OpenSimMirror/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecutio...

155 lines
6.5 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
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*/
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);
// 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]: Added region 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_log.InfoFormat("[ARCHIVER]: Added parcel settings 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]: Added terrain information 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);
}
m_log.InfoFormat("[ARCHIVER]: Added scene objects to archive.");
}
}
}