Bump oar version to 1.0 from 0.5
If oar contents are being changed such that older versions of opensim can't load them, then the major version must be increased This also locks version parameters to either 1.0 or 0.4, so that arbitrary 'versions' cannot be saved Also closes save stream properly in the event of an error Version 1.0 OARs are currently incompatible with OpenSim 0.7.0.2 and earlier. However, you can still save compatible version 0.4 OARs by specifing --version=0 on the save oar command line e.g. save oar --version=0 oars/test.oarviewer-2-initial-appearance
parent
859234f963
commit
2c7be7130e
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@ -265,9 +265,9 @@ namespace OpenSim
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LoadOar);
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m_console.Commands.AddCommand("region", false, "save oar",
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"save oar [-v|version=N] [<OAR path>]",
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"save oar [-v|--version=N] [<OAR path>]",
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"Save a region's data to an OAR archive.",
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"-v|version=N generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine
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"-v|--version=N generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine
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+ "The OAR path must be a filesystem path."
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+ " If this is not given then the oar is saved to region.oar in the current directory.",
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SaveOar);
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@ -49,7 +49,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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public class ArchiveWriteRequestPreparation
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// The minimum major version of OAR that we can write.
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/// </summary>
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public static int MIN_MAJOR_VERSION = 0;
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/// <summary>
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/// The maximum major version of OAR that we can write.
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/// </summary>
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public static int MAX_MAJOR_VERSION = 1;
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protected Scene m_scene;
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protected Stream m_saveStream;
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protected Guid m_requestId;
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@ -101,110 +111,136 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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/// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
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public void ArchiveRegion(Dictionary<string, object> options)
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{
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Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();
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EntityBase[] entities = m_scene.GetEntities();
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List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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/*
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foreach (ILandObject lo in m_scene.LandChannel.AllParcels())
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{
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if (name == lo.LandData.Name)
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try
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{
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Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();
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EntityBase[] entities = m_scene.GetEntities();
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List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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/*
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foreach (ILandObject lo in m_scene.LandChannel.AllParcels())
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{
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// This is the parcel we want
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if (name == lo.LandData.Name)
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{
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// This is the parcel we want
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}
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}
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*/
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// Filter entities so that we only have scene objects.
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// FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
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// end up having to do this
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foreach (EntityBase entity in entities)
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{
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if (entity is SceneObjectGroup)
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{
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SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
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if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
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sceneObjects.Add((SceneObjectGroup)entity);
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}
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}
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*/
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// Filter entities so that we only have scene objects.
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// FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
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// end up having to do this
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foreach (EntityBase entity in entities)
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{
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if (entity is SceneObjectGroup)
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UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);
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foreach (SceneObjectGroup sceneObject in sceneObjects)
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{
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SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
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if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
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sceneObjects.Add((SceneObjectGroup)entity);
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assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
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}
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m_log.DebugFormat(
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"[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
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sceneObjects.Count, assetUuids.Count);
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// Make sure that we also request terrain texture assets
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RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
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if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
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assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
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if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
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assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
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if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
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assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
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if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
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assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
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TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
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// Asynchronously request all the assets required to perform this archive operation
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ArchiveWriteRequestExecution awre
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= new ArchiveWriteRequestExecution(
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sceneObjects,
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m_scene.RequestModuleInterface<ITerrainModule>(),
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m_scene.RequestModuleInterface<IRegionSerialiserModule>(),
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m_scene,
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archiveWriter,
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m_requestId,
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options);
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m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time.");
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// Write out control file. This has to be done first so that subsequent loaders will see this file first
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// XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this
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archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options));
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m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
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new AssetsRequest(
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new AssetsArchiver(archiveWriter), assetUuids,
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m_scene.AssetService, awre.ReceivedAllAssets).Execute();
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}
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UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);
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foreach (SceneObjectGroup sceneObject in sceneObjects)
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finally
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{
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assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
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}
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m_log.DebugFormat(
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"[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
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sceneObjects.Count, assetUuids.Count);
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// Make sure that we also request terrain texture assets
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RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
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if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
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assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
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if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
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assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
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if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
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assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
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if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
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assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
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TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
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// Asynchronously request all the assets required to perform this archive operation
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ArchiveWriteRequestExecution awre
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= new ArchiveWriteRequestExecution(
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sceneObjects,
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m_scene.RequestModuleInterface<ITerrainModule>(),
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m_scene.RequestModuleInterface<IRegionSerialiserModule>(),
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m_scene,
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archiveWriter,
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m_requestId,
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options);
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m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time.");
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// Write out control file. This has to be done first so that subsequent loaders will see this file first
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// XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this
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archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile(options));
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m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
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new AssetsRequest(
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new AssetsArchiver(archiveWriter), assetUuids,
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m_scene.AssetService, awre.ReceivedAllAssets).Execute();
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m_saveStream.Close();
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}
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}
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/// <summary>
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/// Create the control file for the most up to date archive
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/// </summary>
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/// <returns></returns>
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public static string Create0p2ControlFile(Dictionary<string, object> options)
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public static string CreateControlFile(Dictionary<string, object> options)
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{
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int majorVersion = 0, minorVersion = 5;
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int majorVersion = MAX_MAJOR_VERSION, minorVersion = 0;
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if (options.ContainsKey("version"))
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{
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minorVersion = 0;
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string[] parts = options["version"].ToString().Split('.');
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if (parts.Length >= 1)
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majorVersion = Int32.Parse(parts[0]);
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if (parts.Length >= 2)
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minorVersion = Int32.Parse(parts[1]);
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{
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majorVersion = Int32.Parse(parts[0]);
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if (parts.Length >= 2)
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minorVersion = Int32.Parse(parts[1]);
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}
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}
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if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION)
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{
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throw new Exception(
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string.Format(
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"OAR version number for save must be between {0} and {1}",
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MIN_MAJOR_VERSION, MAX_MAJOR_VERSION));
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}
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else if (majorVersion == MAX_MAJOR_VERSION)
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{
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// Force 1.0
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minorVersion = 0;
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}
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else if (majorVersion == MIN_MAJOR_VERSION)
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{
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// Force 0.4
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minorVersion = 4;
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}
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m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion);
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// if (majorVersion == 1)
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// {
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// m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR");
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// }
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if (majorVersion == 1)
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{
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m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR");
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}
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StringWriter sw = new StringWriter();
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XmlTextWriter xtw = new XmlTextWriter(sw);
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