Support multi-region OAR files

Merged ArchiveWriteRequestPreparation.cs and ArchiveWriteRequestExecution.cs. This simplifies the code, and it's faster to write each scene to the archive as it's found rather than all at once at the end.
integration
Oren Hurvitz 2012-07-24 19:48:08 +03:00 committed by Justin Clark-Casey (justincc)
parent 6f7825e310
commit ce468215d5
14 changed files with 1088 additions and 408 deletions

View File

@ -1369,6 +1369,8 @@ namespace OpenSim.ApplicationPlugins.RemoteController
/// <description>profile url</description></item>
/// <item><term>noassets</term>
/// <description>true if no assets should be saved</description></item>
/// <item><term>all</term>
/// <description>true to save all the regions in the simulator</description></item>
/// <item><term>perm</term>
/// <description>C and/or T</description></item>
/// </list>
@ -1425,6 +1427,11 @@ namespace OpenSim.ApplicationPlugins.RemoteController
options["checkPermissions"] = (string)requestData["perm"];
}
if ((string)requestData["all"] == "true")
{
options["all"] = (string)requestData["all"];
}
IRegionArchiverModule archiver = scene.RequestModuleInterface<IRegionArchiverModule>();
if (archiver != null)

View File

@ -52,6 +52,11 @@ namespace OpenSim.Framework.Serialization
/// </value>
public const string INVENTORY_PATH = "inventory/";
/// <value>
/// Path for regions in a multi-region archive
/// </value>
public const string REGIONS_PATH = "regions/";
/// <value>
/// Path for the prims file
/// </value>

View File

@ -292,7 +292,7 @@ namespace OpenSim
m_console.Commands.AddCommand("Archiving", false, "save oar",
//"save oar [-v|--version=<N>] [-p|--profile=<url>] [<OAR path>]",
"save oar [-h|--home=<url>] [--noassets] [--publish] [--perm=<permissions>] [<OAR path>]",
"save oar [-h|--home=<url>] [--noassets] [--publish] [--perm=<permissions>] [--all] [<OAR path>]",
"Save a region's data to an OAR archive.",
// "-v|--version=<N> generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine
"-h|--home=<url> adds the url of the profile service to the saved user information.\n"
@ -302,6 +302,7 @@ namespace OpenSim
+ " this is useful if you're making oars generally available that might be reloaded to the same grid from which you published\n"
+ "--perm=<permissions> stops objects with insufficient permissions from being saved to the OAR.\n"
+ " <permissions> can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer\n"
+ "--all saves all the regions in the simulator, instead of just the current region.\n"
+ "The OAR path must be a filesystem path."
+ " If this is not given then the oar is saved to region.oar in the current directory.",
SaveOar);

