OpenSimMirror/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs

1235 lines
55 KiB
C#

/*
* 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.Net;
using System.Reflection;
using System.Text;
using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Terrain;
using OpenSim.Region.CoreModules.World.Land;
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
{
/// <summary>
/// Handles an individual archive read request
/// </summary>
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.
/// </summary>
public static int MAX_MAJOR_VERSION = 1;
/// <summary>
/// Has the control file been loaded for this archive?
/// </summary>
public bool ControlFileLoaded { get; private set; }
protected string m_loadPath;
protected Scene m_rootScene;
protected Stream m_loadStream;
protected Guid m_requestId;
protected string m_errorMessage;
/// <value>
/// Should the archive being loaded be merged with what is already on the region?
/// Merging usually suppresses terrain and parcel loading
/// </value>
protected bool m_merge;
protected bool m_mergeReplaceObjects;
/// <value>
/// If true, force the loading of terrain from the oar file
/// </value>
protected bool m_mergeTerrain;
/// <value>
/// If true, force the merge of parcels from the oar file
/// </value>
protected bool m_mergeParcels;
/// <value>
/// Should we ignore any assets when reloading the archive?
/// </value>
protected bool m_skipAssets;
/// <value>
/// Displacement added to each object as it is added to the world
/// </value>
protected Vector3 m_displacement = Vector3.Zero;
/// <value>
/// Rotation (in radians) to apply to the objects as they are loaded.
/// </value>
protected float m_rotation = 0f;
/// <value>
/// original oar region size. not using Constants.RegionSize
/// </value>
protected Vector3 m_incomingRegionSize = new Vector3(256f, 256f, float.MaxValue);
/// <value>
/// Center around which to apply the rotation relative to the original oar position
/// </value>
protected Vector3 m_rotationCenter = new Vector3(128f, 128f, 0f);
/// <value>
/// Corner 1 of a bounding cuboid which specifies which objects we load from the oar
/// </value>
protected Vector3 m_boundingOrigin = Vector3.Zero;
/// <value>
/// Size of a bounding cuboid which specifies which objects we load from the oar
/// </value>
protected Vector3 m_boundingSize = new Vector3(Constants.MaximumRegionSize, Constants.MaximumRegionSize, float.MaxValue);
protected bool m_noObjects = false;
protected bool m_boundingBox = false;
protected bool m_debug = false;
/// <summary>
/// Used to cache lookups for valid uuids.
/// </summary>
private IDictionary<UUID, bool> m_validUserUuids = new Dictionary<UUID, bool>();
private IUserManagement m_UserMan;
private IUserManagement UserManager
{
get
{
if (m_UserMan == null)
{
m_UserMan = m_rootScene.RequestModuleInterface<IUserManagement>();
}
return m_UserMan;
}
}
/// <summary>
/// Used to cache lookups for valid groups.
