loadedRegionSettings.Elevation2SW;
currentRegionSettings.FixedSun = loadedRegionSettings.FixedSun;
currentRegionSettings.ObjectBonus = loadedRegionSettings.ObjectBonus;
currentRegionSettings.RestrictPushing = loadedRegionSettings.RestrictPushing;
currentRegionSettings.TerrainLowerLimit = loadedRegionSettings.TerrainLowerLimit;
currentRegionSettings.TerrainRaiseLimit = loadedRegionSettings.TerrainRaiseLimit;
currentRegionSettings.TerrainTexture1 = loadedRegionSettings.TerrainTexture1;
currentRegionSettings.TerrainTexture2 = loadedRegionSettings.TerrainTexture2;
currentRegionSettings.TerrainTexture3 = loadedRegionSettings.TerrainTexture3;
currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4;
currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun;
currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight;
IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
estateModule.sendRegionHandshakeToAll();
return true;
}
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/// <summary>
/// Load terrain data
/// </summary>
/// <param name="terrainPath"></param>
/// <param name="data"></param>
/// <returns>
/// true if terrain was resolved successfully, false otherwise.
/// </returns>
private bool LoadTerrain(string terrainPath, byte[] data)
{
ITerrainModule terrainModule = m_scene.RequestModuleInterface<ITerrainModule>();
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MemoryStream ms = new MemoryStream(data);
terrainModule.LoadFromStream(terrainPath, ms);
ms.Close();
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m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath);
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return true;
}
/// <summary>
/// Resolve path to a working FileStream
/// </summary>
private Stream GetStream(string path)
{
try
{
if (File.Exists(path))
{
return new FileStream(path, FileMode.Open);
}
else
{
Uri uri = new Uri(path); // throw exception if not valid URI
if (uri.Scheme == "file")
{
return new FileStream(uri.AbsolutePath, FileMode.Open);
}
else
{
if (uri.Scheme != "http")
throw new Exception(String.Format("Unsupported URI scheme ({0})", path));
// OK, now we know we have an HTTP URI to work with
return URIFetch(uri);
}
}
}
catch (Exception e)
{
throw new Exception(String.Format("Unable to create file input stream for {0}: {1}", path, e));
}
}
private static Stream URIFetch(Uri uri)
{
HttpWebRequest request = (HttpWebRequest) WebRequest.Create(uri);
// request.Credentials = credentials;
request.ContentLength = 0;
WebResponse response = request.GetResponse();
Stream file = response.GetResponseStream();
if (response.ContentType != "application/x-oar")
throw new Exception(String.Format("{0} does not identify an OAR file", uri.ToString()));
if (response.ContentLength == 0)
throw new Exception(String.Format("{0} returned an empty file", uri.ToString()));
// return new BufferedStream(file, (int) response.ContentLength);
return new BufferedStream(file, 1000000);
}
}
}