* check in missing files that caused the previous build break
parent
7ec065198a
commit
4a5e1c7547
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@ -0,0 +1,238 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using System.Reflection;
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using System.Xml;
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using OpenMetaverse;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Modules.World.Archiver;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using log4net;
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using OpenSim.Region.Environment.Modules.World.Serialiser;
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namespace OpenSim.Region.Environment.Modules.Avatar.Inventory
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{
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public class InventoryArchiveReadRequest
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{
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protected Scene scene;
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protected TarArchiveReader archive;
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private static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding();
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ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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CachedUserInfo userInfo;
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UserProfileData userProfile;
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CommunicationsManager commsManager;
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string loadPath;
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public InventoryArchiveReadRequest(Scene currentScene, CommunicationsManager commsManager)
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{
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List<string> serialisedObjects = new List<string>();
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scene = currentScene;
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this.commsManager = commsManager;
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}
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protected InventoryItemBase loadInvItem(string path, string contents)
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{
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InventoryItemBase item = new InventoryItemBase();
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StringReader sr = new StringReader(contents);
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XmlTextReader reader = new XmlTextReader(sr);
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if (contents.Equals("")) return null;
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reader.ReadStartElement("InventoryObject");
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reader.ReadStartElement("Name");
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item.Name = reader.ReadString();
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reader.ReadEndElement();
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reader.ReadStartElement("ID");
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item.ID = UUID.Parse(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("InvType");
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item.InvType = System.Convert.ToInt32(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("CreatorUUID");
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item.Creator = UUID.Parse(reader.ReadString());
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item.Creator = userProfile.ID;
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reader.ReadEndElement();
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reader.ReadStartElement("CreationDate");
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item.CreationDate = System.Convert.ToInt32(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("Owner");
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item.Owner = UUID.Parse(reader.ReadString());
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item.Owner = userProfile.ID;
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reader.ReadEndElement();
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//No description would kill it
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if (reader.IsEmptyElement)
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{
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reader.ReadStartElement("Description");
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}
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else
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{
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reader.ReadStartElement("Description");
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item.Description = reader.ReadString();
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reader.ReadEndElement();
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}
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reader.ReadStartElement("AssetType");
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item.AssetType = System.Convert.ToInt32(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("AssetID");
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item.AssetID = UUID.Parse(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("SaleType");
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item.SaleType = System.Convert.ToByte(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("SalePrice");
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item.SalePrice = System.Convert.ToInt32(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("BasePermissions");
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item.BasePermissions = System.Convert.ToUInt32(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("CurrentPermissions");
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item.CurrentPermissions = System.Convert.ToUInt32(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("EveryOnePermssions");
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item.EveryOnePermissions = System.Convert.ToUInt32(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("NextPermissions");
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item.NextPermissions = System.Convert.ToUInt32(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("Flags");
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item.Flags = System.Convert.ToUInt32(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("GroupID");
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item.GroupID = UUID.Parse(reader.ReadString());
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reader.ReadEndElement();
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reader.ReadStartElement("GroupOwned");
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item.GroupOwned = System.Convert.ToBoolean(reader.ReadString());
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reader.ReadEndElement();
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//reader.ReadStartElement("ParentFolderID");
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//item.Folder = UUID.Parse(reader.ReadString());
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//reader.ReadEndElement();
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//reader.ReadEndElement();
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return item;
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}
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public void execute(string[] cmdparams)
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{
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string filePath = "ERROR";
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int successfulAssetRestores = 0;
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int failedAssetRestores = 0;
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string firstName = cmdparams[0];
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string lastName = cmdparams[1];
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string invPath = cmdparams[2];
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loadPath = (cmdparams.Length > 3 ? cmdparams[3] : "inventory.tar.gz");
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archive
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= new TarArchiveReader(new GZipStream(
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new FileStream(loadPath, FileMode.Open), CompressionMode.Decompress));
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userProfile = commsManager.UserService.GetUserProfile(firstName, lastName);
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userInfo = commsManager.UserProfileCacheService.GetUserDetails(userProfile.ID);
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byte[] data;
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while ((data = archive.ReadEntry(out filePath)) != null)
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{
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if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
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{
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if (LoadAsset(filePath, data))