/// </summary>
private IDictionary<UUID, bool> m_validGroupUuids = new Dictionary<UUID, bool>();
private IGroupsModule m_groupsModule;
private IAssetService m_assetService = null;
private UUID m_defaultUser;
public ArchiveReadRequest(Scene scene, string loadPath, Guid requestId, Dictionary<string, object> options)
{
m_rootScene = scene;
if (options.ContainsKey("default-user"))
{
m_defaultUser = (UUID)options["default-user"];
m_log.InfoFormat("Using User {0} as default user", m_defaultUser.ToString());
}
else
{
m_defaultUser = scene.RegionInfo.EstateSettings.EstateOwner;
}
m_loadPath = loadPath;
try
{
m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress);
}
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_errorMessage = String.Empty;
m_merge = options.ContainsKey("merge");
m_mergeReplaceObjects = options.ContainsKey("mReplaceObjects");
m_mergeTerrain = options.ContainsKey("merge-terrain");
m_mergeParcels = options.ContainsKey("merge-parcels");
m_noObjects = options.ContainsKey("no-objects");
m_skipAssets = options.ContainsKey("skipAssets");
m_requestId = requestId;
m_displacement = options.ContainsKey("displacement") ? (Vector3)options["displacement"] : Vector3.Zero;
m_rotation = options.ContainsKey("rotation") ? (float)options["rotation"] : 0f;
m_boundingOrigin = Vector3.Zero;
m_boundingSize = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, float.MaxValue);
if (options.ContainsKey("bounding-origin"))
{
Vector3 boOption = (Vector3)options["bounding-origin"];
if (boOption != m_boundingOrigin)
{
m_boundingOrigin = boOption;
}
m_boundingBox = true;
}
if (options.ContainsKey("bounding-size"))
{
Vector3 bsOption = (Vector3)options["bounding-size"];
bool clip = false;
if (bsOption.X <= 0 || bsOption.X > m_boundingSize.X)
{
bsOption.X = m_boundingSize.X;
clip = true;
}
if (bsOption.Y <= 0 || bsOption.Y > m_boundingSize.Y)
{
bsOption.Y = m_boundingSize.Y;
clip = true;
}
if (bsOption != m_boundingSize)
{
m_boundingSize = bsOption;
m_boundingBox = true;
}
if (clip) m_log.InfoFormat("[ARCHIVER]: The bounding cube specified is larger than the destination region! Clipping to {0}.", m_boundingSize.ToString());
}
m_debug = options.ContainsKey("debug");
// Zero can never be a valid user id (or group)
m_validUserUuids[UUID.Zero] = false;
m_validGroupUuids[UUID.Zero] = false;
m_groupsModule = m_rootScene.RequestModuleInterface<IGroupsModule>();
m_assetService = m_rootScene.AssetService;
}
public ArchiveReadRequest(Scene scene, Stream loadStream, Guid requestId, Dictionary<string, object> options)
{
m_rootScene = scene;
m_loadPath = null;
m_loadStream = loadStream;
m_skipAssets = options.ContainsKey("skipAssets");
m_merge = options.ContainsKey("merge");
m_mergeReplaceObjects = options.ContainsKey("mReplaceObjects");
m_requestId = requestId;
m_defaultUser = scene.RegionInfo.EstateSettings.EstateOwner;
// Zero can never be a valid user id
m_validUserUuids[UUID.Zero] = false;
m_groupsModule = m_rootScene.RequestModuleInterface<IGroupsModule>();
m_assetService = m_rootScene.AssetService;
}
/// <summary>
/// Dearchive the region embodied in this request.
/// </summary>
public void DearchiveRegion()
{
DearchiveRegion(true);
}
public void DearchiveRegion(bool shouldStartScripts)
{
int successfulAssetRestores = 0;
int failedAssetRestores = 0;
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
{
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);
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) && !m_noObjects)
{
sceneContext.SerialisedSceneObjects.Add(Encoding.UTF8.GetString(data));
}
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets)
{
if (LoadAsset(filePath, data))
successfulAssetRestores++;
else
failedAssetRestores++;
if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
}
else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH) && (!m_merge || m_mergeTerrain))
{
LoadTerrain(scene, filePath, data);
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
{
LoadRegionSettings(scene, filePath, data, dearchivedScenes);
}
else if (filePath.StartsWith(ArchiveConstants.LANDDATA_PATH) && (!m_merge || m_mergeParcels))
{
sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data));
}
else if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
{
// Ignore, because we already read the control file
}
}
//m_log.Debug("[ARCHIVER]: Reached end of archive");
}
catch (Exception e)
{
m_log.Error(
String.Format("[ARCHIVER]: Aborting load with error in archive file {0} ", fullPath), e);
m_errorMessage += e.ToString();
m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List<UUID>(), m_errorMessage);
return;
}
finally
{
if (archive != null)
archive.Close();
}
if (!m_skipAssets)
{
m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
if (failedAssetRestores > 0)
{
m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores);
}
}
foreach (DearchiveContext sceneContext in sceneContexts.Values)
{
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;
}
}
// 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.
if (shouldStartScripts)
{
WorkManager.RunInThread(o =>
{
Thread.Sleep(15000);
m_log.Info("[ARCHIVER]: 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.Info("[ARCHIVER]: Start scripts done");
}, null, string.Format("ReadArchiveStartScripts (request {0})", m_requestId));
}
m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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("[ARCHIVER]: 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("[ARCHIVER]: Error reading archive: control file wasn't the first file, and the input stream doesn't allow seeking");
}
}
return;
}
firstFile = false;
}
throw new Exception("[ARCHIVER]: Control file not found");
}
/// <summary>
/// Load serialized scene objects.
