OpenSimMirror/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.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 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 log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
{
/// <summary>
/// This module loads and saves OpenSimulator inventory archives
/// </summary>
public class InventoryArchiverModule : IRegionModule, IInventoryArchiverModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public string Name { get { return "Inventory Archiver Module"; } }
public bool IsSharedModule { get { return true; } }
/// <value>
/// Enable or disable checking whether the iar user is actually logged in
/// </value>
public bool DisablePresenceChecks { get; set; }
public event InventoryArchiveSaved OnInventoryArchiveSaved;
/// <summary>
/// The file to load and save inventory if no filename has been specified
/// </summary>
2009-09-07 17:42:53 +00:00
protected const string DEFAULT_INV_BACKUP_FILENAME = "user-inventory.iar";
/// <value>
/// Pending save completions initiated from the console
/// </value>
protected List<Guid> m_pendingConsoleSaves = new List<Guid>();
/// <value>
/// All scenes that this module knows about
/// </value>
private Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
private Scene m_aScene;
public InventoryArchiverModule() {}
public InventoryArchiverModule(bool disablePresenceChecks)
{
DisablePresenceChecks = disablePresenceChecks;
}
public void Initialise(Scene scene, IConfigSource source)
{
if (m_scenes.Count == 0)
{
scene.RegisterModuleInterface<IInventoryArchiverModule>(this);
OnInventoryArchiveSaved += SaveInvConsoleCommandCompleted;
scene.AddCommand(
this, "load iar",
"load iar <first> <last> <inventory path> <password> [<archive path>]",
"Load user inventory archive. EXPERIMENTAL", HandleLoadInvConsoleCommand);
scene.AddCommand(
this, "save iar",
"save iar <first> <last> <inventory path> <password> [<archive path>]",
"Save user inventory archive. EXPERIMENTAL", HandleSaveInvConsoleCommand);
m_aScene = scene;
}
m_scenes[scene.RegionInfo.RegionID] = scene;
}
public void PostInitialise() {}
public void Close() {}
/// <summary>
/// Trigger the inventory archive saved event.
/// </summary>
protected internal void TriggerInventoryArchiveSaved(
Guid id, bool succeeded, CachedUserInfo userInfo, string invPath, Stream saveStream,
Exception reportedException)
{
InventoryArchiveSaved handlerInventoryArchiveSaved = OnInventoryArchiveSaved;
if (handlerInventoryArchiveSaved != null)
handlerInventoryArchiveSaved(id, succeeded, userInfo, invPath, saveStream, reportedException);
}
public bool ArchiveInventory(Guid id, string firstName, string lastName, string invPath, string pass, Stream saveStream)
{
if (m_scenes.Count > 0)
{
CachedUserInfo userInfo = GetUserInfo(firstName, lastName, pass);
if (userInfo != null)
{
if (CheckPresence(userInfo.UserProfile.ID))
{
new InventoryArchiveWriteRequest(id, this, m_aScene, userInfo, invPath, saveStream).Execute();
return true;
}
else
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: User {0} {1} not logged in to this region simulator",
userInfo.UserProfile.Name, userInfo.UserProfile.ID);
}
}
}
return false;
}
public bool ArchiveInventory(Guid id, string firstName, string lastName, string invPath, string pass, string savePath)
{
if (m_scenes.Count > 0)
{
CachedUserInfo userInfo = GetUserInfo(firstName, lastName, pass);
if (userInfo != null)
{
if (CheckPresence(userInfo.UserProfile.ID))
{
new InventoryArchiveWriteRequest(id, this, m_aScene, userInfo, invPath, savePath).Execute();
return true;
}
else
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: User {0} {1} not logged in to this region simulator",
userInfo.UserProfile.Name, userInfo.UserProfile.ID);
}
}
}
return false;
}
public bool DearchiveInventory(string firstName, string lastName, string invPath, string pass, Stream loadStream)
{
if (m_scenes.Count > 0)
{
CachedUserInfo userInfo = GetUserInfo(firstName, lastName, pass);
if (userInfo != null)
{
if (CheckPresence(userInfo.UserProfile.ID))
{
InventoryArchiveReadRequest request =
new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadStream);
UpdateClientWithLoadedNodes(userInfo, request.Execute());
return true;
}
else
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: User {0} {1} not logged in to this region simulator",
userInfo.UserProfile.Name, userInfo.UserProfile.ID);
}
}
}
return false;
}
public bool DearchiveInventory(string firstName, string lastName, string invPath, string pass, string loadPath)
{
if (m_scenes.Count > 0)
{
CachedUserInfo userInfo = GetUserInfo(firstName, lastName, pass);
if (userInfo != null)
{
if (CheckPresence(userInfo.UserProfile.ID))
{
InventoryArchiveReadRequest request =
new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadPath);
UpdateClientWithLoadedNodes(userInfo, request.Execute());
return true;
}
else
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: User {0} {1} not logged in to this region simulator",
userInfo.UserProfile.Name, userInfo.UserProfile.ID);
}
}
}
return false;
}
/// <summary>
/// Load inventory from an inventory file archive
/// </summary>
/// <param name="cmdparams"></param>
protected void HandleLoadInvConsoleCommand(string module, string[] cmdparams)
{
if (cmdparams.Length < 6)
{
m_log.Error(
"[INVENTORY ARCHIVER]: usage is load iar <first name> <last name> <inventory path> <user password> [<load file path>]");
return;
}
m_log.Info("[INVENTORY ARCHIVER]: PLEASE NOTE THAT THIS FACILITY IS EXPERIMENTAL. BUG REPORTS WELCOME.");
string firstName = cmdparams[2];
string lastName = cmdparams[3];
string invPath = cmdparams[4];
string pass = cmdparams[5];
string loadPath = (cmdparams.Length > 6 ? cmdparams[6] : DEFAULT_INV_BACKUP_FILENAME);
m_log.InfoFormat(
"[INVENTORY ARCHIVER]: Loading archive {0} to inventory path {1} for {2} {3}",
loadPath, invPath, firstName, lastName);
if (DearchiveInventory(firstName, lastName, invPath, pass, loadPath))
m_log.InfoFormat(
"[INVENTORY ARCHIVER]: Loaded archive {0} for {1} {2}",
loadPath, firstName, lastName);
}
/// <summary>
/// Save inventory to a file archive
/// </summary>
/// <param name="cmdparams"></param>
protected void HandleSaveInvConsoleCommand(string module, string[] cmdparams)
{
if (cmdparams.Length < 6)
{
m_log.Error(
"[INVENTORY ARCHIVER]: usage is save iar <first name> <last name> <inventory path> <user password> [<save file path>]");
return;
}
m_log.Info("[INVENTORY ARCHIVER]: PLEASE NOTE THAT THIS FACILITY IS EXPERIMENTAL. BUG REPORTS WELCOME.");
string firstName = cmdparams[2];
string lastName = cmdparams[3];
string invPath = cmdparams[4];
string pass = cmdparams[5];
string savePath = (cmdparams.Length > 6 ? cmdparams[6] : DEFAULT_INV_BACKUP_FILENAME);
m_log.InfoFormat(
"[INVENTORY ARCHIVER]: Saving archive {0} from inventory path {1} for {2} {3}",
savePath, invPath, firstName, lastName);
Guid id = Guid.NewGuid();
ArchiveInventory(id, firstName, lastName, invPath, pass, savePath);
lock (m_pendingConsoleSaves)
m_pendingConsoleSaves.Add(id);
}
private void SaveInvConsoleCommandCompleted(
Guid id, bool succeeded, CachedUserInfo userInfo, string invPath, Stream saveStream,
Exception reportedException)
{
lock (m_pendingConsoleSaves)
{
if (m_pendingConsoleSaves.Contains(id))
m_pendingConsoleSaves.Remove(id);
else
return;
}
if (succeeded)
{
m_log.InfoFormat("[INVENTORY ARCHIVER]: Saved archive for {0}", userInfo.UserProfile.Name);
}
else
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Archive save for {0} failed - {1}",
userInfo.UserProfile.Name, reportedException.Message);
}
}
/// <summary>
/// Get user information for the given name.
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="pass">User password</param>
/// <returns></returns>
protected CachedUserInfo GetUserInfo(string firstName, string lastName, string pass)
{
CachedUserInfo userInfo = m_aScene.CommsManager.UserProfileCacheService.GetUserDetails(firstName, lastName);
//m_aScene.CommsManager.UserService.GetUserProfile(firstName, lastName);
if (null == userInfo)
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Failed to find user info for {0} {1}",
firstName, lastName);
return null;
}
if (m_aScene.CommsManager.UserService.AuthenticateUserByPassword(userInfo.UserProfile.ID, pass))
{
return userInfo;
}
else
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Password for user {0} {1} incorrect. Please try again.",
firstName, lastName);
return null;
}
}
/// <summary>
/// Notify the client of loaded nodes if they are logged in
/// </summary>
/// <param name="loadedNodes">Can be empty. In which case, nothing happens</param>
private void UpdateClientWithLoadedNodes(CachedUserInfo userInfo, List<InventoryNodeBase> loadedNodes)
{
if (loadedNodes.Count == 0)
return;
foreach (Scene scene in m_scenes.Values)
{
ScenePresence user = scene.GetScenePresence(userInfo.UserProfile.ID);
if (user != null && !user.IsChildAgent)
{
foreach (InventoryNodeBase node in loadedNodes)
{
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Notifying {0} of loaded inventory node {1}",
user.Name, node.Name);
user.ControllingClient.SendBulkUpdateInventory(node);
}
break;
}
}
}
/// <summary>
/// Check if the given user is present in any of the scenes.
/// </summary>
/// <param name="userId">The user to check</param>
/// <returns>true if the user is in any of the scenes, false otherwise</returns>
protected bool CheckPresence(UUID userId)
{
if (DisablePresenceChecks)
return true;
foreach (Scene scene in m_scenes.Values)
{
ScenePresence p;
if ((p = scene.GetScenePresence(userId)) != null)
{
p.ControllingClient.SendAgentAlertMessage("Inventory operation has been started", false);
return true;
}
}
return false;
}
}
}