diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 2c920f6e0a..dd2e859acb 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -265,9 +265,9 @@ namespace OpenSim LoadOar); m_console.Commands.AddCommand("region", false, "save oar", - "save oar [-v|version=N] []", + "save oar [-v|--version=N] []", "Save a region's data to an OAR archive.", - "-v|version=N generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine + "-v|--version=N generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine + "The OAR path must be a filesystem path." + " If this is not given then the oar is saved to region.oar in the current directory.", SaveOar); diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs index 0567a82825..3eb797bd26 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs @@ -49,7 +49,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver public class ArchiveWriteRequestPreparation { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - + + /// + /// The minimum major version of OAR that we can write. + /// + public static int MIN_MAJOR_VERSION = 0; + + /// + /// The maximum major version of OAR that we can write. + /// + public static int MAX_MAJOR_VERSION = 1; + protected Scene m_scene; protected Stream m_saveStream; protected Guid m_requestId; @@ -101,110 +111,136 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// if there was an io problem with creating the file public void ArchiveRegion(Dictionary options) { - Dictionary assetUuids = new Dictionary(); - - EntityBase[] entities = m_scene.GetEntities(); - List sceneObjects = new List(); - - /* - foreach (ILandObject lo in m_scene.LandChannel.AllParcels()) - { - if (name == lo.LandData.Name) + try + { + Dictionary assetUuids = new Dictionary(); + + EntityBase[] entities = m_scene.GetEntities(); + List sceneObjects = new List(); + + /* + foreach (ILandObject lo in m_scene.LandChannel.AllParcels()) { - // This is the parcel we want + if (name == lo.LandData.Name) + { + // This is the parcel we want + } + } + */ + + // Filter entities so that we only have scene objects. + // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods + // end up having to do this + foreach (EntityBase entity in entities) + { + if (entity is SceneObjectGroup) + { + SceneObjectGroup sceneObject = (SceneObjectGroup)entity; + + if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) + sceneObjects.Add((SceneObjectGroup)entity); } } - */ - - // Filter entities so that we only have scene objects. - // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods - // end up having to do this - foreach (EntityBase entity in entities) - { - if (entity is SceneObjectGroup) + + UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService); + + foreach (SceneObjectGroup sceneObject in sceneObjects) { - SceneObjectGroup sceneObject = (SceneObjectGroup)entity; - - if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) - sceneObjects.Add((SceneObjectGroup)entity); + assetGatherer.GatherAssetUuids(sceneObject, assetUuids); } + + m_log.DebugFormat( + "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", + sceneObjects.Count, assetUuids.Count); + + // Make sure that we also request terrain texture assets + RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; + + if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) + assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture; + + if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) + assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture; + + if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) + assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture; + + if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) + assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture; + + TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream); + + // Asynchronously request all the assets required to perform this archive operation + ArchiveWriteRequestExecution awre + = new ArchiveWriteRequestExecution( + sceneObjects, + m_scene.RequestModuleInterface(), + m_scene.RequestModuleInterface(), + m_scene, + archiveWriter, + m_requestId, + options); + + m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time."); + + // Write out control file. This has to be done first so that subsequent loaders will see this file first + // XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this + archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options)); + m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); + + new AssetsRequest( + new AssetsArchiver(archiveWriter), assetUuids, + m_scene.AssetService, awre.ReceivedAllAssets).Execute(); } - - UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService); - - foreach (SceneObjectGroup sceneObject in sceneObjects) + finally { - assetGatherer.GatherAssetUuids(sceneObject, assetUuids); - } - - m_log.DebugFormat( - "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", - sceneObjects.Count, assetUuids.Count); - - // Make sure that we also request terrain texture assets - RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; - - if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) - assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture; - - if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) - assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture; - - if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) - assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture; - - if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) - assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture; - - TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream); - - // Asynchronously request all the assets required to perform this archive operation - ArchiveWriteRequestExecution awre - = new ArchiveWriteRequestExecution( - sceneObjects, - m_scene.RequestModuleInterface(), - m_scene.RequestModuleInterface(), - m_scene, - archiveWriter, - m_requestId, - options); - - m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time."); - - // Write out control file. This has to be done first so that subsequent loaders will see this file first - // XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this - archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile(options)); - m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); - - new AssetsRequest( - new AssetsArchiver(archiveWriter), assetUuids, - m_scene.AssetService, awre.ReceivedAllAssets).Execute(); + m_saveStream.Close(); + } } - + /// /// Create the control file for the most up to date archive /// /// - public static string Create0p2ControlFile(Dictionary options) + public static string CreateControlFile(Dictionary options) { - int majorVersion = 0, minorVersion = 5; + int majorVersion = MAX_MAJOR_VERSION, minorVersion = 0; if (options.ContainsKey("version")) { - minorVersion = 0; string[] parts = options["version"].ToString().Split('.'); if (parts.Length >= 1) - majorVersion = Int32.Parse(parts[0]); - if (parts.Length >= 2) - minorVersion = Int32.Parse(parts[1]); + { + majorVersion = Int32.Parse(parts[0]); + + if (parts.Length >= 2) + minorVersion = Int32.Parse(parts[1]); + } + } + + if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION) + { + throw new Exception( + string.Format( + "OAR version number for save must be between {0} and {1}", + MIN_MAJOR_VERSION, MAX_MAJOR_VERSION)); + } + else if (majorVersion == MAX_MAJOR_VERSION) + { + // Force 1.0 + minorVersion = 0; + } + else if (majorVersion == MIN_MAJOR_VERSION) + { + // Force 0.4 + minorVersion = 4; } m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); -// if (majorVersion == 1) -// { -// 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"); -// } - + if (majorVersion == 1) + { + 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"); + } StringWriter sw = new StringWriter(); XmlTextWriter xtw = new XmlTextWriter(sw);