First cut of AutoBackupModule; only compile-tested so far
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<RegionModule id="Concierge" type="OpenSim.Region.OptionalModules.Avatar.Concierge.ConciergeModule" />
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<RegionModule id="VivoxVoice" type="OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice.VivoxVoiceModule" />
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<RegionModule id="WorldViewModule" type="OpenSim.Region.OptionalModules.World.WorldView.WorldViewModule" />
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<RegionModule id="AutoBackupModule" type="OpenSim.Region.OptionalModules.World.AutoBackup.AutoBackupModule" />
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</Extension>
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</Addin>
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@ -0,0 +1,540 @@
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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.IO;
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using System.Timers;
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using System.Diagnostics;
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using System.Reflection;
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using System.Collections.Generic;
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using log4net;
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using Nini;
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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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/*
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* Config Settings Documentation.
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* EACH REGION in e.g. Regions/Regions.ini can have the following options:
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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, the auto-backup module becomes a no-op for the region, and all other AutoBackup* settings are ignored.
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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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* */
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namespace OpenSim.Region.OptionalModules.World.AutoBackup
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{
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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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public class AutoBackupModule : ISharedRegionModule, IRegionModuleBase
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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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//AutoBackupModuleState: Auto-Backup state for one region (scene).
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public class AutoBackupModuleState
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{
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private readonly IScene m_scene;
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private bool m_enabled = false;
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private NamingType m_naming = NamingType.TIME;
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private Timer m_timer = null;
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private bool m_busycheck = true;
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private string m_script = null;
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private string m_dir = ".";
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public AutoBackupModuleState(IScene scene)
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{
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m_scene = scene;
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if(scene == null)
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throw new NullReferenceException("Required parameter missing for AutoBackupModuleState constructor");
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}
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public void SetEnabled(bool b)
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{
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m_enabled = b;
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}
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public bool GetEnabled()
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{
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return m_enabled;
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}
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public Timer GetTimer()
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{
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return m_timer;
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}
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public void SetTimer(Timer t)
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{
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m_timer = t;
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}
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public bool GetBusyCheck()
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{
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return m_busycheck;
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}
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public void SetBusyCheck(bool b)
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{
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m_busycheck = b;
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}
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public string GetScript()
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{
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return m_script;
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}
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public void SetScript(string s)
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{
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m_script = s;
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}
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public string GetBackupDir()
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{
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return m_dir;
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}
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public void SetBackupDir(string s)
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{
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m_dir = s;
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}
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public NamingType GetNamingType()
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{
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return m_naming;
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}
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public void SetNamingType(NamingType n)
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{
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m_naming = n;
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}
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}
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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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readonly Dictionary<IScene, AutoBackupModuleState> states = new Dictionary<IScene, AutoBackupModuleState>(4);
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readonly Dictionary<double, Timer> timers = new Dictionary<double, Timer>(1);
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readonly Dictionary<Timer, List<IScene>> timerMap = new Dictionary<Timer, List<IScene>>(1);
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public AutoBackupModule ()
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{
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}
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#region IRegionModuleBase implementation
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void IRegionModuleBase.Initialise (Nini.Config.IConfigSource source)
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{
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//I have no overall config settings to care about.
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}
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void IRegionModuleBase.Close ()
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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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StopAllTimers();
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}
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void IRegionModuleBase.AddRegion (Framework.Scenes.Scene scene)
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{
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//NO-OP. Wait for the region to be loaded.
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}
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void IRegionModuleBase.RemoveRegion (Framework.Scenes.Scene scene)
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{
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AutoBackupModuleState abms = states[scene];
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Timer timer = abms.GetTimer();
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List<IScene> list = timerMap[timer];
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list.Remove(scene);
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if(list.Count == 0)
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{
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timerMap.Remove(timer);
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timers.Remove(timer.Interval);
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timer.Close();
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}
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}
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void IRegionModuleBase.RegionLoaded (Framework.Scenes.Scene scene)
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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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return;
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AutoBackupModuleState st = new AutoBackupModuleState(scene);
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states.Add(scene, st);
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//Read the config settings and set variables.
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IConfig config = scene.Config.Configs[scene.RegionInfo.RegionName];
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st.SetEnabled(config.GetBoolean("AutoBackup", false));
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if(!st.GetEnabled()) //If you don't want AutoBackup, we stop.
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return;
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//Borrow an existing timer if one exists for the same interval; otherwise, make a new one.
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double interval = config.GetDouble("AutoBackupInterval", 720);
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if(timers.ContainsKey(interval))
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{
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st.SetTimer(timers[interval]);
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}
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else
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{
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st.SetTimer(new Timer(interval));
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timers.Add(interval, st.GetTimer());
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st.GetTimer().Elapsed += HandleElapsed;
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}
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//Add the current region to the list of regions tied to this timer.
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if(timerMap.ContainsKey(st.GetTimer()))
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{
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timerMap[st.GetTimer()].Add(scene);
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}
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else
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{
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List<IScene> scns = new List<IScene>(1);
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timerMap.Add(st.GetTimer(), scns);
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}
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st.SetBusyCheck(config.GetBoolean("AutoBackupBusyCheck", true));
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//Set file naming algorithm
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string namingtype = config.GetString("AutoBackupNaming", "Time");
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if(namingtype.Equals("Time", StringComparison.CurrentCultureIgnoreCase))
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{
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st.SetNamingType(NamingType.TIME);
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}
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else if(namingtype.Equals("Sequential", StringComparison.CurrentCultureIgnoreCase))
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{
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st.SetNamingType(NamingType.SEQUENTIAL);
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}
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else if(namingtype.Equals("Overwrite", StringComparison.CurrentCultureIgnoreCase))
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{
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st.SetNamingType(NamingType.OVERWRITE);
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}
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else
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{
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m_log.Warn("Unknown naming type specified for region " + scene.RegionInfo.RegionName + ": " + namingtype);
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st.SetNamingType(NamingType.TIME);
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}
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st.SetScript(config.GetString("AutoBackupScript", null));
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st.SetBackupDir(config.GetString("AutoBackupDir", "."));
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//Let's give the user *one* convenience and auto-mkdir
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if(st.GetBackupDir() != ".")
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{
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try
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{
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DirectoryInfo dirinfo = new DirectoryInfo(st.GetBackupDir());
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if(!dirinfo.Exists)
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{
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dirinfo.Create();
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}
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}
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catch(Exception e)
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{
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m_log.Warn("BAD NEWS. You won't be able to save backups to directory " + st.GetBackupDir() +
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" because it doesn't exist or there's a permissions issue with it. Here's the exception.", e);
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}
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}
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}
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void HandleElapsed (object sender, ElapsedEventArgs e)
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{
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bool heuristicsRun = false;
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bool heuristicsPassed = false;
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foreach(IScene scene in timerMap[(Timer)sender])
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{
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AutoBackupModuleState state = states[scene];
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bool heuristics = state.GetBusyCheck();
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//Fast path: heuristics are on; already ran em; and sim is fine; OR, no heuristics for the region.
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if((heuristics && heuristicsRun && heuristicsPassed)
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|| !heuristics)
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{
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IRegionArchiverModule iram = scene.RequestModuleInterface<IRegionArchiverModule>();
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string savePath = BuildOarPath(scene.RegionInfo.RegionName, state.GetBackupDir(), state.GetNamingType());
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if(savePath == null)
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{
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m_log.Warn("savePath is null in HandleElapsed");
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continue;
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}
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iram.ArchiveRegion(savePath, null);
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ExecuteScript(state.GetScript(), savePath);
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}
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//Heuristics are on; ran but we're too busy -- keep going. Maybe another region will have heuristics off!
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else if(heuristics && heuristicsRun && !heuristicsPassed)
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{
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continue;
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}
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//Logical Deduction: heuristics are on but haven't been run
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else
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{
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heuristicsPassed = RunHeuristics();
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heuristicsRun = true;
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if(!heuristicsPassed)
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continue;
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}
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}
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}
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string IRegionModuleBase.Name {
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get {
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return "AutoBackupModule";
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}
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}
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Type IRegionModuleBase.ReplaceableInterface {
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get {
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return null;
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}
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}
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#endregion
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#region ISharedRegionModule implementation
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void ISharedRegionModule.PostInitialise ()
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{
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//I don't care right now.
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}
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#endregion
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//Is this even needed?