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successfulAssetRestores++;
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else
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failedAssetRestores++;
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}
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else
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{
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//Load the item
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InventoryItemBase item = loadInvItem(filePath, m_asciiEncoding.GetString(data));
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if (item != null) userInfo.AddItem(item);
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}
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}
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archive.Close();
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m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
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}
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/// <summary>
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/// Load an asset
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/// </summary>
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/// <param name="assetFilename"></param>
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/// <param name="data"></param>
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/// <returns>true if asset was successfully loaded, false otherwise</returns>
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private bool LoadAsset(string assetPath, byte[] data)
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{
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IRegionSerialiser serialiser = scene.RequestModuleInterface<IRegionSerialiser>();
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// Right now we're nastily obtaining the UUID from the filename
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string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
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int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
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if (i == -1)
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{
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m_log.ErrorFormat(
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"[ARCHIVER]: Could not find extension information in asset path {0} since it's missing the separator {1}. Skipping",
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assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
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return false;
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}
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string extension = filename.Substring(i);
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string uuid = filename.Remove(filename.Length - extension.Length);
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if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
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{
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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), "RandomName");
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asset.Type = assetType;
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asset.Data = data;
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scene.AssetCache.AddAsset(asset);
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return true;
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}
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else
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{
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m_log.ErrorFormat(
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"[ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
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assetPath, extension);
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return false;
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}
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}
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}
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}
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@ -0,0 +1,249 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using System.Reflection;
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using System.Xml;
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using OpenMetaverse;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Modules.World.Archiver;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using log4net;
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namespace OpenSim.Region.Environment.Modules.Avatar.Inventory
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{
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public class InventoryArchiveWriteRequest
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{
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protected Scene scene;
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protected TarArchiveWriter archive;
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protected CommunicationsManager commsManager;
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Dictionary<UUID, int> assetUuids;
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string savePath;
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public InventoryArchiveWriteRequest(Scene currentScene, CommunicationsManager commsManager)
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{
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scene = currentScene;
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archive = new TarArchiveWriter();
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this.commsManager = commsManager;
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assetUuids = new Dictionary<UUID, int>();
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}
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protected void ReceivedAllAssets(IDictionary<UUID, AssetBase> assetsFound, ICollection<UUID> assetsNotFoundUuids)
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{
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AssetsArchiver assetsArchiver = new AssetsArchiver(assetsFound);
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assetsArchiver.Archive(archive);
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archive.WriteTar(new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress));
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}
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protected void saveInvItem(InventoryItemBase inventoryItem, string path)
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{
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string filename
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= string.Format("{0}{1}_{2}.xml",
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path, inventoryItem.Name, inventoryItem.ID);
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StringWriter sw = new StringWriter();
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XmlTextWriter writer = new XmlTextWriter(sw);
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writer.WriteStartElement("InventoryObject");
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writer.WriteStartElement("Name");
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writer.WriteString(inventoryItem.Name);
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writer.WriteEndElement();
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writer.WriteStartElement("ID");
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writer.WriteString(inventoryItem.ID.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("InvType");
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writer.WriteString(inventoryItem.InvType.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("CreatorUUID");
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writer.WriteString(inventoryItem.Creator.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("CreationDate");
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writer.WriteString(inventoryItem.CreationDate.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("Owner");
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writer.WriteString(inventoryItem.Owner.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("Description");
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if (inventoryItem.Description.Length > 0)
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writer.WriteString(inventoryItem.Description);
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else writer.WriteString("No Description");
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writer.WriteEndElement();
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writer.WriteStartElement("AssetType");
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writer.WriteString(inventoryItem.AssetType.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("AssetID");
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writer.WriteString(inventoryItem.AssetID.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("SaleType");
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writer.WriteString(inventoryItem.SaleType.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("SalePrice");
