/* * 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.IO.Compression; using System.Reflection; using System.Text.RegularExpressions; using System.Threading; using System.Xml; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Serialization; using OpenSim.Region.CoreModules.World.Terrain; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Archiver { /// /// Prepare to write out an archive. /// public class ArchiveWriteRequestPreparation { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// The minimum major version of OAR that we can write. /// public static int MIN_MAJOR_VERSION = 0; /// /// The maximum major version of OAR that we can write. /// public static int MAX_MAJOR_VERSION = 0; protected Scene m_scene; protected Stream m_saveStream; protected Guid m_requestId; /// /// Constructor /// /// /// The path to which to save data. /// The id associated with this request /// /// If there was a problem opening a stream for the file specified by the savePath /// public ArchiveWriteRequestPreparation(Scene scene, string savePath, Guid requestId) { m_scene = scene; try { m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress); } catch (EntryPointNotFoundException e) { m_log.ErrorFormat( "[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); } m_requestId = requestId; } /// /// Constructor. /// /// /// The stream to which to save data. /// The id associated with this request public ArchiveWriteRequestPreparation(Scene scene, Stream saveStream, Guid requestId) { m_scene = scene; m_saveStream = saveStream; m_requestId = requestId; } /// /// Archive the region requested. /// /// if there was an io problem with creating the file public void ArchiveRegion(Dictionary options) { try { Dictionary assetUuids = new Dictionary(); EntityBase[] entities = m_scene.GetEntities(); List sceneObjects = new List(); /* foreach (ILandObject lo in m_scene.LandChannel.AllParcels()) { if (name == lo.LandData.Name) { // This is the parcel we want } } */ // 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) { if (entity is SceneObjectGroup) { SceneObjectGroup sceneObject = (SceneObjectGroup)entity; if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) sceneObjects.Add((SceneObjectGroup)entity); } } UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService); 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); // 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(), m_scene.RequestModuleInterface(), 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."); new AssetsRequest( new AssetsArchiver(archiveWriter), assetUuids, m_scene.AssetService, m_scene.UserAccountService, m_scene.RegionInfo.ScopeID, options, awre.ReceivedAllAssets).Execute(); } catch (Exception) { m_saveStream.Close(); throw; } } /// /// Create the control file for the most up to date archive /// /// public static string CreateControlFile(Dictionary options) { int majorVersion = MAX_MAJOR_VERSION, minorVersion = 6; // // if (options.ContainsKey("version")) // { // string[] parts = options["version"].ToString().Split('.'); // if (parts.Length >= 1) // { // majorVersion = Int32.Parse(parts[0]); // // if (parts.Length >= 2) // minorVersion = Int32.Parse(parts[1]); // } // } // // if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION) // { // throw new Exception( // string.Format( // "OAR version number for save must be between {0} and {1}", // MIN_MAJOR_VERSION, MAX_MAJOR_VERSION)); // } // else if (majorVersion == MAX_MAJOR_VERSION) // { // // Force 1.0 // minorVersion = 0; // } // else if (majorVersion == MIN_MAJOR_VERSION) // { // // Force 0.4 // minorVersion = 4; // } 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"); //} StringWriter sw = new StringWriter(); XmlTextWriter xtw = new XmlTextWriter(sw); xtw.Formatting = Formatting.Indented; xtw.WriteStartDocument(); xtw.WriteStartElement("archive"); xtw.WriteAttributeString("major_version", majorVersion.ToString()); xtw.WriteAttributeString("minor_version", minorVersion.ToString()); xtw.WriteStartElement("creation_info"); 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.WriteEndElement(); xtw.Flush(); xtw.Close(); String s = sw.ToString(); sw.Close(); return s; } } }