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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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private string BuildOarPath(string regionName, string baseDir, NamingType naming)
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{
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FileInfo path = null;
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switch(naming)
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{
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case NamingType.OVERWRITE:
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path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName);
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return path.FullName;
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case NamingType.TIME:
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path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName + GetTimeString() + ".oar");
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return path.FullName;
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case NamingType.SEQUENTIAL:
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path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName + "_" + GetNextFile(baseDir, regionName) + ".oar");
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return path.FullName;
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default:
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m_log.Warn("VERY BAD: Unhandled case element " + naming.ToString());
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break;
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}
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return path.FullName;
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}
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//Welcome to the TIME STRING. 4 CORNER INTEGERS, CUBES 4 QUAD MEMORY -- No 1 Integer God.
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//(Terrible reference to <timecube.com>)
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//This format may turn out to be too unwieldy to keep...
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//Besides, that's what ctimes are for. But then how do I name each file uniquely without using a GUID?
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//Sequential numbers, right? Ugh. Almost makes TOO much sense.
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private string GetTimeString()
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{
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StringWriter sw = new StringWriter();
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sw.Write("_");
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DateTime now = DateTime.Now;
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sw.Write(now.Year);
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sw.Write("y_");
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sw.Write(now.Month);
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sw.Write("M_");
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sw.Write(now.Day);
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sw.Write("d_");
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sw.Write(now.Hour);
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sw.Write("h_");
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sw.Write(now.Minute);
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sw.Write("m_");
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sw.Write(now.Second);
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sw.Write("s");
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sw.Flush();
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string output = sw.ToString();
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sw.Close();
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return output;
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}
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//Get the next logical file name
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//I really shouldn't put fields here, but for now.... ;)
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private string m_dirName = null;
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private string m_regionName = null;
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private string GetNextFile(string dirName, string regionName)
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{
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FileInfo uniqueFile = null;
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m_dirName = dirName;
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m_regionName = regionName;
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long biggestExistingFile = HalfIntervalMaximize(1, FileExistsTest);
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biggestExistingFile++; //We don't want to overwrite the biggest existing file; we want to write to the NEXT biggest.
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uniqueFile = new FileInfo(m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + biggestExistingFile + ".oar");
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if(uniqueFile.Exists)
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{
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//Congratulations, your strange deletion patterns fooled my half-interval search into picking an existing file!
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//Now you get to pay the performance cost :)
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uniqueFile = UniqueFileSearchLinear(biggestExistingFile);
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}
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return uniqueFile.FullName;
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}
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private bool RunHeuristics()
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{
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return true;
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}
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private void ExecuteScript(string scriptName, string savePath)
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{
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//Fast path out
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if(scriptName == null || scriptName.Length <= 0)
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return;
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try
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{
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FileInfo fi = new FileInfo(scriptName);
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if(fi.Exists)
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{
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ProcessStartInfo psi = new ProcessStartInfo(scriptName);
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psi.Arguments = savePath;
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psi.CreateNoWindow = true;
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Process proc = Process.Start(psi);
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proc.ErrorDataReceived += HandleProcErrorDataReceived;
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}
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}
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catch(Exception e)
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{
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m_log.Warn("Exception encountered when trying to run script for oar backup " + savePath, e);
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}
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}
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void HandleProcErrorDataReceived (object sender, DataReceivedEventArgs e)
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{
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m_log.Warn("ExecuteScript hook " + ((Process)sender).ProcessName + " is yacking on stderr: " + e.Data);
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}
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private void StopAllTimers()
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{
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foreach(Timer t in timerMap.Keys)
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{
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t.Close();
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}
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}
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/* Find the largest value for which the predicate returns true.
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* We use a bisection algorithm (half interval) to make the algorithm scalable.
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* The worst-case complexity is about O(log(n)^2) in practice.
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* Only for extremely small values (under 10) do you notice it taking more iterations than a linear search.
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* The number of predicate invocations only hits a few hundred when the maximized value
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* is in the tens of millions, so prepare for the predicate to be invoked between 10 and 100 times.
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* And of course it is fantastic with powers of 2, which are densely packed in values under 100 anyway.
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* The Predicate<long> parameter must be a function that accepts a long and returns a bool.
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* */
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue