/* * 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 log4net; using NDesk.Options; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Console; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using Mono.Addins; namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver { /// /// This module loads and saves OpenSimulator inventory archives /// [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "InventoryArchiverModule")] public class InventoryArchiverModule : ISharedRegionModule, IInventoryArchiverModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Enable or disable checking whether the iar user is actually logged in /// // public bool DisablePresenceChecks { get; set; } public event InventoryArchiveSaved OnInventoryArchiveSaved; /// /// The file to load and save inventory if no filename has been specified /// protected const string DEFAULT_INV_BACKUP_FILENAME = "user-inventory.iar"; /// /// Pending save completions initiated from the console /// protected List m_pendingConsoleSaves = new List(); /// /// All scenes that this module knows about /// private Dictionary m_scenes = new Dictionary(); private Scene m_aScene; private IUserAccountService m_UserAccountService; protected IUserAccountService UserAccountService { get { if (m_UserAccountService == null) // What a strange thing to do... foreach (Scene s in m_scenes.Values) { m_UserAccountService = s.RequestModuleInterface(); break; } return m_UserAccountService; } } public InventoryArchiverModule() {} // public InventoryArchiverModule(bool disablePresenceChecks) // { // DisablePresenceChecks = disablePresenceChecks; // } #region ISharedRegionModule public void Initialise(IConfigSource source) { } public void AddRegion(Scene scene) { if (m_scenes.Count == 0) { scene.RegisterModuleInterface(this); OnInventoryArchiveSaved += SaveInvConsoleCommandCompleted; scene.AddCommand( "Archiving", this, "load iar", "load iar [-m|--merge] []", "Load user inventory archive (IAR).", "-m|--merge is an option which merges the loaded IAR with existing inventory folders where possible, rather than always creating new ones" + " is user's first name." + Environment.NewLine + " is user's last name." + Environment.NewLine + " is the path inside the user's inventory where the IAR should be loaded." + Environment.NewLine + " is the user's password." + Environment.NewLine + " is the filesystem path or URI from which to load the IAR." + string.Format(" If this is not given then the filename {0} in the current directory is used", DEFAULT_INV_BACKUP_FILENAME), HandleLoadInvConsoleCommand); scene.AddCommand( "Archiving", this, "save iar", "save iar [-h|--home=] [--noassets] [] [-c|--creators] [-e|--exclude=] [-f|--excludefolder=] [-v|--verbose]", "Save user inventory archive (IAR).", " is the user's first name.\n" + " is the user's last name.\n" + " is the path inside the user's inventory for the folder/item to be saved.\n" + " is the filesystem path at which to save the IAR." + string.Format(" If this is not given then the filename {0} in the current directory is used.\n", DEFAULT_INV_BACKUP_FILENAME) + "-h|--home= adds the url of the profile service to the saved user information.\n" + "-c|--creators preserves information about foreign creators.\n" + "-e|--exclude= don't save the inventory item in archive" + Environment.NewLine + "-f|--excludefolder= don't save contents of the folder in archive" + Environment.NewLine + "-v|--verbose extra debug messages.\n" + "--noassets stops assets being saved to the IAR.", HandleSaveInvConsoleCommand); m_aScene = scene; } m_scenes[scene.RegionInfo.RegionID] = scene; } public void RemoveRegion(Scene scene) { } public void Close() {} public void RegionLoaded(Scene scene) { } public void PostInitialise() { } public Type ReplaceableInterface { get { return null; } } public string Name { get { return "Inventory Archiver Module"; } } #endregion /// /// Trigger the inventory archive saved event. /// protected internal void TriggerInventoryArchiveSaved( Guid id, bool succeeded, UserAccount userInfo, string invPath, Stream saveStream, Exception reportedException) { InventoryArchiveSaved handlerInventoryArchiveSaved = OnInventoryArchiveSaved; if (handlerInventoryArchiveSaved != null) handlerInventoryArchiveSaved(id, succeeded, userInfo, invPath, saveStream, reportedException); } public bool ArchiveInventory( Guid id, string firstName, string lastName, string invPath, string pass, Stream saveStream) { return ArchiveInventory(id, firstName, lastName, invPath, pass, saveStream, new Dictionary()); } public bool ArchiveInventory( Guid id, string firstName, string lastName, string invPath, string pass, Stream saveStream, Dictionary options) { if (m_scenes.Count > 0) { UserAccount userInfo = GetUserInfo(firstName, lastName, pass); if (userInfo != null) { // if (CheckPresence(userInfo.PrincipalID)) // { try { new InventoryArchiveWriteRequest(id, this, m_aScene, userInfo, invPath, saveStream).Execute(options, UserAccountService); } catch (EntryPointNotFoundException e) { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); m_log.Error(e); return false; } return true; // } // else // { // m_log.ErrorFormat( // "[INVENTORY ARCHIVER]: User {0} {1} {2} not logged in to this region simulator", // userInfo.FirstName, userInfo.LastName, userInfo.PrincipalID); // } } } return false; } public bool ArchiveInventory( Guid id, string firstName, string lastName, string invPath, string pass, string savePath, Dictionary options) { // if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, savePath)) // return false; if (m_scenes.Count > 0) { UserAccount userInfo = GetUserInfo(firstName, lastName, pass); if (userInfo != null) { // if (CheckPresence(userInfo.PrincipalID)) // { try { new InventoryArchiveWriteRequest(id, this, m_aScene, userInfo, invPath, savePath).Execute(options, UserAccountService); } catch (EntryPointNotFoundException e) { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); m_log.Error(e); return false; } return true; // } // else // { // m_log.ErrorFormat( // "[INVENTORY ARCHIVER]: User {0} {1} {2} not logged in to this region simulator", // userInfo.FirstName, userInfo.LastName, userInfo.PrincipalID); // } } } return false; } public bool DearchiveInventory(string firstName, string lastName, string invPath, string pass, Stream loadStream) { return DearchiveInventory(firstName, lastName, invPath, pass, loadStream, new Dictionary()); } public bool DearchiveInventory( string firstName, string lastName, string invPath, string pass, Stream loadStream, Dictionary options) { if (m_scenes.Count > 0) { UserAccount userInfo = GetUserInfo(firstName, lastName, pass); if (userInfo != null) { // if (CheckPresence(userInfo.PrincipalID)) // { InventoryArchiveReadRequest request; bool merge = (options.ContainsKey("merge") ? (bool)options["merge"] : false); try { request = new InventoryArchiveReadRequest(m_aScene.InventoryService, m_aScene.AssetService, m_aScene.UserAccountService, userInfo, invPath, loadStream, merge); } catch (EntryPointNotFoundException e) { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); m_log.Error(e); return false; } UpdateClientWithLoadedNodes(userInfo, request.Execute()); return true; // } // else // { // m_log.ErrorFormat( // "[INVENTORY ARCHIVER]: User {0} {1} {2} not logged in to this region simulator", // userInfo.FirstName, userInfo.LastName, userInfo.PrincipalID); // } } else m_log.ErrorFormat("[INVENTORY ARCHIVER]: User {0} {1} not found", firstName, lastName); } return false; } public bool DearchiveInventory( string firstName, string lastName, string invPath, string pass, string loadPath, Dictionary options) { if (m_scenes.Count > 0) { UserAccount userInfo = GetUserInfo(firstName, lastName, pass); if (userInfo != null) { // if (CheckPresence(userInfo.PrincipalID)) // { InventoryArchiveReadRequest request; bool merge = (options.ContainsKey("merge") ? (bool)options["merge"] : false); try { request = new InventoryArchiveReadRequest(m_aScene.InventoryService, m_aScene.AssetService, m_aScene.UserAccountService, userInfo, invPath, loadPath, merge); } catch (EntryPointNotFoundException e) { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); m_log.Error(e); return false; } UpdateClientWithLoadedNodes(userInfo, request.Execute()); return true; // } // else // { // m_log.ErrorFormat( // "[INVENTORY ARCHIVER]: User {0} {1} {2} not logged in to this region simulator", // userInfo.FirstName, userInfo.LastName, userInfo.PrincipalID); // } } } return false; } /// /// Load inventory from an inventory file archive /// /// protected void HandleLoadInvConsoleCommand(string module, string[] cmdparams) { try { Dictionary options = new Dictionary(); OptionSet optionSet = new OptionSet().Add("m|merge", delegate (string v) { options["merge"] = v != null; }); List mainParams = optionSet.Parse(cmdparams); if (mainParams.Count < 6) { m_log.Error( "[INVENTORY ARCHIVER]: usage is load iar [-m|--merge] []"); return; } string firstName = mainParams[2]; string lastName = mainParams[3]; string invPath = mainParams[4]; string pass = mainParams[5]; string loadPath = (mainParams.Count > 6 ? mainParams[6] : DEFAULT_INV_BACKUP_FILENAME); m_log.InfoFormat( "[INVENTORY ARCHIVER]: Loading archive {0} to inventory path {1} for {2} {3}", loadPath, invPath, firstName, lastName); if (DearchiveInventory(firstName, lastName, invPath, pass, loadPath, options)) m_log.InfoFormat( "[INVENTORY ARCHIVER]: Loaded archive {0} for {1} {2}", loadPath, firstName, lastName); } catch (InventoryArchiverException e) { m_log.ErrorFormat("[INVENTORY ARCHIVER]: {0}", e.Message); } } /// /// Save inventory to a file archive /// /// protected void HandleSaveInvConsoleCommand(string module, string[] cmdparams) { Guid id = Guid.NewGuid(); Dictionary options = new Dictionary(); OptionSet ops = new OptionSet(); //ops.Add("v|version=", delegate(string v) { options["version"] = v; }); ops.Add("h|home=", delegate(string v) { options["home"] = v; }); ops.Add("v|verbose", delegate(string v) { options["verbose"] = v; }); ops.Add("c|creators", delegate(string v) { options["creators"] = v; }); ops.Add("noassets", delegate(string v) { options["noassets"] = v != null; }); ops.Add("e|exclude=", delegate(string v) { if (!options.ContainsKey("exclude")) options["exclude"] = new List(); ((List)options["exclude"]).Add(v); }); ops.Add("f|excludefolder=", delegate(string v) { if (!options.ContainsKey("excludefolders")) options["excludefolders"] = new List(); ((List)options["excludefolders"]).Add(v); }); List mainParams = ops.Parse(cmdparams); try { if (mainParams.Count < 6) { m_log.Error( "[INVENTORY ARCHIVER]: save iar [-h|--home=] [--noassets] [] [-c|--creators] [-e|--exclude=] [-f|--excludefolder=] [-v|--verbose]"); return; } if (options.ContainsKey("home")) m_log.WarnFormat("[INVENTORY ARCHIVER]: Please be aware that inventory archives with creator information are not compatible with OpenSim 0.7.0.2 and earlier. Do not use the -home option if you want to produce a compatible IAR"); string firstName = mainParams[2]; string lastName = mainParams[3]; string invPath = mainParams[4]; string pass = mainParams[5]; string savePath = (mainParams.Count > 6 ? mainParams[6] : DEFAULT_INV_BACKUP_FILENAME); m_log.InfoFormat( "[INVENTORY ARCHIVER]: Saving archive {0} using inventory path {1} for {2} {3}", savePath, invPath, firstName, lastName); lock (m_pendingConsoleSaves) m_pendingConsoleSaves.Add(id); ArchiveInventory(id, firstName, lastName, invPath, pass, savePath, options); } catch (InventoryArchiverException e) { m_log.ErrorFormat("[INVENTORY ARCHIVER]: {0}", e.Message); } } private void SaveInvConsoleCommandCompleted( Guid id, bool succeeded, UserAccount userInfo, string invPath, Stream saveStream, Exception reportedException) { lock (m_pendingConsoleSaves) { if (m_pendingConsoleSaves.Contains(id)) m_pendingConsoleSaves.Remove(id); else return; } if (succeeded) { m_log.InfoFormat("[INVENTORY ARCHIVER]: Saved archive for {0} {1}", userInfo.FirstName, userInfo.LastName); } else { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: Archive save for {0} {1} failed - {2}", userInfo.FirstName, userInfo.LastName, reportedException.Message); } } /// /// Get user information for the given name. /// /// /// /// User password /// protected UserAccount GetUserInfo(string firstName, string lastName, string pass) { UserAccount account = m_aScene.UserAccountService.GetUserAccount(m_aScene.RegionInfo.ScopeID, firstName, lastName); if (null == account) { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: Failed to find user info for {0} {1}", firstName, lastName); return null; } try { string encpass = Util.Md5Hash(pass); if (m_aScene.AuthenticationService.Authenticate(account.PrincipalID, encpass, 1) != string.Empty) { return account; } else { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: Password for user {0} {1} incorrect. Please try again.", firstName, lastName); return null; } } catch (Exception e) { m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e); return null; } } /// /// Notify the client of loaded nodes if they are logged in /// /// Can be empty. In which case, nothing happens private void UpdateClientWithLoadedNodes(UserAccount userInfo, HashSet loadedNodes) { if (loadedNodes.Count == 0) return; foreach (Scene scene in m_scenes.Values) { ScenePresence user = scene.GetScenePresence(userInfo.PrincipalID); if (user != null && !user.IsChildAgent) { foreach (InventoryNodeBase node in loadedNodes) { // m_log.DebugFormat( // "[INVENTORY ARCHIVER]: Notifying {0} of loaded inventory node {1}", // user.Name, node.Name); user.ControllingClient.SendBulkUpdateInventory(node); } break; } } } // /// // /// Check if the given user is present in any of the scenes. // /// // /// The user to check // /// true if the user is in any of the scenes, false otherwise // protected bool CheckPresence(UUID userId) // { // if (DisablePresenceChecks) // return true; // // foreach (Scene scene in m_scenes.Values) // { // ScenePresence p; // if ((p = scene.GetScenePresence(userId)) != null) // { // p.ControllingClient.SendAgentAlertMessage("Inventory operation has been started", false); // return true; // } // } // // return false; // } } }