View File

@ -43,6 +43,7 @@ using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
using System.Threading;
namespace OpenSim.Region.CoreModules.World.Archiver
{
@ -52,7 +53,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver
public class ArchiveReadRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Contains data used while dearchiving a single scene.
/// </summary>
private class DearchiveContext
{
public Scene Scene { get; set; }
public List<string> SerialisedSceneObjects { get; set; }
public List<string> SerialisedParcels { get; set; }
public List<SceneObjectGroup> SceneObjects { get; set; }
public DearchiveContext(Scene scene)
{
Scene = scene;
SerialisedSceneObjects = new List<string>();
SerialisedParcels = new List<string>();
SceneObjects = new List<SceneObjectGroup>();
}
}
/// <summary>
/// The maximum major version of OAR that we can read. Minor versions shouldn't need a max number since version
/// bumps here should be compatible.
@ -62,9 +86,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <summary>
/// Has the control file been loaded for this archive?
/// </summary>
public bool ControlFileLoaded { get; private set; }
public bool ControlFileLoaded { get; private set; }
protected Scene m_scene;
protected string m_loadPath;
protected Scene m_rootScene;
protected Stream m_loadStream;
protected Guid m_requestId;
protected string m_errorMessage;
@ -91,7 +116,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
if (m_UserMan == null)
{
m_UserMan = m_scene.RequestModuleInterface<IUserManagement>();
m_UserMan = m_rootScene.RequestModuleInterface<IUserManagement>();
}
return m_UserMan;
}
@ -104,10 +129,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
private IGroupsModule m_groupsModule;
private IAssetService m_assetService = null;
public ArchiveReadRequest(Scene scene, string loadPath, bool merge, bool skipAssets, Guid requestId)
{
m_scene = scene;
m_rootScene = scene;
m_loadPath = loadPath;
try
{
m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress);
@ -128,12 +157,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Zero can never be a valid user id
m_validUserUuids[UUID.Zero] = false;
m_groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
m_groupsModule = m_rootScene.RequestModuleInterface<IGroupsModule>();
m_assetService = m_rootScene.AssetService;
}
public ArchiveReadRequest(Scene scene, Stream loadStream, bool merge, bool skipAssets, Guid requestId)
{
m_scene = scene;
m_rootScene = scene;
m_loadPath = null;
m_loadStream = loadStream;
m_merge = merge;
m_skipAssets = skipAssets;
@ -142,33 +173,34 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Zero can never be a valid user id
m_validUserUuids[UUID.Zero] = false;
m_groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
m_groupsModule = m_rootScene.RequestModuleInterface<IGroupsModule>();
m_assetService = m_rootScene.AssetService;
}
/// <summary>
/// Dearchive the region embodied in this request.
/// </summary>
public void DearchiveRegion()
{
// The same code can handle dearchiving 0.1 and 0.2 OpenSim Archive versions
DearchiveRegion0DotStar();
}
private void DearchiveRegion0DotStar()
{
int successfulAssetRestores = 0;
int failedAssetRestores = 0;
List<string> serialisedSceneObjects = new List<string>();
List<string> serialisedParcels = new List<string>();
string filePath = "NONE";
TarArchiveReader archive = new TarArchiveReader(m_loadStream);
DearchiveScenesInfo dearchivedScenes;
// We dearchive all the scenes at once, because the files in the TAR archive might be mixed.
// Therefore, we have to keep track of the dearchive context of all the scenes.
Dictionary<UUID, DearchiveContext> sceneContexts = new Dictionary<UUID, DearchiveContext>();
string fullPath = "NONE";
TarArchiveReader archive = null;
byte[] data;
TarArchiveReader.TarEntryType entryType;
try
{
while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
FindAndLoadControlFile(out archive, out dearchivedScenes);
while ((data = archive.ReadEntry(out fullPath, out entryType)) != null)
{
//m_log.DebugFormat(
// "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length);
@ -176,9 +208,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
continue;
// Find the scene that this file belongs to
Scene scene;
string filePath;
if (!dearchivedScenes.GetRegionFromPath(fullPath, out scene, out filePath))
continue; // this file belongs to a region that we're not loading
DearchiveContext sceneContext = null;
if (scene != null)
{
if (!sceneContexts.TryGetValue(scene.RegionInfo.RegionID, out sceneContext))
{
sceneContext = new DearchiveContext(scene);
sceneContexts.Add(scene.RegionInfo.RegionID, sceneContext);
}
}
// Process the file
if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
{
serialisedSceneObjects.Add(Encoding.UTF8.GetString(data));
sceneContext.SerialisedSceneObjects.Add(Encoding.UTF8.GetString(data));
}
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets)
{
@ -192,19 +245,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
{
LoadTerrain(filePath, data);
LoadTerrain(scene, filePath, data);
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
{
LoadRegionSettings(filePath, data);
LoadRegionSettings(scene, filePath, data, dearchivedScenes);
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH))
{
serialisedParcels.Add(Encoding.UTF8.GetString(data));
sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data));
}
else if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
{
LoadControlFile(filePath, data);
// Ignore, because we already read the control file
}
}
@ -212,15 +265,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ARCHIVER]: Aborting load with error in archive file {0}. {1}", filePath, e);
m_log.Error(
String.Format("[ARCHIVER]: Aborting load with error in archive file {0} ", fullPath), e);
m_errorMessage += e.ToString();
m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List<UUID>(), m_errorMessage);
return;
}
finally
{
archive.Close();
if (archive != null)
archive.Close();
}
if (!m_skipAssets)
@ -234,32 +288,143 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
}
if (!m_merge)
foreach (DearchiveContext sceneContext in sceneContexts.Values)
{
m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
m_scene.DeleteAllSceneObjects();
m_log.InfoFormat("[ARCHIVER:] Loading region {0}", sceneContext.Scene.RegionInfo.RegionName);
if (!m_merge)
{
m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
sceneContext.Scene.DeleteAllSceneObjects();
}
try
{
LoadParcels(sceneContext.Scene, sceneContext.SerialisedParcels);
LoadObjects(sceneContext.Scene, sceneContext.SerialisedSceneObjects, sceneContext.SceneObjects);
// Inform any interested parties that the region has changed. We waited until now so that all
// of the region's objects will be loaded when we send this notification.
IEstateModule estateModule = sceneContext.Scene.RequestModuleInterface<IEstateModule>();
if (estateModule != null)
estateModule.TriggerRegionInfoChange();
}
catch (Exception e)
{
m_log.Error("[ARCHIVER]: Error loading parcels or objects ", e);
m_errorMessage += e.ToString();
m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List<UUID>(), m_errorMessage);
return;
}
}
LoadParcels(serialisedParcels);
LoadObjects(serialisedSceneObjects);
// Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so
// that users can enter the scene. If we allow the scripts to start in the loop above
// then they significantly increase the time until the OAR finishes loading.
Util.FireAndForget(delegate(object o)
{
Thread.Sleep(15000);
m_log.Info("Starting scripts in scene objects");
foreach (DearchiveContext sceneContext in sceneContexts.Values)
{
foreach (SceneObjectGroup sceneObject in sceneContext.SceneObjects)
{
sceneObject.CreateScriptInstances(0, false, sceneContext.Scene.DefaultScriptEngine, 0); // StateSource.RegionStart
sceneObject.ResumeScripts();
}
sceneContext.SceneObjects.Clear();
}
});
m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, dearchivedScenes.GetLoadedScenes(), m_errorMessage);
}
/// <summary>
/// Searches through the files in the archive for the control file, and reads it.
/// We must read the control file first, in order to know which regions are available.
/// </summary>
/// <remarks>
/// In most cases the control file *is* first, since that's how we create archives. However,
/// it's possible that someone rewrote the archive externally so we can't rely on this fact.
/// </remarks>
/// <param name="archive"></param>
/// <param name="dearchivedScenes"></param>
private void FindAndLoadControlFile(out TarArchiveReader archive, out DearchiveScenesInfo dearchivedScenes)
{
archive = new TarArchiveReader(m_loadStream);
dearchivedScenes = new DearchiveScenesInfo();
string filePath;
byte[] data;
TarArchiveReader.TarEntryType entryType;
bool firstFile = true;
while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
{
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
continue;
if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
{
LoadControlFile(filePath, data, dearchivedScenes);
// Find which scenes are available in the simulator
ArchiveScenesGroup simulatorScenes = new ArchiveScenesGroup();
SceneManager.Instance.ForEachScene(delegate(Scene scene2)
{
simulatorScenes.AddScene(scene2);
});
simulatorScenes.CalcSceneLocations();
dearchivedScenes.SetSimulatorScenes(m_rootScene, simulatorScenes);
// If the control file wasn't the first file then reset the read pointer
if (!firstFile)
{
m_log.Warn("Control file wasn't the first file in the archive");
if (m_loadStream.CanSeek)
{
m_loadStream.Seek(0, SeekOrigin.Begin);
}
else if (m_loadPath != null)
{
archive.Close();
archive = null;
m_loadStream.Close();
m_loadStream = null;
m_loadStream = new GZipStream(ArchiveHelpers.GetStream(m_loadPath), CompressionMode.Decompress);
archive = new TarArchiveReader(m_loadStream);
}
else
{
// There isn't currently a scenario where this happens, but it's best to add a check just in case
throw new Exception("Error reading archive: control file wasn't the first file, and the input stream doesn't allow seeking");
}
}
return;
}
firstFile = false;
}
throw new Exception("Control file not found");
}
/// <summary>
/// Load serialized scene objects.
/// </summary>
/// <param name="serialisedSceneObjects"></param>
protected void LoadObjects(List<string> serialisedSceneObjects)
protected void LoadObjects(Scene scene, List<string> serialisedSceneObjects, List<SceneObjectGroup> sceneObjects)
{
// Reload serialized prims