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writer.WriteString(inventoryItem.SalePrice.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("BasePermissions");
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writer.WriteString(inventoryItem.BasePermissions.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("CurrentPermissions");
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writer.WriteString(inventoryItem.CurrentPermissions.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("EveryOnePermssions");
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writer.WriteString(inventoryItem.EveryOnePermissions.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("NextPermissions");
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writer.WriteString(inventoryItem.NextPermissions.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("Flags");
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writer.WriteString(inventoryItem.Flags.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("GroupID");
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writer.WriteString(inventoryItem.GroupID.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("GroupOwned");
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writer.WriteString(inventoryItem.GroupOwned.ToString());
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writer.WriteEndElement();
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writer.WriteStartElement("ParentFolderID");
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writer.WriteString(inventoryItem.Folder.ToString());
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writer.WriteEndElement();
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writer.WriteEndElement();
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archive.AddFile(filename, sw.ToString());
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assetUuids[inventoryItem.AssetID] = 1;
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}
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protected void saveInvDir(InventoryFolderImpl inventoryFolder, string path)
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{
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List<InventoryFolderImpl> inventories = inventoryFolder.RequestListOfFolderImpls();
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List<InventoryItemBase> items = inventoryFolder.RequestListOfItems();
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string newPath = path + inventoryFolder.Name + InventoryFolderImpl.PATH_DELIMITER;
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archive.AddDir(newPath);
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foreach (InventoryFolderImpl folder in inventories)
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{
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saveInvDir(folder, newPath);
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}
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foreach (InventoryItemBase item in items)
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{
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saveInvItem(item, newPath);
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}
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}
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public void execute(string[] cmdparams)
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{
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ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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string firstName = cmdparams[0];
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string lastName = cmdparams[1];
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string invPath = cmdparams[2];
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savePath = (cmdparams.Length > 3 ? cmdparams[3] : "inventory.tar.gz");
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UserProfileData userProfile = commsManager.UserService.GetUserProfile(firstName, lastName);
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if (null == userProfile)
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{
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m_log.ErrorFormat("[CONSOLE]: Failed to find user {0} {1}", firstName, lastName);
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return;
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}
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CachedUserInfo userInfo = commsManager.UserProfileCacheService.GetUserDetails(userProfile.ID);
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if (null == userInfo)
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{
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m_log.ErrorFormat("[CONSOLE]: Failed to find user info for {0} {1} {2}", firstName, lastName, userProfile.ID);
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return;
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}
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InventoryFolderImpl inventoryFolder = null;
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InventoryItemBase inventoryItem = null;
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if (userInfo.HasReceivedInventory)
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{
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// Eliminate double slashes and any leading / on the path. This might be better done within InventoryFolderImpl
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// itself (possibly at a small loss in efficiency).
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string[] components
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= invPath.Split(new string[] { InventoryFolderImpl.PATH_DELIMITER }, StringSplitOptions.RemoveEmptyEntries);
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invPath = String.Empty;
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foreach (string c in components)
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{
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invPath += c + InventoryFolderImpl.PATH_DELIMITER;
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}
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// Annoyingly Split actually returns the original string if the input string consists only of delimiters
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// Therefore if we still start with a / after the split, then we need the root folder
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if (invPath.Length == 0)
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{
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inventoryFolder = userInfo.RootFolder;
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}
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else
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{
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invPath = invPath.Remove(invPath.LastIndexOf(InventoryFolderImpl.PATH_DELIMITER));
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inventoryFolder = userInfo.RootFolder.FindFolderByPath(invPath);
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}
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// The path may point to an item instead
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if (inventoryFolder == null)
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{
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inventoryItem = userInfo.RootFolder.FindItemByPath(invPath);
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}
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}
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else
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{
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m_log.ErrorFormat("[CONSOLE]: Have not yet received inventory info for user {0} {1} {2}", firstName, lastName, userProfile.ID);
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return;
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}
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if (null == inventoryFolder)
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{
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if (null == inventoryItem)
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{
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m_log.ErrorFormat("[CONSOLE]: Could not find inventory entry at path {0}", invPath);
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return;
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}
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else
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{
|
||||
m_log.InfoFormat("[CONSOLE]: Found item {0} {1} at {2}", inventoryItem.Name, inventoryItem.ID,
|
||||
invPath);
|
||||
//get and export item info
|
||||
saveInvItem(inventoryItem, invPath);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.InfoFormat("[CONSOLE]: Found folder {0} {1} at {2}", inventoryFolder.Name, inventoryFolder.ID,
|
||||
invPath);
|
||||
//recurse through all dirs getting dirs and files
|
||||
saveInvDir(inventoryFolder, "");
|
||||
}
|
||||
|
||||
new AssetsRequest(assetUuids.Keys, scene.AssetCache, ReceivedAllAssets).Execute();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue