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@ -0,0 +1,929 @@
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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 OpenSimulator 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.Diagnostics;
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using System.IO;
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using System.Reflection;
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using System.Timers;
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using System.Text.RegularExpressions;
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using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.OptionalModules.World.AutoBackup
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{
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/// <summary>
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/// Choose between ways of naming the backup files that are generated.
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/// </summary>
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/// <remarks>Time: OARs are named by a timestamp.
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/// Sequential: OARs are named by counting (Region_1.oar, Region_2.oar, etc.)
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/// Overwrite: Only one file per region is created; it's overwritten each time a backup is made.</remarks>
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public enum NamingType
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{
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Time,
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Sequential,
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Overwrite
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}
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///<summary>
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/// AutoBackupModule: save OAR region backups to disk periodically
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/// </summary>
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/// <remarks>
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/// Config Settings Documentation.
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/// At the TOP LEVEL, e.g. in OpenSim.ini, we have the following options:
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/// EACH REGION, in OpenSim.ini, can have the following settings under the [AutoBackupModule] section.
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/// IMPORTANT: You may optionally specify the key name as follows for a per-region key: [Region Name].[Key Name]
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/// Example: My region is named Foo.
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/// If I wanted to specify the "AutoBackupInterval" key just for this region, I would name my key "Foo.AutoBackupInterval", under the [AutoBackupModule] section of OpenSim.ini.
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/// Instead of specifying them on a per-region basis, you can also omit the region name to specify the default setting for all regions.
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/// Region-specific settings take precedence.
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///
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/// AutoBackupModuleEnabled: True/False. Default: False. If True, use the auto backup module. This setting does not support per-region basis.
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/// All other settings under [AutoBackupModule] are ignored if AutoBackupModuleEnabled is false, even per-region settings!
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/// AutoBackup: True/False. Default: False. If True, activate auto backup functionality.
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/// This is the only required option for enabling auto-backup; the other options have sane defaults.
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/// If False for a particular region, the auto-backup module becomes a no-op for the region, and all other AutoBackup* settings are ignored.
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/// If False globally (the default), only regions that specifically override this with "FooRegion.AutoBackup = true" will get AutoBackup functionality.
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/// AutoBackupInterval: Double, non-negative value. Default: 720 (12 hours).
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/// The number of minutes between each backup attempt.
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/// If a negative or zero value is given, it is equivalent to setting AutoBackup = False.
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/// AutoBackupBusyCheck: True/False. Default: True.
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/// If True, we will only take an auto-backup if a set of conditions are met.
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/// These conditions are heuristics to try and avoid taking a backup when the sim is busy.
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/// AutoBackupScript: String. Default: not specified (disabled).
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/// File path to an executable script or binary to run when an automatic backup is taken.
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/// The file should really be (Windows) an .exe or .bat, or (Linux/Mac) a shell script or binary.
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/// Trying to "run" directories, or things with weird file associations on Win32, might cause unexpected results!
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/// argv[1] of the executed file/script will be the file name of the generated OAR.
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/// If the process can't be spawned for some reason (file not found, no execute permission, etc), write a warning to the console.
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/// AutoBackupNaming: string. Default: Time.
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/// One of three strings (case insensitive):
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/// "Time": Current timestamp is appended to file name. An existing file will never be overwritten.
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/// "Sequential": A number is appended to the file name. So if RegionName_x.oar exists, we'll save to RegionName_{x+1}.oar next. An existing file will never be overwritten.
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/// "Overwrite": Always save to file named "${AutoBackupDir}/RegionName.oar", even if we have to overwrite an existing file.
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/// AutoBackupDir: String. Default: "." (the current directory).
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/// A directory (absolute or relative) where backups should be saved.
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/// AutoBackupDilationThreshold: float. Default: 0.5. Lower bound on time dilation required for BusyCheck heuristics to pass.
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/// If the time dilation is below this value, don't take a backup right now.
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/// AutoBackupAgentThreshold: int. Default: 10. Upper bound on # of agents in region required for BusyCheck heuristics to pass.
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/// If the number of agents is greater than this value, don't take a backup right now
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/// Save memory by setting low initial capacities. Minimizes impact in common cases of all regions using same interval, and instances hosting 1 ~ 4 regions.
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/// Also helps if you don't want AutoBackup at all.
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/// </remarks>
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public class AutoBackupModule : ISharedRegionModule
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private readonly Dictionary<Guid, IScene> m_pendingSaves = new Dictionary<Guid, IScene>(1);
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private readonly AutoBackupModuleState m_defaultState = new AutoBackupModuleState();
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private readonly Dictionary<IScene, AutoBackupModuleState> m_states =
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new Dictionary<IScene, AutoBackupModuleState>(1);
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private readonly Dictionary<Timer, List<IScene>> m_timerMap =
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new Dictionary<Timer, List<IScene>>(1);
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private readonly Dictionary<double, Timer> m_timers = new Dictionary<double, Timer>(1);
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private delegate T DefaultGetter<T>(string settingName, T defaultValue);
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private bool m_enabled;
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/// <summary>
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/// Whether the shared module should be enabled at all. NOT the same as m_Enabled in AutoBackupModuleState!
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/// </summary>
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private bool m_closed;
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private IConfigSource m_configSource;
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/// <summary>
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/// Required by framework.
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/// </summary>
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public bool IsSharedModule
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{
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get { return true; }
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}
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#region ISharedRegionModule Members
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/// <summary>
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/// Identifies the module to the system.
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/// </summary>
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string IRegionModuleBase.Name
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{
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get { return "AutoBackupModule"; }
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}
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/// <summary>
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/// We don't implement an interface, this is a single-use module.
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/// </summary>
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Type IRegionModuleBase.ReplaceableInterface
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{
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get { return null; }
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}
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/// <summary>
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/// Called once in the lifetime of the module at startup.
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/// </summary>
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/// <param name="source">The input config source for OpenSim.ini.</param>
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void IRegionModuleBase.Initialise(IConfigSource source)
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{
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// Determine if we have been enabled at all in OpenSim.ini -- this is part and parcel of being an optional module
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this.m_configSource = source;
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IConfig moduleConfig = source.Configs["AutoBackupModule"];
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if (moduleConfig == null)
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{
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this.m_enabled = false;
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return;
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}
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else
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{
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this.m_enabled = moduleConfig.GetBoolean("AutoBackupModuleEnabled", false);
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if (this.m_enabled)
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{
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m_log.Info("[AUTO BACKUP]: AutoBackupModule enabled");
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}
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else
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{
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return;
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}
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}
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Timer defTimer = new Timer(43200000);
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this.m_defaultState.Timer = defTimer;
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this.m_timers.Add(43200000, defTimer);
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defTimer.Elapsed += this.HandleElapsed;
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defTimer.AutoReset = true;
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defTimer.Start();
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AutoBackupModuleState abms = this.ParseConfig(null, true);
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m_log.Debug("[AUTO BACKUP]: Here is the default config:");
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m_log.Debug(abms.ToString());
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}
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/// <summary>
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/// Called once at de-init (sim shutting down).
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/// </summary>
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void IRegionModuleBase.Close()
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{
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if (!this.m_enabled)
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{
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return;
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}
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// We don't want any timers firing while the sim's coming down; strange things may happen.
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this.StopAllTimers();
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}
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/// <summary>
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/// Currently a no-op for AutoBackup because we have to wait for region to be fully loaded.
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/// </summary>
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/// <param name="scene"></param>
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void IRegionModuleBase.AddRegion(Scene scene)
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{
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}
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/// <summary>
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/// Here we just clean up some resources and stop the OAR backup (if any) for the given scene.
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/// </summary>
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/// <param name="scene">The scene (region) to stop performing AutoBackup on.</param>
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void IRegionModuleBase.RemoveRegion(Scene scene)
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{
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if (!this.m_enabled)
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{
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return;
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}
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if (this.m_states.ContainsKey(scene))
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{
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AutoBackupModuleState abms = this.m_states[scene];
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// Remove this scene out of the timer map list
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Timer timer = abms.Timer;
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List<IScene> list = this.m_timerMap[timer];
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list.Remove(scene);
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// Shut down the timer if this was the last scene for the timer
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if (list.Count == 0)
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{
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this.m_timerMap.Remove(timer);
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this.m_timers.Remove(timer.Interval);
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timer.Close();
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}
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this.m_states.Remove(scene);
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}
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}
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/// <summary>
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/// Most interesting/complex code paths in AutoBackup begin here.
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/// We read lots of Nini config, maybe set a timer, add members to state tracking Dictionaries, etc.
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/// </summary>
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/// <param name="scene">The scene to (possibly) perform AutoBackup on.</param>
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void IRegionModuleBase.RegionLoaded(Scene scene)
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{
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if (!this.m_enabled)
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{
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return;
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}
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// This really ought not to happen, but just in case, let's pretend it didn't...
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if (scene == null)
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{
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return;
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}
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AutoBackupModuleState abms = this.ParseConfig(scene, false);
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m_log.Debug("[AUTO BACKUP]: Config for " + scene.RegionInfo.RegionName);
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m_log.Debug((abms == null ? "DEFAULT" : abms.ToString()));
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}
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/// <summary>
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/// Currently a no-op.
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/// </summary>
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void ISharedRegionModule.PostInitialise()
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{
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}
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#endregion
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/// <summary>
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/// Set up internal state for a given scene. Fairly complex code.
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/// When this method returns, we've started auto-backup timers, put members in Dictionaries, and created a State object for this scene.
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/// </summary>
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/// <param name="scene">The scene to look at.</param>
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/// <param name="parseDefault">Whether this call is intended to figure out what we consider the "default" config (applied to all regions unless overridden by per-region settings).</param>
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/// <returns>An AutoBackupModuleState contains most information you should need to know relevant to auto-backup, as applicable to a single region.</returns>
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private AutoBackupModuleState ParseConfig(IScene scene, bool parseDefault)
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{
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string sRegionName;
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string sRegionLabel;
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string prepend;
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AutoBackupModuleState state;
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if (parseDefault)
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{
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sRegionName = null;
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sRegionLabel = "DEFAULT";
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prepend = "";
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state = this.m_defaultState;
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}
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else
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{
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sRegionName = scene.RegionInfo.RegionName;
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sRegionLabel = sRegionName;
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prepend = sRegionName + ".";
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state = null;
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}
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// Read the config settings and set variables.
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IConfig regionConfig = (scene != null ? scene.Config.Configs[sRegionName] : null);
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IConfig config = this.m_configSource.Configs["AutoBackupModule"];
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if (config == null)
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{
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// defaultState would be disabled too if the section doesn't exist.
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state = this.m_defaultState;
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return state;
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|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool tmpEnabled = ResolveBoolean("AutoBackup", this.m_defaultState.Enabled, config, regionConfig);
|
|
|
|
|
if (state == null && tmpEnabled != this.m_defaultState.Enabled)
|
|
|
|
|
//Varies from default state
|
|
|
|
|
{
|
|
|
|
|
state = new AutoBackupModuleState();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state != null)
|
|
|
|
|
{
|
|
|
|
|
state.Enabled = tmpEnabled;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If you don't want AutoBackup, we stop.
|
|
|
|
|
if ((state == null && !this.m_defaultState.Enabled) || (state != null && !state.Enabled))
|
|
|
|
|
{
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
m_log.Info("[AUTO BACKUP]: Region " + sRegionLabel + " is AutoBackup ENABLED.");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Borrow an existing timer if one exists for the same interval; otherwise, make a new one.
|
|
|
|
|
double interval =
|
|
|
|
|
this.ResolveDouble("AutoBackupInterval", this.m_defaultState.IntervalMinutes,
|
|
|
|
|
config, regionConfig) * 60000.0;
|
|
|
|
|
if (state == null && interval != this.m_defaultState.IntervalMinutes*60000.0)
|
|
|
|
|
{
|
|
|
|
|
state = new AutoBackupModuleState();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (this.m_timers.ContainsKey(interval))
|
|
|
|
|
{
|
|
|
|
|
if (state != null)
|
|
|
|
|
{
|
|
|
|
|
state.Timer = this.m_timers[interval];
|
|
|
|
|
}
|
|
|
|
|
m_log.Debug("[AUTO BACKUP]: Reusing timer for " + interval + " msec for region " +
|
|
|
|
|
sRegionLabel);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// 0 or negative interval == do nothing.
|
|
|
|
|
if (interval <= 0.0 && state != null)
|
|
|
|
|
{
|
|
|
|
|
state.Enabled = false;
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
if (state == null)
|
|
|
|
|
{
|
|
|
|
|
state = new AutoBackupModuleState();
|
|
|
|
|
}
|
|
|
|
|
Timer tim = new Timer(interval);
|
|
|
|
|
state.Timer = tim;
|
|
|
|
|
//Milliseconds -> minutes
|
|
|
|
|
this.m_timers.Add(interval, tim);
|
|
|
|
|
tim.Elapsed += this.HandleElapsed;
|
|
|
|
|
tim.AutoReset = true;
|
|
|
|
|
tim.Start();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Add the current region to the list of regions tied to this timer.
|
|
|
|
|
if (scene != null)
|
|
|
|
|
{
|
|
|
|
|
if (state != null)
|
|
|
|
|
{
|
|
|
|
|
if (this.m_timerMap.ContainsKey(state.Timer))
|
|
|
|
|
{
|
|
|
|
|
this.m_timerMap[state.Timer].Add(scene);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
List<IScene> scns = new List<IScene>(1);
|
|
|
|
|
scns.Add(scene);
|
|
|
|
|
this.m_timerMap.Add(state.Timer, scns);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (this.m_timerMap.ContainsKey(this.m_defaultState.Timer))
|
|
|
|
|
{
|
|
|
|
|
this.m_timerMap[this.m_defaultState.Timer].Add(scene);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
List<IScene> scns = new List<IScene>(1);
|
|
|
|
|
scns.Add(scene);
|
|
|
|
|
this.m_timerMap.Add(this.m_defaultState.Timer, scns);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool tmpBusyCheck = ResolveBoolean("AutoBackupBusyCheck",
|
|
|
|
|
this.m_defaultState.BusyCheck, config, regionConfig);
|
|
|
|
|
if (state == null && tmpBusyCheck != this.m_defaultState.BusyCheck)
|
|
|
|
|
{
|
|
|
|
|
state = new AutoBackupModuleState();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state != null)
|
|
|
|
|
{
|
|
|
|
|
state.BusyCheck = tmpBusyCheck;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set file naming algorithm
|
|
|
|
|
string stmpNamingType = ResolveString("AutoBackupNaming",
|
|
|
|
|
this.m_defaultState.NamingType.ToString(), config, regionConfig);
|
|
|
|
|
NamingType tmpNamingType;
|
|
|
|
|
if (stmpNamingType.Equals("Time", StringComparison.CurrentCultureIgnoreCase))
|
|
|
|
|
{
|
|
|
|
|
tmpNamingType = NamingType.Time;
|
|
|
|
|
}
|
|
|
|
|
else if (stmpNamingType.Equals("Sequential", StringComparison.CurrentCultureIgnoreCase))
|
|
|
|
|
{
|
|
|
|
|
tmpNamingType = NamingType.Sequential;
|
|
|
|
|
}
|
|
|
|
|
else if (stmpNamingType.Equals("Overwrite", StringComparison.CurrentCultureIgnoreCase))
|
|
|
|
|
{
|
|
|
|
|
tmpNamingType = NamingType.Overwrite;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
m_log.Warn("Unknown naming type specified for region " + sRegionLabel + ": " +
|
|
|
|
|
stmpNamingType);
|
|
|
|
|
tmpNamingType = NamingType.Time;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state == null && tmpNamingType != this.m_defaultState.NamingType)
|
|
|
|
|
{
|
|
|
|
|
state = new AutoBackupModuleState();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state != null)
|
|
|
|
|
{
|
|
|
|
|
state.NamingType = tmpNamingType;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
string tmpScript = ResolveString("AutoBackupScript",
|
|
|
|
|
this.m_defaultState.Script, config, regionConfig);
|
|
|
|
|
if (state == null && tmpScript != this.m_defaultState.Script)
|
|
|
|
|
{
|
|
|
|
|
state = new AutoBackupModuleState();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state != null)
|
|
|
|
|
{
|
|
|
|
|
state.Script = tmpScript;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
string tmpBackupDir = ResolveString("AutoBackupDir", ".", config, regionConfig);
|
|
|
|
|
if (state == null && tmpBackupDir != this.m_defaultState.BackupDir)
|
|
|
|
|
{
|
|
|
|
|
state = new AutoBackupModuleState();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state != null)
|
|
|
|
|
{
|
|
|
|
|
state.BackupDir = tmpBackupDir;
|
|
|
|
|
// Let's give the user some convenience and auto-mkdir
|
|
|
|
|
if (state.BackupDir != ".")
|
|
|
|
|
{
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
DirectoryInfo dirinfo = new DirectoryInfo(state.BackupDir);
|
|
|
|
|
if (!dirinfo.Exists)
|
|
|
|
|
{
|
|
|
|
|
dirinfo.Create();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
catch (Exception e)
|
|
|
|
|
{
|
|
|
|
|
m_log.Warn(
|
|
|
|
|
"BAD NEWS. You won't be able to save backups to directory " +
|
|
|
|
|
state.BackupDir +
|
|
|
|
|
" because it doesn't exist or there's a permissions issue with it. Here's the exception.",
|
|
|
|
|
e);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Helper function for ParseConfig.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="settingName"></param>
|
|
|
|
|
/// <param name="defaultValue"></param>
|
|
|
|
|
/// <param name="global"></param>
|
|
|
|
|
/// <param name="local"></param>
|
|
|
|
|
/// <returns></returns>
|
|
|
|
|
private bool ResolveBoolean(string settingName, bool defaultValue, IConfig global, IConfig local)
|
|
|
|
|
{
|
|
|
|
|
if(local != null)
|
|
|
|
|
{
|
|
|
|
|
return local.GetBoolean(settingName, global.GetBoolean(settingName, defaultValue));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return global.GetBoolean(settingName, defaultValue);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Helper function for ParseConfig.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="settingName"></param>
|
|
|
|
|
/// <param name="defaultValue"></param>
|
|
|
|
|
/// <param name="global"></param>
|
|
|
|
|
/// <param name="local"></param>
|
|
|
|
|
/// <returns></returns>
|
|
|
|
|
private double ResolveDouble(string settingName, double defaultValue, IConfig global, IConfig local)
|
|
|
|
|
{
|
|
|
|
|
if (local != null)
|
|
|
|
|
{
|
|
|
|
|
return local.GetDouble(settingName, global.GetDouble(settingName, defaultValue));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return global.GetDouble(settingName, defaultValue);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Helper function for ParseConfig.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="settingName"></param>
|
|
|
|
|
/// <param name="defaultValue"></param>
|
|
|
|
|
/// <param name="global"></param>
|
|
|
|
|
/// <param name="local"></param>
|
|
|
|
|
/// <returns></returns>
|
|
|
|
|
private int ResolveInt(string settingName, int defaultValue, IConfig global, IConfig local)
|
|
|
|
|
{
|
|
|
|
|
if (local != null)
|
|
|
|
|
{
|
|
|
|
|
return local.GetInt(settingName, global.GetInt(settingName, defaultValue));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return global.GetInt(settingName, defaultValue);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Helper function for ParseConfig.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="settingName"></param>
|
|
|
|
|
/// <param name="defaultValue"></param>
|
|
|
|
|
/// <param name="global"></param>
|
|
|
|
|
/// <param name="local"></param>
|
|
|
|
|
/// <returns></returns>
|
|
|
|
|
private string ResolveString(string settingName, string defaultValue, IConfig global, IConfig local)
|
|
|
|
|
{
|
|
|
|
|
if (local != null)
|
|
|
|
|
{
|
|
|
|
|
return local.GetString(settingName, global.GetString(settingName, defaultValue));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return global.GetString(settingName, defaultValue);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Called when any auto-backup timer expires. This starts the code path for actually performing a backup.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="sender"></param>
|
|
|
|
|
/// <param name="e"></param>
|
|
|
|
|
private void HandleElapsed(object sender, ElapsedEventArgs e)
|
|
|
|
|
{
|
|
|
|
|
// TODO: heuristic thresholds are per-region, so we should probably run heuristics once per region
|
|
|
|
|
// XXX: Running heuristics once per region could add undue performance penalty for something that's supposed to
|
|
|
|
|
// check whether the region is too busy! Especially on sims with LOTS of regions.
|
|
|
|
|
// Alternative: make heuristics thresholds global to the module rather than per-region. Less flexible,
|
|
|
|
|
// but would allow us to be semantically correct while being easier on perf.
|
|
|
|
|
// Alternative 2: Run heuristics once per unique set of heuristics threshold parameters! Ay yi yi...
|
|
|
|
|
// Alternative 3: Don't support per-region heuristics at all; just accept them as a global only parameter.
|
|
|
|
|
// Since this is pretty experimental, I haven't decided which alternative makes the most sense.
|
|
|
|
|
if (this.m_closed)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
bool heuristicsRun = false;
|
|
|
|
|
bool heuristicsPassed = false;
|
|
|
|
|
if (!this.m_timerMap.ContainsKey((Timer) sender))
|
|
|
|
|
{
|
|
|
|
|
m_log.Debug("Code-up error: timerMap doesn't contain timer " + sender);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
List<IScene> tmap = this.m_timerMap[(Timer) sender];
|
|
|
|
|
if (tmap != null && tmap.Count > 0)
|
|
|
|
|
{
|
|
|
|
|
foreach (IScene scene in tmap)
|
|
|
|
|
{
|
|
|
|
|
AutoBackupModuleState state = this.m_states[scene];
|
|
|
|
|
bool heuristics = state.BusyCheck;
|
|
|
|
|
|
|
|
|
|
// Fast path: heuristics are on; already ran em; and sim is fine; OR, no heuristics for the region.
|
|
|
|
|
if ((heuristics && heuristicsRun && heuristicsPassed) || !heuristics)
|
|
|
|
|
{
|
|
|
|
|
this.DoRegionBackup(scene);
|
|
|
|
|
// Heuristics are on; ran but we're too busy -- keep going. Maybe another region will have heuristics off!
|
|
|
|
|
}
|
|
|
|
|
else if (heuristicsRun)
|
|
|
|
|
{
|
|
|
|
|
m_log.Info("[AUTO BACKUP]: Heuristics: too busy to backup " +
|
|
|
|
|
scene.RegionInfo.RegionName + " right now.");
|
|
|
|
|
continue;
|
|
|
|
|
// Logical Deduction: heuristics are on but haven't been run
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
heuristicsPassed = this.RunHeuristics(scene);
|
|
|
|
|
heuristicsRun = true;
|
|
|
|
|
if (!heuristicsPassed)
|
|
|
|
|
{
|
|
|
|
|
m_log.Info("[AUTO BACKUP]: Heuristics: too busy to backup " +
|
|
|
|
|
scene.RegionInfo.RegionName + " right now.");
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
this.DoRegionBackup(scene);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Save an OAR, register for the callback for when it's done, then call the AutoBackupScript (if applicable).
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="scene"></param>
|
|
|
|
|
private void DoRegionBackup(IScene scene)
|
|
|
|
|
{
|
|
|
|
|
if (scene.RegionStatus != RegionStatus.Up)
|
|
|
|
|
{
|
|
|
|
|
// We won't backup a region that isn't operating normally.
|
|
|
|
|
m_log.Warn("[AUTO BACKUP]: Not backing up region " + scene.RegionInfo.RegionName +
|
|
|
|
|
" because its status is " + scene.RegionStatus);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AutoBackupModuleState state = this.m_states[scene];
|
|
|
|
|
IRegionArchiverModule iram = scene.RequestModuleInterface<IRegionArchiverModule>();
|
|
|
|
|
string savePath = BuildOarPath(scene.RegionInfo.RegionName,
|
|
|
|
|
state.BackupDir,
|
|
|
|
|
state.NamingType);
|
|
|
|
|
if (savePath == null)
|
|
|
|
|
{
|
|
|
|
|
m_log.Warn("[AUTO BACKUP]: savePath is null in HandleElapsed");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
Guid guid = Guid.NewGuid();
|
|
|
|
|
m_pendingSaves.Add(guid, scene);
|
|
|
|
|
state.LiveRequests.Add(guid, savePath);
|
|
|
|
|
((Scene) scene).EventManager.OnOarFileSaved += new EventManager.OarFileSaved(EventManager_OnOarFileSaved);
|
|
|
|
|
iram.ArchiveRegion(savePath, guid, null);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Called by the Event Manager when the OnOarFileSaved event is fired.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="guid"></param>
|
|
|
|
|
/// <param name="message"></param>
|
|
|
|
|
void EventManager_OnOarFileSaved(Guid guid, string message)
|
|
|
|
|
{
|
|
|
|
|
// Ignore if the OAR save is being done by some other part of the system
|
|
|
|
|
if (m_pendingSaves.ContainsKey(guid))
|
|
|
|
|
{
|
|
|
|
|
AutoBackupModuleState abms = m_states[(m_pendingSaves[guid])];
|
|
|
|
|
ExecuteScript(abms.Script, abms.LiveRequests[guid]);
|
|
|
|
|
m_pendingSaves.Remove(guid);
|
|
|
|
|
abms.LiveRequests.Remove(guid);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>This format may turn out to be too unwieldy to keep...
|
|
|
|
|
/// Besides, that's what ctimes are for. But then how do I name each file uniquely without using a GUID?
|
|
|
|
|
/// Sequential numbers, right? We support those, too!</summary>
|
|
|
|
|
private static string GetTimeString()
|
|
|
|
|
{
|
|
|
|
|
StringWriter sw = new StringWriter();
|
|
|
|
|
sw.Write("_");
|
|
|
|
|
DateTime now = DateTime.Now;
|
|
|
|
|
sw.Write(now.Year);
|
|
|
|
|
sw.Write("y_");
|
|
|
|
|
sw.Write(now.Month);
|
|
|
|
|
sw.Write("M_");
|
|
|
|
|
sw.Write(now.Day);
|
|
|
|
|
sw.Write("d_");
|
|
|
|
|
sw.Write(now.Hour);
|
|
|
|
|
sw.Write("h_");
|
|
|
|
|
sw.Write(now.Minute);
|
|
|
|
|
sw.Write("m_");
|
|
|
|
|
sw.Write(now.Second);
|
|
|
|
|
sw.Write("s");
|
|
|
|
|
sw.Flush();
|
|
|
|
|
string output = sw.ToString();
|
|
|
|
|
sw.Close();
|
|
|
|
|
return output;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>Return value of true ==> not too busy; false ==> too busy to backup an OAR right now, or error.</summary>
|
|
|
|
|
private bool RunHeuristics(IScene region)
|
|
|
|
|
{
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
return this.RunTimeDilationHeuristic(region) && this.RunAgentLimitHeuristic(region);
|
|
|
|
|
}
|
|
|
|
|
catch (Exception e)
|
|
|
|
|
{
|
|
|
|
|
m_log.Warn("[AUTO BACKUP]: Exception in RunHeuristics", e);
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// If the time dilation right at this instant is less than the threshold specified in AutoBackupDilationThreshold (default 0.5),
|
|
|
|
|
/// then we return false and trip the busy heuristic's "too busy" path (i.e. don't save an OAR).
|
|
|
|
|
/// AutoBackupDilationThreshold is a _LOWER BOUND_. Lower Time Dilation is bad, so if you go lower than our threshold, it's "too busy".
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="region"></param>
|
|
|
|
|
/// <returns>Returns true if we're not too busy; false means we've got worse time dilation than the threshold.</returns>
|
|
|
|
|
private bool RunTimeDilationHeuristic(IScene region)
|
|
|
|
|
{
|
|
|
|
|
string regionName = region.RegionInfo.RegionName;
|
|
|
|
|
return region.TimeDilation >=
|
|
|
|
|
this.m_configSource.Configs["AutoBackupModule"].GetFloat(
|
|
|
|
|
regionName + ".AutoBackupDilationThreshold", 0.5f);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// If the root agent count right at this instant is less than the threshold specified in AutoBackupAgentThreshold (default 10),
|
|
|
|
|
/// then we return false and trip the busy heuristic's "too busy" path (i.e., don't save an OAR).
|
|
|
|
|
/// AutoBackupAgentThreshold is an _UPPER BOUND_. Higher Agent Count is bad, so if you go higher than our threshold, it's "too busy".
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="region"></param>
|
|
|
|
|
/// <returns>Returns true if we're not too busy; false means we've got more agents on the sim than the threshold.</returns>
|
|
|
|
|
private bool RunAgentLimitHeuristic(IScene region)
|
|
|
|
|
{
|
|
|
|
|
string regionName = region.RegionInfo.RegionName;
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
Scene scene = (Scene) region;
|
|
|
|
|
// TODO: Why isn't GetRootAgentCount() a method in the IScene interface? Seems generally useful...
|
|
|
|
|
return scene.GetRootAgentCount() <=
|
|
|
|
|
this.m_configSource.Configs["AutoBackupModule"].GetInt(
|
|
|
|
|
regionName + ".AutoBackupAgentThreshold", 10);
|
|
|
|
|
}
|
|
|
|
|
catch (InvalidCastException ice)
|
|
|
|
|
{
|
|
|
|
|
m_log.Debug(
|
|
|
|
|
"[AUTO BACKUP]: I NEED MAINTENANCE: IScene is not a Scene; can't get root agent count!",
|
|
|
|
|
ice);
|
|
|
|
|
return true;
|
|
|
|
|
// Non-obstructionist safest answer...
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Run the script or executable specified by the "AutoBackupScript" config setting.
|
|
|
|
|
/// Of course this is a security risk if you let anyone modify OpenSim.ini and they want to run some nasty bash script.
|
|
|
|
|
/// But there are plenty of other nasty things that can be done with an untrusted OpenSim.ini, such as running high threat level scripting functions.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="scriptName"></param>
|
|
|
|
|
/// <param name="savePath"></param>
|
|
|
|
|
private static void ExecuteScript(string scriptName, string savePath)
|
|
|
|
|
{
|
|
|
|
|
// Do nothing if there's no script.
|
|
|
|
|
if (scriptName == null || scriptName.Length <= 0)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
FileInfo fi = new FileInfo(scriptName);
|
|
|
|
|
if (fi.Exists)
|
|
|
|
|
{
|
|
|
|
|
ProcessStartInfo psi = new ProcessStartInfo(scriptName);
|
|
|
|
|
psi.Arguments = savePath;
|
|
|
|
|
psi.CreateNoWindow = true;
|
|
|
|
|
Process proc = Process.Start(psi);
|
|
|
|
|
proc.ErrorDataReceived += HandleProcErrorDataReceived;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
catch (Exception e)
|
|
|
|
|
{
|
|
|
|
|
m_log.Warn(
|
|
|
|
|
"Exception encountered when trying to run script for oar backup " + savePath, e);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Called if a running script process writes to stderr.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="sender"></param>
|
|
|
|
|
/// <param name="e"></param>
|
|
|
|
|
private static void HandleProcErrorDataReceived(object sender, DataReceivedEventArgs e)
|
|
|
|
|
{
|
|
|
|
|
m_log.Warn("ExecuteScript hook " + ((Process) sender).ProcessName +
|
|
|
|
|
" is yacking on stderr: " + e.Data);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Quickly stop all timers from firing.
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void StopAllTimers()
|
|
|
|
|
{
|
|
|
|
|
foreach (Timer t in this.m_timerMap.Keys)
|
|
|
|
|
{
|
|
|
|
|
t.Close();
|
|
|
|
|
}
|
|
|
|
|
this.m_closed = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Determine the next unique filename by number, for "Sequential" AutoBackupNamingType.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="dirName"></param>
|
|
|
|
|
/// <param name="regionName"></param>
|
|
|
|
|
/// <returns></returns>
|
|
|
|
|
private static string GetNextFile(string dirName, string regionName)
|
|
|
|
|
{
|
|
|
|
|
FileInfo uniqueFile = null;
|
|
|
|
|
long biggestExistingFile = GetNextOarFileNumber(dirName, regionName);
|
|
|
|
|
biggestExistingFile++;
|
|
|
|
|
// We don't want to overwrite the biggest existing file; we want to write to the NEXT biggest.
|
|
|
|
|
uniqueFile =
|
|
|
|
|
new FileInfo(dirName + Path.DirectorySeparatorChar + regionName + "_" +
|
|
|
|
|
biggestExistingFile + ".oar");
|
|
|
|
|
return uniqueFile.FullName;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Top-level method for creating an absolute path to an OAR backup file based on what naming scheme the user wants.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="regionName">Name of the region to save.</param>
|
|
|
|
|
/// <param name="baseDir">Absolute or relative path to the directory where the file should reside.</param>
|
|
|
|
|
/// <param name="naming">The naming scheme for the file name.</param>
|
|
|
|
|
/// <returns></returns>
|
|
|
|
|
private static string BuildOarPath(string regionName, string baseDir, NamingType naming)
|
|
|
|
|
{
|
|
|
|
|
FileInfo path = null;
|
|
|
|
|
switch (naming)
|
|
|
|
|
{
|
|
|
|
|
case NamingType.Overwrite:
|
|
|
|
|
path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName + ".oar");
|
|
|
|
|
return path.FullName;
|
|
|
|
|
case NamingType.Time:
|
|
|
|
|
path =
|
|
|
|
|
new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName +
|
|
|
|
|
GetTimeString() + ".oar");
|
|
|
|
|
return path.FullName;
|
|
|
|
|
case NamingType.Sequential:
|
|
|
|
|
// All codepaths in GetNextFile should return a file name ending in .oar
|
|
|
|
|
path = new FileInfo(GetNextFile(baseDir, regionName));
|
|
|
|
|
return path.FullName;
|
|
|
|
|
default:
|
|
|
|
|
m_log.Warn("VERY BAD: Unhandled case element " + naming);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Helper function for Sequential file naming type (see BuildOarPath and GetNextFile).
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="dirName"></param>
|
|
|
|
|
/// <param name="regionName"></param>
|
|
|
|
|
/// <returns></returns>
|
|
|
|
|
private static long GetNextOarFileNumber(string dirName, string regionName)
|
|
|
|
|
{
|
|
|
|
|
long retval = 1;
|
|
|
|
|
|
|
|
|
|
DirectoryInfo di = new DirectoryInfo(dirName);
|
|
|
|
|
FileInfo[] fi = di.GetFiles(regionName, SearchOption.TopDirectoryOnly);
|
|
|
|
|
Array.Sort(fi, (f1, f2) => StringComparer.CurrentCultureIgnoreCase.Compare(f1.Name, f2.Name));
|
|
|
|
|
|
|
|
|
|
if (fi.LongLength > 0)
|
|
|
|
|
{
|
|
|
|
|
long subtract = 1L;
|
|
|
|
|
bool worked = false;
|
|
|
|
|
Regex reg = new Regex(regionName + "_([0-9])+" + ".oar");
|
|
|
|
|
|
|
|
|
|
while (!worked && subtract <= fi.LongLength)
|
|
|
|
|
{
|
|
|
|
|
// Pick the file with the last natural ordering
|
|
|
|
|
string biggestFileName = fi[fi.LongLength - subtract].Name;
|
|
|
|
|
MatchCollection matches = reg.Matches(biggestFileName);
|
|
|
|
|
long l = 1;
|
|
|
|
|
if (matches.Count > 0 && matches[0].Groups.Count > 0)
|
|
|
|
|
{
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
long.TryParse(matches[0].Groups[1].Value, out l);
|
|
|
|
|
retval = l;
|
|
|
|
|
worked = true;
|
|
|
|
|
}
|
|
|
|
|
catch (FormatException fe)
|
|
|
|
|
{
|
|
|
|
|
m_log.Warn(
|
|
|
|
|
"[AUTO BACKUP]: Error: Can't parse long value from file name to determine next OAR backup file number!",
|
|
|
|
|
fe);
|
|
|
|
|
subtract++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
subtract++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return retval;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|