First cut of AutoBackupModule; only compile-tested so far

bulletsim
Sean McNamara 2011-02-19 12:25:04 -05:00
parent 4f9c3c73ad
commit 85654f82a5
2 changed files with 541 additions and 0 deletions

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@ -13,5 +13,6 @@
<RegionModule id="Concierge" type="OpenSim.Region.OptionalModules.Avatar.Concierge.ConciergeModule" />
<RegionModule id="VivoxVoice" type="OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice.VivoxVoiceModule" />
<RegionModule id="WorldViewModule" type="OpenSim.Region.OptionalModules.World.WorldView.WorldViewModule" />
<RegionModule id="AutoBackupModule" type="OpenSim.Region.OptionalModules.World.AutoBackup.AutoBackupModule" />
</Extension>
</Addin>

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.IO;
using System.Timers;
using System.Diagnostics;
using System.Reflection;
using System.Collections.Generic;
using log4net;
using Nini;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
/*
* Config Settings Documentation.
* EACH REGION in e.g. Regions/Regions.ini can have the following options:
* AutoBackup: True/False. Default: False. If True, activate auto backup functionality.
* This is the only required option for enabling auto-backup; the other options have sane defaults.
* If False, the auto-backup module becomes a no-op for the region, and all other AutoBackup* settings are ignored.
* AutoBackupInterval: Double, non-negative value. Default: 720 (12 hours).
* The number of minutes between each backup attempt.
* If a negative or zero value is given, it is equivalent to setting AutoBackup = False.
* AutoBackupBusyCheck: True/False. Default: True.
* If True, we will only take an auto-backup if a set of conditions are met.
* These conditions are heuristics to try and avoid taking a backup when the sim is busy.
* AutoBackupScript: String. Default: not specified (disabled).
* File path to an executable script or binary to run when an automatic backup is taken.
* The file should really be (Windows) an .exe or .bat, or (Linux/Mac) a shell script or binary.
* Trying to "run" directories, or things with weird file associations on Win32, might cause unexpected results!
* argv[1] of the executed file/script will be the file name of the generated OAR.
* If the process can't be spawned for some reason (file not found, no execute permission, etc), write a warning to the console.
* AutoBackupNaming: string. Default: Time.
* One of three strings (case insensitive):
* "Time": Current timestamp is appended to file name. An existing file will never be overwritten.
* "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.
* "Overwrite": Always save to file named "${AutoBackupDir}/RegionName.oar", even if we have to overwrite an existing file.
* AutoBackupDir: String. Default: "." (the current directory).
* A directory (absolute or relative) where backups should be saved.
* */
namespace OpenSim.Region.OptionalModules.World.AutoBackup
{
public enum NamingType
{
TIME,
SEQUENTIAL,
OVERWRITE
};
public class AutoBackupModule : ISharedRegionModule, IRegionModuleBase
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
//AutoBackupModuleState: Auto-Backup state for one region (scene).
public class AutoBackupModuleState
{
private readonly IScene m_scene;
private bool m_enabled = false;
private NamingType m_naming = NamingType.TIME;
private Timer m_timer = null;
private bool m_busycheck = true;
private string m_script = null;
private string m_dir = ".";
public AutoBackupModuleState(IScene scene)
{
m_scene = scene;
if(scene == null)
throw new NullReferenceException("Required parameter missing for AutoBackupModuleState constructor");
}
public void SetEnabled(bool b)
{
m_enabled = b;
}
public bool GetEnabled()
{
return m_enabled;
}
public Timer GetTimer()
{
return m_timer;
}
public void SetTimer(Timer t)
{
m_timer = t;
}
public bool GetBusyCheck()
{
return m_busycheck;
}
public void SetBusyCheck(bool b)
{
m_busycheck = b;
}
public string GetScript()
{
return m_script;
}
public void SetScript(string s)
{
m_script = s;
}
public string GetBackupDir()
{
return m_dir;
}
public void SetBackupDir(string s)
{
m_dir = s;
}
public NamingType GetNamingType()
{
return m_naming;
}
public void SetNamingType(NamingType n)
{
m_naming = n;
}
}
//Save memory by setting low initial capacities. Minimizes impact in common cases of all regions using same interval, and instances hosting 1 ~ 4 regions.
//Also helps if you don't want AutoBackup at all
readonly Dictionary<IScene, AutoBackupModuleState> states = new Dictionary<IScene, AutoBackupModuleState>(4);
readonly Dictionary<double, Timer> timers = new Dictionary<double, Timer>(1);
readonly Dictionary<Timer, List<IScene>> timerMap = new Dictionary<Timer, List<IScene>>(1);
public AutoBackupModule ()
{
}
#region IRegionModuleBase implementation
void IRegionModuleBase.Initialise (Nini.Config.IConfigSource source)
{
//I have no overall config settings to care about.
}
void IRegionModuleBase.Close ()
{
//We don't want any timers firing while the sim's coming down; strange things may happen.
StopAllTimers();
}
void IRegionModuleBase.AddRegion (Framework.Scenes.Scene scene)
{
//NO-OP. Wait for the region to be loaded.
}
void IRegionModuleBase.RemoveRegion (Framework.Scenes.Scene scene)
{
AutoBackupModuleState abms = states[scene];
Timer timer = abms.GetTimer();
List<IScene> list = timerMap[timer];
list.Remove(scene);
if(list.Count == 0)
{
timerMap.Remove(timer);
timers.Remove(timer.Interval);
timer.Close();
}
}
void IRegionModuleBase.RegionLoaded (Framework.Scenes.Scene scene)
{
//This really ought not to happen, but just in case, let's pretend it didn't...
if(scene == null)
return;
AutoBackupModuleState st = new AutoBackupModuleState(scene);
states.Add(scene, st);
//Read the config settings and set variables.
IConfig config = scene.Config.Configs[scene.RegionInfo.RegionName];
st.SetEnabled(config.GetBoolean("AutoBackup", false));
if(!st.GetEnabled()) //If you don't want AutoBackup, we stop.
return;
//Borrow an existing timer if one exists for the same interval; otherwise, make a new one.
double interval = config.GetDouble("AutoBackupInterval", 720);
if(timers.ContainsKey(interval))
{
st.SetTimer(timers[interval]);
}
else
{
st.SetTimer(new Timer(interval));
timers.Add(interval, st.GetTimer());
st.GetTimer().Elapsed += HandleElapsed;
}
//Add the current region to the list of regions tied to this timer.
if(timerMap.ContainsKey(st.GetTimer()))
{
timerMap[st.GetTimer()].Add(scene);
}
else
{
List<IScene> scns = new List<IScene>(1);
timerMap.Add(st.GetTimer(), scns);
}
st.SetBusyCheck(config.GetBoolean("AutoBackupBusyCheck", true));
//Set file naming algorithm
string namingtype = config.GetString("AutoBackupNaming", "Time");
if(namingtype.Equals("Time", StringComparison.CurrentCultureIgnoreCase))
{
st.SetNamingType(NamingType.TIME);
}
else if(namingtype.Equals("Sequential", StringComparison.CurrentCultureIgnoreCase))
{
st.SetNamingType(NamingType.SEQUENTIAL);
}
else if(namingtype.Equals("Overwrite", StringComparison.CurrentCultureIgnoreCase))
{
st.SetNamingType(NamingType.OVERWRITE);
}
else
{
m_log.Warn("Unknown naming type specified for region " + scene.RegionInfo.RegionName + ": " + namingtype);
st.SetNamingType(NamingType.TIME);
}
st.SetScript(config.GetString("AutoBackupScript", null));
st.SetBackupDir(config.GetString("AutoBackupDir", "."));
//Let's give the user *one* convenience and auto-mkdir
if(st.GetBackupDir() != ".")
{
try
{
DirectoryInfo dirinfo = new DirectoryInfo(st.GetBackupDir());
if(!dirinfo.Exists)
{
dirinfo.Create();
}
}
catch(Exception e)
{
m_log.Warn("BAD NEWS. You won't be able to save backups to directory " + st.GetBackupDir() +
" because it doesn't exist or there's a permissions issue with it. Here's the exception.", e);
}
}
}
void HandleElapsed (object sender, ElapsedEventArgs e)
{
bool heuristicsRun = false;
bool heuristicsPassed = false;
foreach(IScene scene in timerMap[(Timer)sender])
{
AutoBackupModuleState state = states[scene];
bool heuristics = state.GetBusyCheck();
//Fast path: heuristics are on; already ran em; and sim is fine; OR, no heuristics for the region.
if((heuristics && heuristicsRun && heuristicsPassed)
|| !heuristics)
{
IRegionArchiverModule iram = scene.RequestModuleInterface<IRegionArchiverModule>();
string savePath = BuildOarPath(scene.RegionInfo.RegionName, state.GetBackupDir(), state.GetNamingType());
if(savePath == null)
{
m_log.Warn("savePath is null in HandleElapsed");
continue;
}
iram.ArchiveRegion(savePath, null);
ExecuteScript(state.GetScript(), savePath);
}
//Heuristics are on; ran but we're too busy -- keep going. Maybe another region will have heuristics off!
else if(heuristics && heuristicsRun && !heuristicsPassed)
{
continue;
}
//Logical Deduction: heuristics are on but haven't been run
else
{
heuristicsPassed = RunHeuristics();
heuristicsRun = true;
if(!heuristicsPassed)
continue;
}
}
}
string IRegionModuleBase.Name {
get {
return "AutoBackupModule";
}
}
Type IRegionModuleBase.ReplaceableInterface {
get {
return null;
}
}
#endregion
#region ISharedRegionModule implementation
void ISharedRegionModule.PostInitialise ()
{
//I don't care right now.
}
#endregion
//Is this even needed?
public bool IsSharedModule
{
get { return true; }
}
private string BuildOarPath(string regionName, string baseDir, NamingType naming)
{
FileInfo path = null;
switch(naming)
{
case NamingType.OVERWRITE:
path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName);
return path.FullName;
case NamingType.TIME:
path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName + GetTimeString() + ".oar");
return path.FullName;
case NamingType.SEQUENTIAL:
path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName + "_" + GetNextFile(baseDir, regionName) + ".oar");
return path.FullName;
default:
m_log.Warn("VERY BAD: Unhandled case element " + naming.ToString());
break;
}
return path.FullName;
}
//Welcome to the TIME STRING. 4 CORNER INTEGERS, CUBES 4 QUAD MEMORY -- No 1 Integer God.
//(Terrible reference to <timecube.com>)
//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? Ugh. Almost makes TOO much sense.
private 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;
}
//Get the next logical file name
//I really shouldn't put fields here, but for now.... ;)
private string m_dirName = null;
private string m_regionName = null;
private string GetNextFile(string dirName, string regionName)
{
FileInfo uniqueFile = null;
m_dirName = dirName;
m_regionName = regionName;
long biggestExistingFile = HalfIntervalMaximize(1, FileExistsTest);
biggestExistingFile++; //We don't want to overwrite the biggest existing file; we want to write to the NEXT biggest.
uniqueFile = new FileInfo(m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + biggestExistingFile + ".oar");
if(uniqueFile.Exists)
{
//Congratulations, your strange deletion patterns fooled my half-interval search into picking an existing file!
//Now you get to pay the performance cost :)
uniqueFile = UniqueFileSearchLinear(biggestExistingFile);
}
return uniqueFile.FullName;
}
private bool RunHeuristics()
{
return true;
}
private void ExecuteScript(string scriptName, string savePath)
{
//Fast path out
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);
}
}
void HandleProcErrorDataReceived (object sender, DataReceivedEventArgs e)
{
m_log.Warn("ExecuteScript hook " + ((Process)sender).ProcessName + " is yacking on stderr: " + e.Data);
}
private void StopAllTimers()
{
foreach(Timer t in timerMap.Keys)
{
t.Close();
}
}
/* Find the largest value for which the predicate returns true.
* We use a bisection algorithm (half interval) to make the algorithm scalable.
* The worst-case complexity is about O(log(n)^2) in practice.
* Only for extremely small values (under 10) do you notice it taking more iterations than a linear search.
* The number of predicate invocations only hits a few hundred when the maximized value
* is in the tens of millions, so prepare for the predicate to be invoked between 10 and 100 times.
* And of course it is fantastic with powers of 2, which are densely packed in values under 100 anyway.
* The Predicate<long> parameter must be a function that accepts a long and returns a bool.
* */
public long HalfIntervalMaximize(long start, Predicate<long> pred)
{
long prev = start, curr = start, biggest = 0;
if(start < 0)
throw new IndexOutOfRangeException("Start value for HalfIntervalMaximize must be non-negative");
do
{
if(pred(curr))
{
if(curr > biggest)
{
biggest = curr;
}
prev = curr;
if(curr == 0)
{
//Special case because 0 * 2 = 0 :)
curr = 1;
}
else
{
//Look deeper
curr *= 2;
}
}
else
{
// We went too far, back off halfway
curr = (curr + prev) / 2;
}
}
while(curr - prev > 0);
return biggest;
}
public bool FileExistsTest(long num)
{
FileInfo test = new FileInfo(m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + num + ".oar");
return test.Exists;
}
//Very slow, hence why we try the HalfIntervalMaximize first!
public FileInfo UniqueFileSearchLinear(long start)
{
long l = start;
FileInfo retval = null;
do
{
retval = new FileInfo(m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + (l++) + ".oar");
}
while(retval.Exists);
return retval;
}
}
}