/// </summary>
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);
// Convert rotation to radians
double rotation = Math.PI * m_rotation / 180f;
OpenMetaverse.Quaternion rot = OpenMetaverse.Quaternion.CreateFromAxisAngle(0, 0, 1, (float)rotation);
UUID oldTelehubUUID = scene.RegionInfo.RegionSettings.TelehubObject;
IRegionSerialiserModule serialiser = scene.RequestModuleInterface<IRegionSerialiserModule>();
int sceneObjectsLoadedCount = 0;
Vector3 boundingExtent = new Vector3(m_boundingOrigin.X + m_boundingSize.X, m_boundingOrigin.Y + m_boundingSize.Y, m_boundingOrigin.Z + m_boundingSize.Z);
int mergeskip = 0;
foreach (string serialisedSceneObject in serialisedSceneObjects)
{
SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
if (m_merge)
{
if(scene.TryGetSceneObjectGroup(sceneObject.UUID, out SceneObjectGroup oldSog))
{
++mergeskip;
if (m_mergeReplaceObjects)
scene.DeleteSceneObject(oldSog, false);
else
continue;
}
}
Vector3 pos = sceneObject.AbsolutePosition;
if (m_debug)
m_log.DebugFormat("[ARCHIVER]: Loading object from OAR with original scene position {0}.", pos.ToString());
// Happily this does not do much to the object since it hasn't been added to the scene yet
if (!sceneObject.IsAttachment)
{
if (m_rotation != 0f)
{
//fix the rotation center to the middle of the incoming region now as it's otherwise hopelessly confusing on varRegions
//as it only works with objects and terrain (using old Merge method) and not parcels
m_rotationCenter.X = m_incomingRegionSize.X / 2;
m_rotationCenter.Y = m_incomingRegionSize.Y / 2;
// Rotate the object
sceneObject.RootPart.RotationOffset = rot * sceneObject.GroupRotation;
// Get object position relative to rotation axis
Vector3 offset = pos - m_rotationCenter;
// Rotate the object position
offset *= rot;
// Restore the object position back to relative to the region
pos = m_rotationCenter + offset;
if (m_debug) m_log.DebugFormat("[ARCHIVER]: After rotation, object from OAR is at scene position {0}.", pos.ToString());
}
if (m_boundingBox)
{
if (pos.X < m_boundingOrigin.X || pos.X >= boundingExtent.X
|| pos.Y < m_boundingOrigin.Y || pos.Y >= boundingExtent.Y
|| pos.Z < m_boundingOrigin.Z || pos.Z >= boundingExtent.Z)
{
if (m_debug) m_log.DebugFormat("[ARCHIVER]: Skipping object from OAR in scene because it's position {0} is outside of bounding cube.", pos.ToString());
continue;
}
//adjust object position to be relative to <0,0> so we can apply the displacement
pos.X -= m_boundingOrigin.X;
pos.Y -= m_boundingOrigin.Y;
}
if (m_displacement != Vector3.Zero)
{
pos += m_displacement;
if (m_debug) m_log.DebugFormat("[ARCHIVER]: After displacement, object from OAR is at scene position {0}.", pos.ToString());
}
sceneObject.AbsolutePosition = pos;
}
if (m_debug)
m_log.DebugFormat("[ARCHIVER]: Placing object from OAR in scene at position {0}. ", pos.ToString());
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
// to the same scene (when this is possible).