m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
UUID oldTelehubUUID = m_scene.RegionInfo.RegionSettings.TelehubObject;
UUID oldTelehubUUID = scene.RegionInfo.RegionSettings.TelehubObject;
IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface<IRegionSerialiserModule>();
IRegionSerialiserModule serialiser = scene.RequestModuleInterface<IRegionSerialiserModule>();
int sceneObjectsLoadedCount = 0;
foreach (string serialisedSceneObject in serialisedSceneObjects)
@ -280,7 +445,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
bool isTelehub = (sceneObject.UUID == oldTelehubUUID);
bool isTelehub = (sceneObject.UUID == oldTelehubUUID) && (oldTelehubUUID != UUID.Zero);
// For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
// on the same region server and multiple examples a single object archive to be imported
@ -290,8 +455,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (isTelehub)
{
// Change the Telehub Object to the new UUID
m_scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID;
m_scene.RegionInfo.RegionSettings.Save();
scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID;
scene.RegionInfo.RegionSettings.Save();
oldTelehubUUID = UUID.Zero;
}
@ -301,17 +466,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
if (part.CreatorData == null || part.CreatorData == string.Empty)
{
if (!ResolveUserUuid(part.CreatorID))
part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveUserUuid(scene, part.CreatorID))
part.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner;
}
if (UserManager != null)
UserManager.AddUser(part.CreatorID, part.CreatorData);
if (!ResolveUserUuid(part.OwnerID))
part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveUserUuid(scene, part.OwnerID))
part.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveUserUuid(part.LastOwnerID))
part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveUserUuid(scene, part.LastOwnerID))
part.LastOwnerID = scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveGroupUuid(part.GroupID))
part.GroupID = UUID.Zero;
@ -328,15 +493,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver
TaskInventoryDictionary inv = part.TaskInventory;
foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
{
if (!ResolveUserUuid(kvp.Value.OwnerID))
if (!ResolveUserUuid(scene, kvp.Value.OwnerID))
{
kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
kvp.Value.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner;
}
if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty)
{
if (!ResolveUserUuid(kvp.Value.CreatorID))
kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveUserUuid(scene, kvp.Value.CreatorID))
kvp.Value.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner;
}
if (UserManager != null)
@ -348,10 +513,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
}
if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
if (scene.AddRestoredSceneObject(sceneObject, true, false))
{
sceneObjectsLoadedCount++;
sceneObject.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, 0);
sceneObject.CreateScriptInstances(0, false, scene.DefaultScriptEngine, 0);
sceneObject.ResumeScripts();
}
}
@ -366,16 +531,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (oldTelehubUUID != UUID.Zero)
{
m_log.WarnFormat("Telehub object not found: {0}", oldTelehubUUID);
m_scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero;
m_scene.RegionInfo.RegionSettings.ClearSpawnPoints();
scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero;
scene.RegionInfo.RegionSettings.ClearSpawnPoints();
}
}
/// <summary>
/// Load serialized parcels.
/// </summary>
/// <param name="scene"></param>
/// <param name="serialisedParcels"></param>
protected void LoadParcels(List<string> serialisedParcels)
protected void LoadParcels(Scene scene, List<string> serialisedParcels)
{
// Reload serialized parcels
m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count);
@ -386,8 +552,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Validate User and Group UUID's
if (!ResolveUserUuid(parcel.OwnerID))
parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveUserUuid(scene, parcel.OwnerID))
parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveGroupUuid(parcel.GroupID))
{
@ -398,7 +564,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
List<LandAccessEntry> accessList = new List<LandAccessEntry>();
foreach (LandAccessEntry entry in parcel.ParcelAccessList)
{
if (ResolveUserUuid(entry.AgentID))
if (ResolveUserUuid(scene, entry.AgentID))
accessList.Add(entry);
// else, drop this access rule
}
@ -414,23 +580,24 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (!m_merge)
{
bool setupDefaultParcel = (landData.Count == 0);
m_scene.LandChannel.Clear(setupDefaultParcel);
scene.LandChannel.Clear(setupDefaultParcel);
}
m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);
}
/// <summary>
/// Look up the given user id to check whether it's one that is valid for this grid.
/// </summary>
/// <param name="scene"></param>
/// <param name="uuid"></param>
/// <returns></returns>
private bool ResolveUserUuid(UUID uuid)
private bool ResolveUserUuid(Scene scene, UUID uuid)
{
if (!m_validUserUuids.ContainsKey(uuid))
{
UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid);
UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, uuid);
m_validUserUuids.Add(uuid, account != null);
}
@ -485,7 +652,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
string extension = filename.Substring(i);
string uuid = filename.Remove(filename.Length - extension.Length);
if (m_scene.AssetService.GetMetadata(uuid) != null)
if (m_assetService.GetMetadata(uuid) != null)
{
// m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid);
return true;
@ -505,7 +672,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// We're relying on the asset service to do the sensible thing and not store the asset if it already
// exists.
m_scene.AssetService.Store(asset);
m_assetService.Store(asset);
/**
* Create layers on decode for image assets. This is likely to significantly increase the time to load archives so
@ -533,12 +700,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <summary>
/// Load region settings data
/// </summary>
/// <param name="scene"></param>
/// <param name="settingsPath"></param>
/// <param name="data"></param>
/// <param name="dearchivedScenes"></param>
/// <returns>
/// true if settings were loaded successfully, false otherwise
/// </returns>
private bool LoadRegionSettings(string settingsPath, byte[] data)
private bool LoadRegionSettings(Scene scene, string settingsPath, byte[] data, DearchiveScenesInfo dearchivedScenes)
{
RegionSettings loadedRegionSettings;
@ -554,7 +723,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
return false;
}
RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
RegionSettings currentRegionSettings = scene.RegionInfo.RegionSettings;
currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit;
currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage;
@ -591,12 +760,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
foreach (SpawnPoint sp in loadedRegionSettings.SpawnPoints())
currentRegionSettings.AddSpawnPoint(sp);
currentRegionSettings.LoadedCreationDateTime = dearchivedScenes.LoadedCreationDateTime;
currentRegionSettings.LoadedCreationID = dearchivedScenes.GetOriginalRegionID(scene.RegionInfo.RegionID).ToString();
currentRegionSettings.Save();
m_scene.TriggerEstateSunUpdate();
scene.TriggerEstateSunUpdate();
IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
IEstateModule estateModule = scene.RequestModuleInterface<IEstateModule>();
if (estateModule != null)
estateModule.sendRegionHandshakeToAll();
@ -606,14 +777,15 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <summary>
/// Load terrain data
/// </summary>
/// <param name="scene"></param>
/// <param name="terrainPath"></param>
/// <param name="data"></param>
/// <returns>
/// true if terrain was resolved successfully, false otherwise.
/// </returns>
private bool LoadTerrain(string terrainPath, byte[] data)
private bool LoadTerrain(Scene scene, string terrainPath, byte[] data)
{
ITerrainModule terrainModule = m_scene.RequestModuleInterface<ITerrainModule>();
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
MemoryStream ms = new MemoryStream(data);
terrainModule.LoadFromStream(terrainPath, ms);
@ -629,17 +801,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// </summary>
/// <param name="path"></param>
/// <param name="data"></param>
public void LoadControlFile(string path, byte[] data)
/// <param name="dearchivedScenes"></param>
public DearchiveScenesInfo LoadControlFile(string path, byte[] data, DearchiveScenesInfo dearchivedScenes)
{
XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable());
XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None);
XmlTextReader xtr = new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context);
RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
// Loaded metadata will be empty if no information exists in the archive
dearchivedScenes.LoadedCreationDateTime = 0;
dearchivedScenes.DefaultOriginalID = "";
// Loaded metadata will empty if no information exists in the archive
currentRegionSettings.LoadedCreationDateTime = 0;
currentRegionSettings.LoadedCreationID = "";
bool multiRegion = false;
while (xtr.Read())
{
@ -665,18 +838,44 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
int value;
if (Int32.TryParse(xtr.ReadElementContentAsString(), out value))
currentRegionSettings.LoadedCreationDateTime = value;
dearchivedScenes.LoadedCreationDateTime = value;
}
else if (xtr.Name.ToString() == "id")
else if (xtr.Name.ToString() == "row")
{
currentRegionSettings.LoadedCreationID = xtr.ReadElementContentAsString();
multiRegion = true;
dearchivedScenes.StartRow();
}
else if (xtr.Name.ToString() == "region")
{
dearchivedScenes.StartRegion();
}
else if (xtr.Name.ToString() == "id")
{
string id = xtr.ReadElementContentAsString();
dearchivedScenes.DefaultOriginalID = id;
if (multiRegion)
dearchivedScenes.SetRegionOriginalID(id);
}
else if (xtr.Name.ToString() == "dir")
{
dearchivedScenes.SetRegionDirectory(xtr.ReadElementContentAsString());
}
}
}
currentRegionSettings.Save();
dearchivedScenes.MultiRegionFormat = multiRegion;
if (!multiRegion)
{
// Add the single scene
dearchivedScenes.StartRow();
dearchivedScenes.StartRegion();
dearchivedScenes.SetRegionOriginalID(dearchivedScenes.DefaultOriginalID);
dearchivedScenes.SetRegionDirectory("");
}
ControlFileLoaded = true;
return dearchivedScenes;
}
}
}

View File

@ -0,0 +1,176 @@
/*
* 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.Collections.Generic;
using System.Linq;
using System.Text;
using OpenSim.Region.Framework.Scenes;
using OpenMetaverse;
using System.Drawing;
namespace OpenSim.Region.CoreModules.World.Archiver
{
/// <summary>
/// A group of regions arranged in a rectangle, possibly with holes.
/// </summary>
/// <remarks>
/// The regions usually (but not necessarily) belong to an archive file, in which case we
/// store additional information used to create the archive (e.g., each region's
/// directory within the archive).
/// </remarks>
public class ArchiveScenesGroup
{
/// <summary>
/// All the regions. The outer dictionary contains rows (key: Y coordinate).
/// The inner dictionaries contain each row's regions (key: X coordinate).
/// </summary>
public SortedDictionary<uint, SortedDictionary<uint, Scene>> Regions { get; set; }
/// <summary>
/// The subdirectory where each region is stored in the archive.
/// </summary>
protected Dictionary<UUID, string> m_regionDirs;
/// <summary>
/// The grid coordinates of the regions' bounding box.
/// </summary>
public Rectangle Rect { get; set; }
public ArchiveScenesGroup()
{
Regions = new SortedDictionary<uint, SortedDictionary<uint, Scene>>();
m_regionDirs = new Dictionary<UUID, string>();
Rect = new Rectangle(0, 0, 0, 0);
}
public void AddScene(Scene scene)
{
uint x = scene.RegionInfo.RegionLocX;
uint y = scene.RegionInfo.RegionLocY;
SortedDictionary<uint, Scene> row;
if (!Regions.TryGetValue(y, out row))
{
row = new SortedDictionary<uint, Scene>();
Regions[y] = row;
}
row[x] = scene;
}
/// <summary>
/// Called after all the scenes have been added. Performs calculations that require
/// knowledge of all the scenes.
/// </summary>
public void CalcSceneLocations()
{
if (Regions.Count == 0)
return;
// Find the bounding rectangle
uint firstY = Regions.First().Key;
uint lastY = Regions.Last().Key;
uint? firstX = null;
uint? lastX = null;
foreach (SortedDictionary<uint, Scene> row in Regions.Values)
{
uint curFirstX = row.First().Key;
uint curLastX = row.Last().Key;
firstX = (firstX == null) ? curFirstX : (firstX < curFirstX) ? firstX : curFirstX;
lastX = (lastX == null) ? curLastX : (lastX > curLastX) ? lastX : curLastX;
}
Rect = new Rectangle((int)firstX, (int)firstY, (int)(lastY - firstY + 1), (int)(lastX - firstX + 1));
// Calculate the subdirectory in which each region will be stored in the archive
m_regionDirs.Clear();
ForEachScene(delegate(Scene scene)
{
// We add the region's coordinates to ensure uniqueness even if multiple regions have the same name
string path = string.Format("{0}_{1}_{2}",
scene.RegionInfo.RegionLocX - Rect.X + 1,
scene.RegionInfo.RegionLocY - Rect.Y + 1,
scene.RegionInfo.RegionName.Replace(' ', '_'));
m_regionDirs[scene.RegionInfo.RegionID] = path;
});
}
/// <summary>
/// Returns the subdirectory where the region is stored.
/// </summary>
/// <param name="regionID"></param>
/// <returns></returns>
public string GetRegionDir(UUID regionID)
{
return m_regionDirs[regionID];
}
/// <summary>
/// Performs an action on all the scenes in this order: rows from South to North,
/// and within each row West to East.
/// </summary>
/// <param name="action"></param>
public void ForEachScene(Action<Scene> action)
{
foreach (SortedDictionary<uint, Scene> row in Regions.Values)
{
foreach (Scene scene in row.Values)
{
action(scene);
}
}
}
/// <summary>
/// Returns the scene at position 'location'.
/// </summary>
/// <param name="location">A location in the grid</param>
/// <param name="scene">The scene at this location</param>
/// <returns>Whether the scene was found</returns>
public bool TryGetScene(Point location, out Scene scene)
{
SortedDictionary<uint, Scene> row;
if (Regions.TryGetValue((uint)location.Y, out row))
{
if (row.TryGetValue((uint)location.X, out scene))
return true;
}
scene = null;
return false;
}
}
}

View File

@ -1,153 +0,0 @@
/*
* 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.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Terrain;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Archiver
{
/// <summary>
/// Method called when all the necessary assets for an archive request have been received.
/// </summary>
public delegate void AssetsRequestCallback(
ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids);
/// <summary>
/// Execute the write of an archive once we have received all the necessary data
/// </summary>
public class ArchiveWriteRequestExecution
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected ITerrainModule m_terrainModule;
protected IRegionSerialiserModule m_serialiser;
protected List<SceneObjectGroup> m_sceneObjects;
protected Scene m_scene;
protected TarArchiveWriter m_archiveWriter;
protected Guid m_requestId;
protected Dictionary<string, object> m_options;
public ArchiveWriteRequestExecution(
List<SceneObjectGroup> sceneObjects,
ITerrainModule terrainModule,
IRegionSerialiserModule serialiser,
Scene scene,
TarArchiveWriter archiveWriter,
Guid requestId,
Dictionary<string, object> options)
{
m_sceneObjects = sceneObjects;
m_terrainModule = terrainModule;
m_serialiser = serialiser;
m_scene = scene;
m_archiveWriter = archiveWriter;
m_requestId = requestId;
m_options = options;
}
protected internal void ReceivedAllAssets(
ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids)
{
try
{
Save(assetsFoundUuids, assetsNotFoundUuids);
}
finally
{
m_archiveWriter.Close();
}
m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_scene.RegionInfo.RegionName);
m_scene.EventManager.TriggerOarFileSaved(m_requestId, String.Empty);
}
protected internal void Save(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids)
{
foreach (UUID uuid in assetsNotFoundUuids)
{
m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
}
// m_log.InfoFormat(
// "[ARCHIVER]: Received {0} of {1} assets requested",
// assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count);
m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive.");
// Write out region settings
string settingsPath
= String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_scene.RegionInfo.RegionName);
m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(m_scene.RegionInfo.RegionSettings));
m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive.");
// Write out land data (aka parcel) settings
List<ILandObject>landObjects = m_scene.LandChannel.AllParcels();
foreach (ILandObject lo in landObjects)
{
LandData landData = lo.LandData;
string landDataPath = String.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH,
landData.GlobalID.ToString());
m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
}
m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");
// Write out terrain
string terrainPath
= String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_scene.RegionInfo.RegionName);
MemoryStream ms = new MemoryStream();
m_terrainModule.SaveToStream(terrainPath, ms);
m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
ms.Close();
m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive.");
// Write out scene object metadata
foreach (SceneObjectGroup sceneObject in m_sceneObjects)
{
//m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, m_options);
m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject);
}
}
}
}

View File

@ -43,6 +43,7 @@ using OpenSim.Region.Framework.Scenes;
using Ionic.Zlib;
using GZipStream = Ionic.Zlib.GZipStream;
using CompressionMode = Ionic.Zlib.CompressionMode;
using OpenSim.Framework.Serialization.External;
namespace OpenSim.Region.CoreModules.World.Archiver
{
@ -61,17 +62,29 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <summary>
/// The maximum major version of OAR that we can write.
/// </summary>
public static int MAX_MAJOR_VERSION = 0;
public static int MAX_MAJOR_VERSION = 1;
/// <summary>
/// Whether we're saving a multi-region archive.
/// </summary>
public bool MultiRegionFormat { get; set; }
/// <summary>
/// Determine whether this archive will save assets. Default is true.
/// </summary>
public bool SaveAssets { get; set; }
protected ArchiverModule m_module;
protected Scene m_scene;
/// <summary>
/// Determines which objects will be included in the archive, according to their permissions.
/// Default is null, meaning no permission checks.
/// </summary>
public string CheckPermissions { get; set; }
protected Scene m_rootScene;
protected Stream m_saveStream;
protected TarArchiveWriter m_archiveWriter;
protected Guid m_requestId;
protected Dictionary<string, object> m_options;
/// <summary>
/// Constructor
@ -82,7 +95,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <exception cref="System.IO.IOException">
/// If there was a problem opening a stream for the file specified by the savePath
/// </exception>
public ArchiveWriteRequestPreparation(ArchiverModule module, string savePath, Guid requestId) : this(module, requestId)
public ArchiveWriteRequestPreparation(Scene scene, string savePath, Guid requestId) : this(scene, requestId)
{
try
{
@ -100,26 +113,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <summary>
/// Constructor.
/// </summary>
/// <param name="module">Calling module</param>
/// <param name="scene">The root scene to archive</param>
/// <param name="saveStream">The stream to which to save data.</param>
/// <param name="requestId">The id associated with this request</param>
public ArchiveWriteRequestPreparation(ArchiverModule module, Stream saveStream, Guid requestId) : this(module, requestId)
public ArchiveWriteRequestPreparation(Scene scene, Stream saveStream, Guid requestId) : this(scene, requestId)
{
m_saveStream = saveStream;
}
protected ArchiveWriteRequestPreparation(ArchiverModule module, Guid requestId)
protected ArchiveWriteRequestPreparation(Scene scene, Guid requestId)
{
m_module = module;
// FIXME: This is only here for regression test purposes since they do not supply a module. Need to fix
// this.
if (m_module != null)
m_scene = m_module.Scene;
m_rootScene = scene;
m_requestId = requestId;
m_archiveWriter = null;
MultiRegionFormat = false;
SaveAssets = true;
CheckPermissions = null;
}
/// <summary>
@ -128,126 +138,157 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
public void ArchiveRegion(Dictionary<string, object> options)
{
m_options = options;
if (options.ContainsKey("all") && (bool)options["all"])
MultiRegionFormat = true;
if (options.ContainsKey("noassets") && (bool)options["noassets"])
SaveAssets = false;
Object temp;
if (options.TryGetValue("checkPermissions", out temp))
CheckPermissions = (string)temp;
// Find the regions to archive
ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup();
if (MultiRegionFormat)
{
m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count);
SceneManager.Instance.ForEachScene(delegate(Scene scene)
{
scenesGroup.AddScene(scene);
});
}
else
{
scenesGroup.AddScene(m_rootScene);
}
scenesGroup.CalcSceneLocations();
m_archiveWriter = new TarArchiveWriter(m_saveStream);
try
{
// Write out control file. It should be first so that it will be found ASAP when loading the file.
m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup));
m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
// Archive the regions
Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();
EntityBase[] entities = m_scene.GetEntities();
List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
string checkPermissions = null;
int numObjectsSkippedPermissions = 0;
Object temp;
if (options.TryGetValue("checkPermissions", out temp))
checkPermissions = (string)temp;
// Filter entities so that we only have scene objects.
// FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
// end up having to do this
foreach (EntityBase entity in entities)
scenesGroup.ForEachScene(delegate(Scene scene)
{
if (entity is SceneObjectGroup)
{
SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : "";
ArchiveOneRegion(scene, regionDir, assetUuids);
});
if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
{
if (!CanUserArchiveObject(m_scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, checkPermissions))
{
// The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
++numObjectsSkippedPermissions;
}
else
{
sceneObjects.Add(sceneObject);
}
}
}
}
// Archive the assets
if (SaveAssets)
{
UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);
m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count);
foreach (SceneObjectGroup sceneObject in sceneObjects)
{
assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
}
// Asynchronously request all the assets required to perform this archive operation
AssetsRequest ar
= new AssetsRequest(
new AssetsArchiver(m_archiveWriter), assetUuids,
m_rootScene.AssetService, m_rootScene.UserAccountService,
m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets);
m_log.DebugFormat(
"[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
sceneObjects.Count, assetUuids.Count);
Util.FireAndForget(o => ar.Execute());
// CloseArchive() will be called from ReceivedAllAssets()
}
else
{
m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified");
}
if (numObjectsSkippedPermissions > 0)
{
m_log.DebugFormat(
"[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
numObjectsSkippedPermissions);
}
// Make sure that we also request terrain texture assets
RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
// Asynchronously request all the assets required to perform this archive operation
ArchiveWriteRequestExecution awre
= new ArchiveWriteRequestExecution(
sceneObjects,
m_scene.RequestModuleInterface<ITerrainModule>(),
m_scene.RequestModuleInterface<IRegionSerialiserModule>(),
m_scene,
archiveWriter,
m_requestId,
options);
m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time.");
// Write out control file. This has to be done first so that subsequent loaders will see this file first
// XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this
archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options));
m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
if (SaveAssets)
{
AssetsRequest ar
= new AssetsRequest(
new AssetsArchiver(archiveWriter), assetUuids,
m_scene.AssetService, m_scene.UserAccountService,
m_scene.RegionInfo.ScopeID, options, awre.ReceivedAllAssets);
Util.FireAndForget(o => ar.Execute());
}
else
{
awre.ReceivedAllAssets(new List<UUID>(), new List<UUID>());
CloseArchive(string.Empty);
}
}
catch (Exception)
catch (Exception e)
{
m_saveStream.Close();
CloseArchive(e.Message);
throw;
}
}
}
private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, AssetType> assetUuids)
{
m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);
EntityBase[] entities = scene.GetEntities();
List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
int numObjectsSkippedPermissions = 0;
// Filter entities so that we only have scene objects.
// FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
// end up having to do this
IPermissionsModule permissionsModule = scene.RequestModuleInterface<IPermissionsModule>();
foreach (EntityBase entity in entities)
{
if (entity is SceneObjectGroup)
{
SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
{
if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, CheckPermissions, permissionsModule))
{
// The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
++numObjectsSkippedPermissions;
}
else
{
sceneObjects.Add(sceneObject);
}
}
}
}
if (SaveAssets)
{
UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService);
int prevAssets = assetUuids.Count;
foreach (SceneObjectGroup sceneObject in sceneObjects)
{
assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
}
m_log.DebugFormat(
"[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
sceneObjects.Count, assetUuids.Count - prevAssets);
}
if (numObjectsSkippedPermissions > 0)
{
m_log.DebugFormat(
"[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
numObjectsSkippedPermissions);
}
// Make sure that we also request terrain texture assets
RegionSettings regionSettings = scene.RegionInfo.RegionSettings;
if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
Save(scene, sceneObjects, regionDir);
}
/// <summary>
@ -256,14 +297,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <param name="user">The user</param>
/// <param name="objGroup">The object group</param>
/// <param name="checkPermissions">Which permissions to check: "C" = Copy, "T" = Transfer</param>
/// <param name="permissionsModule">The scene's permissions module</param>
/// <returns>Whether the user is allowed to export the object to an OAR</returns>
private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions)
private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions, IPermissionsModule permissionsModule)
{
if (checkPermissions == null)
return true;
IPermissionsModule module = m_scene.RequestModuleInterface<IPermissionsModule>();
if (module == null)
if (permissionsModule == null)
return true; // this shouldn't happen
// Check whether the user is permitted to export all of the parts in the SOG. If any
@ -275,7 +316,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
foreach (SceneObjectPart obj in objGroup.Parts)
{
uint perm;
PermissionClass permissionClass = module.GetPermissionClass(user, obj);
PermissionClass permissionClass = permissionsModule.GetPermissionClass(user, obj);
switch (permissionClass)
{
case PermissionClass.Owner:
@ -330,16 +371,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
/// <summary>
/// Create the control file for the most up to date archive
/// Create the control file.
/// </summary>
/// <returns></returns>
public string CreateControlFile(Dictionary<string, object> options)
public string CreateControlFile(ArchiveScenesGroup scenesGroup)
{
int majorVersion = MAX_MAJOR_VERSION, minorVersion = 8;
int majorVersion;
int minorVersion;
if (MultiRegionFormat)
{
majorVersion = MAX_MAJOR_VERSION;
minorVersion = 0;
}
else
{
// To support older versions of OpenSim, we continue to create single-region OARs
// using the old file format. In the future this format will be discontinued.
majorVersion = 0;
minorVersion = 8;
}
//
// if (options.ContainsKey("version"))
// if (m_options.ContainsKey("version"))
// {
// string[] parts = options["version"].ToString().Split('.');
// string[] parts = m_options["version"].ToString().Split('.');
// if (parts.Length >= 1)
// {
// majorVersion = Int32.Parse(parts[0]);
@ -368,10 +423,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// }
m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion);
//if (majorVersion == 1)
//{
// m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR");
//}
if (majorVersion == 1)
{
m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim versions prior to 0.7.4. Do not use the --all option if you want to produce a compatible OAR");
}
String s;
@ -389,37 +444,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
DateTime now = DateTime.UtcNow;
TimeSpan t = now - new DateTime(1970, 1, 1);
xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString());
xtw.WriteElementString("id", UUID.Random().ToString());
xtw.WriteEndElement();
xtw.WriteStartElement("region_info");
bool isMegaregion;
Vector2 size;
IRegionCombinerModule rcMod = null;
// FIXME: This is only here for regression test purposes since they do not supply a module. Need to fix
// this, possibly by doing control file creation somewhere else.
if (m_module != null)
rcMod = m_module.RegionCombinerModule;
if (rcMod != null)
isMegaregion = rcMod.IsRootForMegaregion(m_scene.RegionInfo.RegionID);
else
isMegaregion = false;
if (isMegaregion)
size = rcMod.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID);
else
size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize);
xtw.WriteElementString("is_megaregion", isMegaregion.ToString());
xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y));
if (!MultiRegionFormat)
xtw.WriteElementString("id", m_rootScene.RegionInfo.RegionID.ToString());
xtw.WriteEndElement();
xtw.WriteElementString("assets_included", SaveAssets.ToString());
if (MultiRegionFormat)
{
WriteRegionsManifest(scenesGroup, xtw);
}
else
{
xtw.WriteStartElement("region_info");
WriteRegionInfo(m_rootScene, xtw);
xtw.WriteEndElement();
}
xtw.WriteEndElement();
xtw.Flush();
@ -428,11 +469,166 @@ namespace OpenSim.Region.CoreModules.World.Archiver
s = sw.ToString();
}
// if (m_scene != null)
// Console.WriteLine(
// "[ARCHIVE WRITE REQUEST PREPARATION]: Control file for {0} is: {1}", m_scene.RegionInfo.RegionName, s);
return s;
}
/// <summary>
/// Writes the list of regions included in a multi-region OAR.
/// </summary>
private static void WriteRegionsManifest(ArchiveScenesGroup scenesGroup, XmlTextWriter xtw)
{
xtw.WriteStartElement("regions");
// Write the regions in order: rows from South to North, then regions from West to East.
// The list of regions can have "holes"; we write empty elements in their position.
for (uint y = (uint)scenesGroup.Rect.Top; y < scenesGroup.Rect.Bottom; ++y)
{
SortedDictionary<uint, Scene> row;
if (scenesGroup.Regions.TryGetValue(y, out row))
{
xtw.WriteStartElement("row");
for (uint x = (uint)scenesGroup.Rect.Left; x < scenesGroup.Rect.Right; ++x)
{
Scene scene;
if (row.TryGetValue(x, out scene))
{
xtw.WriteStartElement("region");
xtw.WriteElementString("id", scene.RegionInfo.RegionID.ToString());
xtw.WriteElementString("dir", scenesGroup.GetRegionDir(scene.RegionInfo.RegionID));
WriteRegionInfo(scene, xtw);
xtw.WriteEndElement();
}
else
{
// Write a placeholder for a missing region
xtw.WriteElementString("region", "");
}
}
xtw.WriteEndElement();
}
else
{
// Write a placeholder for a missing row
xtw.WriteElementString("row", "");
}
}
xtw.WriteEndElement(); // "regions"
}
protected static void WriteRegionInfo(Scene scene, XmlTextWriter xtw)
{
bool isMegaregion;
Vector2 size;
IRegionCombinerModule rcMod = scene.RequestModuleInterface<IRegionCombinerModule>();
if (rcMod != null)
isMegaregion = rcMod.IsRootForMegaregion(scene.RegionInfo.RegionID);
else
isMegaregion = false;
if (isMegaregion)
size = rcMod.GetSizeOfMegaregion(scene.RegionInfo.RegionID);
else
size = new Vector2((float)Constants.RegionSize, (float)Constants.RegionSize);
xtw.WriteElementString("is_megaregion", isMegaregion.ToString());
xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y));
}
protected void Save(Scene scene, List<SceneObjectGroup> sceneObjects, string regionDir)
{
if (regionDir != string.Empty)
regionDir = ArchiveConstants.REGIONS_PATH + regionDir + "/";
m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive.");
// Write out region settings
string settingsPath = String.Format("{0}{1}{2}.xml",
regionDir, ArchiveConstants.SETTINGS_PATH, scene.RegionInfo.RegionName);
m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(scene.RegionInfo.RegionSettings));
m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive.");
// Write out land data (aka parcel) settings
List<ILandObject> landObjects = scene.LandChannel.AllParcels();
foreach (ILandObject lo in landObjects)
{
LandData landData = lo.LandData;
string landDataPath = String.Format("{0}{1}{2}.xml",
regionDir, ArchiveConstants.LANDDATA_PATH, landData.GlobalID.ToString());
m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
}
m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");
// Write out terrain
string terrainPath = String.Format("{0}{1}{2}.r32",
regionDir, ArchiveConstants.TERRAINS_PATH, scene.RegionInfo.RegionName);
MemoryStream ms = new MemoryStream();
scene.RequestModuleInterface<ITerrainModule>().SaveToStream(terrainPath, ms);
m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
ms.Close();
m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive.");
// Write out scene object metadata
IRegionSerialiserModule serializer = scene.RequestModuleInterface<IRegionSerialiserModule>();
foreach (SceneObjectGroup sceneObject in sceneObjects)
{
//m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options);
string objectPath = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject));
m_archiveWriter.WriteFile(objectPath, serializedObject);
}
}
protected void ReceivedAllAssets(
ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids)
{
foreach (UUID uuid in assetsNotFoundUuids)
{
m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
}
// m_log.InfoFormat(
// "[ARCHIVER]: Received {0} of {1} assets requested",
// assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count);
CloseArchive(String.Empty);
}
/// <summary>
/// Closes the archive and notifies that we're done.
/// </summary>
/// <param name="errorMessage">The error that occurred, or empty for success</param>
protected void CloseArchive(string errorMessage)
{
try
{
if (m_archiveWriter != null)
m_archiveWriter.Close();
m_saveStream.Close();
}
catch (Exception e)
{
m_log.Error(string.Format("[ARCHIVER]: Error closing archive: {0} ", e.Message), e);
if (errorMessage == string.Empty)
errorMessage = e.Message;
}
m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_rootScene.RegionInfo.RegionName);
m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage);
}
}
}

View File

@ -146,6 +146,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
ops.Add("noassets", delegate(string v) { options["noassets"] = v != null; });
ops.Add("publish", v => options["wipe-owners"] = v != null);
ops.Add("perm=", delegate(string v) { options["checkPermissions"] = v; });
ops.Add("all", delegate(string v) { options["all"] = v != null; });
List<string> mainParams = ops.Parse(cmdparams);
@ -169,7 +170,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_log.InfoFormat(
"[ARCHIVER]: Writing archive for region {0} to {1}", Scene.RegionInfo.RegionName, savePath);
new ArchiveWriteRequestPreparation(this, savePath, requestId).ArchiveRegion(options);
new ArchiveWriteRequestPreparation(Scene, savePath, requestId).ArchiveRegion(options);
}
public void ArchiveRegion(Stream saveStream)
@ -184,7 +185,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
public void ArchiveRegion(Stream saveStream, Guid requestId, Dictionary<string, object> options)
{
new ArchiveWriteRequestPreparation(this, saveStream, requestId).ArchiveRegion(options);
new ArchiveWriteRequestPreparation(Scene, saveStream, requestId).ArchiveRegion(options);
}
public void DearchiveRegion(string loadPath)

View File

@ -46,6 +46,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Method called when all the necessary assets for an archive request have been received.
/// </summary>
public delegate void AssetsRequestCallback(
ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids);
enum RequestState
{
Initial,

View File

@ -0,0 +1,232 @@
/*
* 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.Collections.Generic;
using System.Linq;
using System.Text;
using OpenSim.Region.Framework.Scenes;
using OpenMetaverse;
using System.Drawing;
using log4net;
using System.Reflection;
using OpenSim.Framework.Serialization;
namespace OpenSim.Region.CoreModules.World.Archiver
{
/// <summary>
/// The regions included in an OAR file.
/// </summary>
public class DearchiveScenesInfo
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// One region in the archive.
/// </summary>
public class RegionInfo
{
/// <summary>
/// The subdirectory in which the region is stored.
/// </summary>
public string Directory { get; set; }
/// <summary>
/// The region's coordinates (relative to the South-West corner of the block).
/// </summary>
public Point Location { get; set; }
/// <summary>
/// The UUID of the original scene from which this archived region was saved.
/// </summary>
public string OriginalID { get; set; }
/// <summary>
/// The scene in the current simulator into which this region is loaded.
/// If null then the region doesn't have a corresponding scene, and it won't be loaded.
/// </summary>
public Scene Scene { get; set; }
}
/// <summary>
/// Whether this archive uses the multi-region format.
/// </summary>
public Boolean MultiRegionFormat { get; set; }
/// <summary>
/// Maps (Region directory -> region)
/// </summary>
protected Dictionary<string, RegionInfo> m_directory2region = new Dictionary<string, RegionInfo>();
/// <summary>
/// Maps (UUID of the scene in the simulator where the region will be loaded -> region)
/// </summary>
protected Dictionary<UUID, RegionInfo> m_newId2region = new Dictionary<UUID, RegionInfo>();
public int LoadedCreationDateTime { get; set; }
public string DefaultOriginalID { get; set; }
// These variables are used while reading the archive control file
protected int? m_curY = null;
protected int? m_curX = null;
protected RegionInfo m_curRegion;
public DearchiveScenesInfo()
{
MultiRegionFormat = false;
}
// The following methods are used while reading the archive control file
public void StartRow()
{
m_curY = (m_curY == null) ? 0 : m_curY + 1;
m_curX = null;
}
public void StartRegion()
{
m_curX = (m_curX == null) ? 0 : m_curX + 1;
// Note: this doesn't mean we have a real region in this location; this could just be a "hole"
}
public void SetRegionOriginalID(string id)
{
m_curRegion = new RegionInfo();
m_curRegion.Location = new Point((int)m_curX, (int)m_curY);
m_curRegion.OriginalID = id;
// 'curRegion' will be saved in 'm_directory2region' when SetRegionDir() is called
}
public void SetRegionDirectory(string directory)
{
m_curRegion.Directory = directory;
m_directory2region[directory] = m_curRegion;
}
/// <summary>
/// Sets all the scenes present in the simulator.
/// </summary>
/// <remarks>
/// This method matches regions in the archive to scenes in the simulator according to
/// their relative position. We only load regions if there's an existing Scene in the
/// grid location where the region should be loaded.
/// </remarks>
/// <param name="rootScene">The scene where the Load OAR operation was run</param>
/// <param name="simulatorScenes">All the scenes in the simulator</param>
public void SetSimulatorScenes(Scene rootScene, ArchiveScenesGroup simulatorScenes)
{
foreach (RegionInfo archivedRegion in m_directory2region.Values)
{
Point location = new Point((int)rootScene.RegionInfo.RegionLocX, (int)rootScene.RegionInfo.RegionLocY);
location.Offset(archivedRegion.Location);
Scene scene;
if (simulatorScenes.TryGetScene(location, out scene))
{
archivedRegion.Scene = scene;
m_newId2region[scene.RegionInfo.RegionID] = archivedRegion;
}
else
{
m_log.WarnFormat("[ARCHIVER]: Not loading archived region {0} because there's no existing region at location {1},{2}",
archivedRegion.Directory, location.X, location.Y);
}
}
}
/// <summary>
/// Returns the archived region according to the path of a file in the archive.
/// Also, converts the full path into a path that is relative to the region's directory.
/// </summary>
/// <param name="fullPath">The path of a file in the archive</param>
/// <param name="scene">The corresponding Scene, or null if none</param>
/// <param name="relativePath">The path relative to the region's directory. (Or the original
/// path, if this file doesn't belong to a region.)</param>
/// <returns>True: use this file; False: skip it</returns>
public bool GetRegionFromPath(string fullPath, out Scene scene, out string relativePath)
{
scene = null;
relativePath = fullPath;
if (!MultiRegionFormat)
{
if (m_newId2region.Count > 0)
scene = m_newId2region.First().Value.Scene;
return true;
}
if (!fullPath.StartsWith(ArchiveConstants.REGIONS_PATH))
return true; // this file doesn't belong to a region
string[] parts = fullPath.Split(new Char[] { '/' }, 3);
if (parts.Length != 3)
return false;
string regionDirectory = parts[1];
relativePath = parts[2];
RegionInfo region;
if (m_directory2region.TryGetValue(regionDirectory, out region))
{
scene = region.Scene;
return (scene != null);
}
else
{
return false;
}
}
/// <summary>
/// Returns the original UUID of a region (from the simulator where the OAR was saved),
/// given the UUID of the scene it was loaded into in the current simulator.
/// </summary>
/// <param name="newID"></param>
/// <returns></returns>
public string GetOriginalRegionID(UUID newID)
{
RegionInfo region;
if (m_newId2region.TryGetValue(newID, out region))
return region.OriginalID;
else
return DefaultOriginalID;
}
/// <summary>
/// Returns the scenes that have been (or will be) loaded.
/// </summary>
/// <returns></returns>
public List<UUID> GetLoadedScenes()
{
return m_newId2region.Keys.ToList();
}
}
}

View File

@ -47,6 +47,7 @@ using ArchiveConstants = OpenSim.Framework.Serialization.ArchiveConstants;
using TarArchiveReader = OpenSim.Framework.Serialization.TarArchiveReader;
using TarArchiveWriter = OpenSim.Framework.Serialization.TarArchiveWriter;
using RegionSettings = OpenSim.Framework.RegionSettings;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.CoreModules.World.Archiver.Tests
{
@ -70,9 +71,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
m_scene = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(m_scene, m_archiverModule, serialiserModule, terrainModule);
new SceneManager();
SceneManager.Instance.Add(m_scene);
}
private void LoadCompleted(Guid requestId, string errorMessage)
private void LoadCompleted(Guid requestId, List<UUID> loadedScenes, string errorMessage)
{
lock (this)
{
@ -186,7 +190,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH));
ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty);
arr.LoadControlFile(filePath, data);
arr.LoadControlFile(filePath, data, new DearchiveScenesInfo());
Assert.That(arr.ControlFileLoaded, Is.True);
@ -270,7 +274,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH));
ArchiveReadRequest arr = new ArchiveReadRequest(m_scene, (Stream)null, false, false, Guid.Empty);
arr.LoadControlFile(filePath, data);
arr.LoadControlFile(filePath, data, new DearchiveScenesInfo());
Assert.That(arr.ControlFileLoaded, Is.True);
@ -307,7 +311,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH,
new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary<string, Object>()));
new ArchiveWriteRequestPreparation(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ownerId, "obj1-", 0x11);
SceneObjectPart sop2
@ -362,11 +366,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
// Also check that direct entries which will also have a file entry containing that directory doesn't
// upset load
tar.WriteDir(ArchiveConstants.TERRAINS_PATH);
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH,
new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary<string, Object>()));
new ArchiveWriteRequestPreparation(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
SceneObjectPart part1 = CreateSceneObjectPart1();
part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f);
@ -519,6 +522,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
TestScene scene2 = new SceneHelpers().SetupScene();
SceneHelpers.SetupSceneModules(scene2, archiverModule, serialiserModule, terrainModule);
SceneManager.Instance.Add(scene2);
// Make sure there's a valid owner for the owner we saved (this should have been wiped if the code is
// behaving correctly
UserAccountHelpers.CreateUserWithInventory(scene2, objectOwner);
@ -554,7 +559,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
tar.WriteDir(ArchiveConstants.TERRAINS_PATH);
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH,
new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary<string, Object>()));
new ArchiveWriteRequestPreparation(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
RegionSettings rs = new RegionSettings();
rs.AgentLimit = 17;

View File

@ -46,6 +46,11 @@ namespace OpenSim.Region.Framework.Interfaces
/// </summary>
void sendRegionHandshakeToAll();
/// <summary>
/// Fires the OnRegionInfoChange event.
/// </summary>
void TriggerRegionInfoChange();
void setEstateTerrainBaseTexture(int level, UUID texture);
void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
}

View File

@ -531,7 +531,7 @@ namespace OpenSim.Region.Framework.Scenes
/// the scripts may not have started yet
/// Message is non empty string if there were problems loading the oar file
/// </summary>
public delegate void OarFileLoaded(Guid guid, string message);
public delegate void OarFileLoaded(Guid guid, List<UUID> loadedScenes, string message);
public event OarFileLoaded OnOarFileLoaded;
/// <summary>
@ -2195,7 +2195,7 @@ namespace OpenSim.Region.Framework.Scenes
return 6;
}
public void TriggerOarFileLoaded(Guid requestId, string message)
public void TriggerOarFileLoaded(Guid requestId, List<UUID> loadedScenes, string message)
{
OarFileLoaded handlerOarFileLoaded = OnOarFileLoaded;
if (handlerOarFileLoaded != null)
@ -2204,7 +2204,7 @@ namespace OpenSim.Region.Framework.Scenes
{
try
{
d(requestId, message);
d(requestId, loadedScenes, message);
}
catch (Exception e)
{

View File

@ -181,7 +181,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
}
}
void OnOarFileLoaded(Guid requestId, string message)
void OnOarFileLoaded(Guid requestId, List<UUID> loadedScenes, string message)
{
m_oarFileLoading = true;