sceneObject.ResetIDs();
if (isTelehub)
{
// Change the Telehub Object to the new UUID
scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID;
scene.RegionInfo.RegionSettings.Save();
oldTelehubUUID = UUID.Zero;
}
ModifySceneObject(scene, sceneObject);
if (scene.AddRestoredSceneObject(sceneObject, true, false))
{
sceneObjectsLoadedCount++;
sceneObject.CreateScriptInstances(0, false, scene.DefaultScriptEngine, 0);
sceneObject.ResumeScripts();
}
}
m_log.InfoFormat("[ARCHIVER]: Loaded {0} scene objects to the scene", sceneObjectsLoadedCount);
int ignoredObjects = serialisedSceneObjects.Count - sceneObjectsLoadedCount - mergeskip;
if(mergeskip > 0)
{
if(m_mergeReplaceObjects)
m_log.InfoFormat("[ARCHIVER]: Replaced {0} scene objects", mergeskip);
else
m_log.InfoFormat("[ARCHIVER]: Skipped {0} scene objects that already existed in the scene", mergeskip);
}
if (ignoredObjects > 0)
m_log.WarnFormat("[ARCHIVER]: Ignored {0} possible out of bounds", ignoredObjects);
if (oldTelehubUUID != UUID.Zero)
{
m_log.WarnFormat("[ARCHIVER]: Telehub object not found: {0}", oldTelehubUUID);
scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero;
scene.RegionInfo.RegionSettings.ClearSpawnPoints();
}
}
/// <summary>
/// Optionally modify a loaded SceneObjectGroup. Currently this just ensures that the
/// User IDs and Group IDs are valid, but other manipulations could be done as well.
/// </summary>
private void ModifySceneObject(Scene scene, SceneObjectGroup sceneObject)
{
// Try to retain the original creator/owner/lastowner if their uuid is present on this grid
// or creator data is present. Otherwise, use the estate owner instead.
foreach (SceneObjectPart part in sceneObject.Parts)
{
if (string.IsNullOrEmpty(part.CreatorData))
{
if (!ResolveUserUuid(scene, part.CreatorID))
part.CreatorID = m_defaultUser;
}
if (UserManager != null)
UserManager.AddUser(part.CreatorID, part.CreatorData);
if (!(ResolveUserUuid(scene, part.OwnerID) || ResolveGroupUuid(part.OwnerID)))
part.OwnerID = m_defaultUser;
if (!(ResolveUserUuid(scene, part.LastOwnerID) || ResolveGroupUuid(part.LastOwnerID)))
part.LastOwnerID = m_defaultUser;
if (!ResolveGroupUuid(part.GroupID))
part.GroupID = UUID.Zero;
// And zap any troublesome sit target information
// part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
// part.SitTargetPosition = new Vector3(0, 0, 0);
// Fix ownership/creator of inventory items
// Not doing so results in inventory items
// being no copy/no mod for everyone
lock (part.TaskInventory)
{
/* avination code disabled for opensim
// And zap any troublesome sit target information
part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
part.SitTargetPosition = new Vector3(0, 0, 0);
*/
// Fix ownership/creator of inventory items
// Not doing so results in inventory items
// being no copy/no mod for everyone
part.TaskInventory.LockItemsForRead(true);
TaskInventoryDictionary inv = part.TaskInventory;
foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
{
if (!(ResolveUserUuid(scene, kvp.Value.OwnerID) || ResolveGroupUuid(kvp.Value.OwnerID)))
{
kvp.Value.OwnerID = m_defaultUser;
}
if (string.IsNullOrEmpty(kvp.Value.CreatorData))
{
if (!ResolveUserUuid(scene, kvp.Value.CreatorID))
kvp.Value.CreatorID = m_defaultUser;
}
if (UserManager != null)
UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
if (!ResolveGroupUuid(kvp.Value.GroupID))
kvp.Value.GroupID = UUID.Zero;
}
part.TaskInventory.LockItemsForRead(false);
}
}
}
/// <summary>
/// Load serialized parcels.
/// </summary>
/// <param name="scene"></param>
/// <param name="serialisedParcels"></param>
protected void LoadParcels(Scene scene, List<string> serialisedParcels)
{
if(serialisedParcels.Count == 0)
{
m_log.Info("[ARCHIVER]: No parcels to load, or skiping load");
return;
}
// Reload serialized parcels
m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count);
List<LandData> landData = new List<LandData>();
ILandObject landObject = scene.RequestModuleInterface<ILandObject>();
List<ILandObject> parcels;
Vector3 parcelDisp = new Vector3(m_displacement.X, m_displacement.Y, 0f);
Vector2 displacement = new Vector2(m_displacement.X, m_displacement.Y);
Vector2 boundingOrigin = new Vector2(m_boundingOrigin.X, m_boundingOrigin.Y);
Vector2 boundingSize = new Vector2(m_boundingSize.X, m_boundingSize.Y);
Vector2 regionSize = new Vector2(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY);
// Gather any existing parcels before we add any more. Later as we add parcels we can check if the new parcel
// data overlays any of the old data, and we can modify and remove (if empty) the old parcel so that there's no conflict
bool domerge = m_merge & m_mergeParcels;
parcels = scene.LandChannel.AllParcels();
foreach (string serialisedParcel in serialisedParcels)
{
LandData parcel = LandDataSerializer.Deserialize(serialisedParcel);
bool overrideRegionSize = true; //use the src land parcel data size not the dst region size
bool isEmptyNow;
Vector3 AABBMin;
Vector3 AABBMax;
// create a new LandObject that we can use to manipulate the incoming source parcel data
// this is ok, but just beware that some of the LandObject functions (that we haven't used here) still
// assume we're always using the destination region size
LandData ld = new LandData();
landObject = new LandObject(ld, scene);
landObject.LandData = parcel;
bool[,] srcLandBitmap = landObject.ConvertBytesToLandBitmap(overrideRegionSize);
if (landObject.IsLandBitmapEmpty(srcLandBitmap))
{
m_log.InfoFormat("[ARCHIVER]: Skipping source parcel {0} with GlobalID: {1} LocalID: {2} that has no claimed land.",
parcel.Name, parcel.GlobalID, parcel.LocalID);
continue;
}
//m_log.DebugFormat("[ARCHIVER]: Showing claimed land for source parcel: {0} with GlobalID: {1} LocalID: {2}.",
// parcel.Name, parcel.GlobalID, parcel.LocalID);
//landObject.DebugLandBitmap(srcLandBitmap);
bool[,] dstLandBitmap = landObject.RemapLandBitmap(srcLandBitmap, displacement, m_rotation, boundingOrigin, boundingSize, regionSize, out isEmptyNow, out AABBMin, out AABBMax);
if (isEmptyNow)
{
m_log.WarnFormat("[ARCHIVER]: Not adding destination parcel {0} with GlobalID: {1} LocalID: {2} because, after applying rotation, bounding and displacement, it has no claimed land.",
parcel.Name, parcel.GlobalID, parcel.LocalID);
continue;
}
//m_log.DebugFormat("[ARCHIVER]: Showing claimed land for destination parcel: {0} with GlobalID: {1} LocalID: {2} after applying rotation, bounding and displacement.",
// parcel.Name, parcel.GlobalID, parcel.LocalID);
//landObject.DebugLandBitmap(dstLandBitmap);
landObject.LandBitmap = dstLandBitmap;
parcel.Bitmap = landObject.ConvertLandBitmapToBytes();
parcel.AABBMin = AABBMin;
parcel.AABBMax = AABBMax;
if (domerge)
{
// give the remapped parcel a new GlobalID, in case we're using the same OAR twice and a bounding cube, displacement and --merge
parcel.GlobalID = UUID.Random();
//now check if the area of this new incoming parcel overlays an area in any existing parcels
//and if so modify or lose the existing parcels
for (int i = 0; i < parcels.Count; i++)
{
if (parcels[i] != null)
{
bool[,] modLandBitmap = parcels[i].ConvertBytesToLandBitmap(overrideRegionSize);
modLandBitmap = parcels[i].RemoveFromLandBitmap(modLandBitmap, dstLandBitmap, out isEmptyNow, out AABBMin, out AABBMax);
if (isEmptyNow)
{
parcels[i] = null;
}
else
{
parcels[i].LandBitmap = modLandBitmap;
parcels[i].LandData.Bitmap = parcels[i].ConvertLandBitmapToBytes();
parcels[i].LandData.AABBMin = AABBMin;
parcels[i].LandData.AABBMax = AABBMax;
}
}
}
}
// Validate User and Group UUID's
if (!ResolveGroupUuid(parcel.GroupID))
parcel.GroupID = UUID.Zero;
if (parcel.IsGroupOwned)
{
if (parcel.GroupID != UUID.Zero)
{
// In group-owned parcels, OwnerID=GroupID. This should already be the case, but let's make sure.
parcel.OwnerID = parcel.GroupID;
}
else
{
parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
parcel.IsGroupOwned = false;
}
}
else
{
if (!ResolveUserUuid(scene, parcel.OwnerID))
parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
}
List<LandAccessEntry> accessList = new List<LandAccessEntry>();
foreach (LandAccessEntry entry in parcel.ParcelAccessList)
{
if (ResolveUserUuid(scene, entry.AgentID))
accessList.Add(entry);
// else, drop this access rule
}
parcel.ParcelAccessList = accessList;
if (m_debug) m_log.DebugFormat("[ARCHIVER]: Adding parcel {0}, local id {1}, owner {2}, group {3}, isGroupOwned {4}, area {5}",
parcel.Name, parcel.LocalID, parcel.OwnerID, parcel.GroupID, parcel.IsGroupOwned, parcel.Area);
landData.Add(parcel);
}
m_log.InfoFormat("[ARCHIVER]: Clearing {0} parcels.", parcels.Count);
bool setupDefaultParcel = (landData.Count == 0);
scene.LandChannel.Clear(setupDefaultParcel);
if (domerge)
{
int j = 0;
for (int i = 0; i < parcels.Count; i++) //if merging then we need to also add back in any existing parcels
{
if (parcels[i] != null)
{
landData.Add(parcels[i].LandData);
j++;
}
}
m_log.InfoFormat("[ARCHIVER]: Keeping {0} old parcels.", j);
}
scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
m_log.InfoFormat("[ARCHIVER]: Added {0} total 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(Scene scene, UUID uuid)
{
lock (m_validUserUuids)
{
if (!m_validUserUuids.ContainsKey(uuid))
{
// Note: we call GetUserAccount() inside the lock because this UserID is likely
// to occur many times, and we only want to query the users service once.
UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, uuid);
m_validUserUuids.Add(uuid, account != null);
}
return m_validUserUuids[uuid];
}
}
/// <summary>
/// Look up the given group id to check whether it's one that is valid for this grid.
/// </summary>
/// <param name="uuid"></param>
/// <returns></returns>
private bool ResolveGroupUuid(UUID uuid)
{
lock (m_validGroupUuids)
{
if (!m_validGroupUuids.ContainsKey(uuid))
{
bool exists;
if (m_groupsModule == null)
{
exists = false;
}
else
{
// Note: we call GetGroupRecord() inside the lock because this GroupID is likely
// to occur many times, and we only want to query the groups service once.
exists = (m_groupsModule.GetGroupRecord(uuid) != null);
}
m_validGroupUuids.Add(uuid, exists);
}
return m_validGroupUuids[uuid];
}
}
/// Load an asset
/// </summary>
/// <param name="assetFilename"></param>
/// <param name="data"></param>
/// <returns>true if asset was successfully loaded, false otherwise</returns>
private bool LoadAsset(string assetPath, byte[] data)
{
// Right now we're nastily obtaining the UUID from the filename
string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
if (i == -1)
{
m_log.ErrorFormat(
"[ARCHIVER]: Could not find extension information in asset path {0} since it's missing the separator {1}. Skipping",
assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
return false;
}
string extension = filename.Substring(i);
string uuid = filename.Remove(filename.Length - extension.Length);
if (m_assetService.GetMetadata(uuid) != null)
{
sbyte asype = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
// m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid);
return true;
}
if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
{
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
if (assetType == (sbyte)AssetType.Unknown)
{
m_log.WarnFormat("[ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
}
else if (assetType == (sbyte)AssetType.Object)
{
data = SceneObjectSerializer.ModifySerializedObject(UUID.Parse(uuid), data,
sog =>
{
ModifySceneObject(m_rootScene, sog);
return true;
});
if (data == null)
return false;
}
//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType, UUID.Zero.ToString());
asset.Data = data;
// We're relying on the asset service to do the sensible thing and not store the asset if it already
// exists.
m_assetService.Store(asset);
/**
* Create layers on decode for image assets. This is likely to significantly increase the time to load archives so
* it might be best done when dearchive takes place on a separate thread
if (asset.Type=AssetType.Texture)
{
IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
if (cacheLayerDecode != null)
cacheLayerDecode.syncdecode(asset.FullID, asset.Data);
}
*/
return true;
}
else
{
m_log.ErrorFormat(
"[ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
assetPath, extension);
return false;
}
}
/// <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(Scene scene, string settingsPath, byte[] data, DearchiveScenesInfo dearchivedScenes)
{
RegionSettings loadedRegionSettings;
ViewerEnvironment regionEnv = null;
try
{
loadedRegionSettings = RegionSettingsSerializer.Deserialize(data, out regionEnv);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ARCHIVER]: Could not parse region settings file {0}. Ignoring. Exception was {1}",
settingsPath, e);
return false;
}
scene.RegionEnvironment = regionEnv;
RegionSettings currentRegionSettings = scene.RegionInfo.RegionSettings;
currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit;
currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage;
currentRegionSettings.AllowLandJoinDivide = loadedRegionSettings.AllowLandJoinDivide;
currentRegionSettings.AllowLandResell = loadedRegionSettings.AllowLandResell;
currentRegionSettings.BlockFly = loadedRegionSettings.BlockFly;
currentRegionSettings.BlockShowInSearch = loadedRegionSettings.BlockShowInSearch;
currentRegionSettings.BlockTerraform = loadedRegionSettings.BlockTerraform;
currentRegionSettings.DisableCollisions = loadedRegionSettings.DisableCollisions;
currentRegionSettings.DisablePhysics = loadedRegionSettings.DisablePhysics;
currentRegionSettings.DisableScripts = loadedRegionSettings.DisableScripts;
currentRegionSettings.Elevation1NE = loadedRegionSettings.Elevation1NE;
currentRegionSettings.Elevation1NW = loadedRegionSettings.Elevation1NW;
currentRegionSettings.Elevation1SE = loadedRegionSettings.Elevation1SE;
currentRegionSettings.Elevation1SW = loadedRegionSettings.Elevation1SW;
currentRegionSettings.Elevation2NE = loadedRegionSettings.Elevation2NE;
currentRegionSettings.Elevation2NW = loadedRegionSettings.Elevation2NW;
currentRegionSettings.Elevation2SE = loadedRegionSettings.Elevation2SE;
currentRegionSettings.Elevation2SW = loadedRegionSettings.Elevation2SW;
currentRegionSettings.FixedSun = loadedRegionSettings.FixedSun;
currentRegionSettings.SunPosition = loadedRegionSettings.SunPosition;
currentRegionSettings.ObjectBonus = loadedRegionSettings.ObjectBonus;
currentRegionSettings.RestrictPushing = loadedRegionSettings.RestrictPushing;
currentRegionSettings.TerrainLowerLimit = loadedRegionSettings.TerrainLowerLimit;
currentRegionSettings.TerrainRaiseLimit = loadedRegionSettings.TerrainRaiseLimit;
currentRegionSettings.TerrainTexture1 = loadedRegionSettings.TerrainTexture1;
currentRegionSettings.TerrainTexture2 = loadedRegionSettings.TerrainTexture2;
currentRegionSettings.TerrainTexture3 = loadedRegionSettings.TerrainTexture3;
currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4;
currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun;
currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight;
currentRegionSettings.TelehubObject = loadedRegionSettings.TelehubObject;
currentRegionSettings.ClearSpawnPoints();
foreach (SpawnPoint sp in loadedRegionSettings.SpawnPoints())
currentRegionSettings.AddSpawnPoint(sp);
currentRegionSettings.LoadedCreationDateTime = dearchivedScenes.LoadedCreationDateTime;
currentRegionSettings.LoadedCreationID = dearchivedScenes.GetOriginalRegionID(scene.RegionInfo.RegionID).ToString();
currentRegionSettings.CacheID = UUID.Random();
currentRegionSettings.Save();
IEstateModule estateModule = scene.RequestModuleInterface<IEstateModule>();
if (estateModule != null)
estateModule.sendRegionHandshakeToAll();
return true;
}
/// <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(Scene scene, string terrainPath, byte[] data)
{
ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
using (MemoryStream ms = new MemoryStream(data))
{
if (m_displacement != Vector3.Zero || m_rotation != 0f || m_boundingBox)
{
Vector2 boundingOrigin = new Vector2(m_boundingOrigin.X, m_boundingOrigin.Y);
Vector2 boundingSize = new Vector2(m_boundingSize.X, m_boundingSize.Y);
terrainModule.LoadFromStream(terrainPath, m_displacement, m_rotation, boundingOrigin, boundingSize, ms); ;
}
else
{
terrainModule.LoadFromStream(terrainPath, ms);
}
}
m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath);
return true;
}
/// <summary>
/// Load oar control file
/// </summary>
/// <param name="path"></param>
/// <param name="data"></param>
/// <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);
// Loaded metadata will be empty if no information exists in the archive
dearchivedScenes.LoadedCreationDateTime = 0;
dearchivedScenes.DefaultOriginalID = "";
bool multiRegion = false;
while (xtr.Read())
{
if (xtr.NodeType == XmlNodeType.Element)
{
if (xtr.Name.ToString() == "archive")
{
int majorVersion = int.Parse(xtr["major_version"]);
int minorVersion = int.Parse(xtr["minor_version"]);
string version = string.Format("{0}.{1}", majorVersion, minorVersion);
if (majorVersion > MAX_MAJOR_VERSION)
{
throw new Exception(
string.Format(
"The OAR you are trying to load has major version number of {0} but this version of OpenSim can only load OARs with major version number {1} and below",
majorVersion, MAX_MAJOR_VERSION));
}
m_log.InfoFormat("[ARCHIVER]: Loading OAR with version {0}", version);
}
else if (xtr.Name.ToString() == "datetime")
{
int value;
if (Int32.TryParse(xtr.ReadElementContentAsString(), out value))
dearchivedScenes.LoadedCreationDateTime = value;
}
else if (xtr.Name.ToString() == "row")
{
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());
}
else if (xtr.Name.ToString() == "size_in_meters")
{
Vector3 value;
string size = "<" + xtr.ReadElementContentAsString() + ",0>";
if (Vector3.TryParse(size, out value))
{
m_incomingRegionSize = value;
if(multiRegion)
dearchivedScenes.SetRegionSize(m_incomingRegionSize);
m_log.DebugFormat("[ARCHIVER]: Found region_size info {0}",
m_incomingRegionSize.ToString());
}
}
}
}
dearchivedScenes.MultiRegionFormat = multiRegion;
if (!multiRegion)
{
// Add the single scene
dearchivedScenes.StartRow();
dearchivedScenes.StartRegion();
dearchivedScenes.SetRegionOriginalID(dearchivedScenes.DefaultOriginalID);
dearchivedScenes.SetRegionDirectory("");
dearchivedScenes.SetRegionSize(m_incomingRegionSize);
}
ControlFileLoaded = true;
if(xtr != null)
xtr.Close();
return dearchivedScenes;
}
}
}