155 lines
6.5 KiB
C#
155 lines
6.5 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Serialization;
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using OpenSim.Framework.Serialization.External;
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using OpenSim.Region.CoreModules.World.Terrain;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.World.Archiver
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{
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/// <summary>
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/// Method called when all the necessary assets for an archive request have been received.
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/// </summary>
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public delegate void AssetsRequestCallback(
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ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids);
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/// <summary>
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/// Execute the write of an archive once we have received all the necessary data
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/// </summary>
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public class ArchiveWriteRequestExecution
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected ITerrainModule m_terrainModule;
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protected IRegionSerialiserModule m_serialiser;
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protected List<SceneObjectGroup> m_sceneObjects;
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protected Scene m_scene;
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protected TarArchiveWriter m_archiveWriter;
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protected Guid m_requestId;
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protected Dictionary<string, object> m_options;
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public ArchiveWriteRequestExecution(
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List<SceneObjectGroup> sceneObjects,
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ITerrainModule terrainModule,
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IRegionSerialiserModule serialiser,
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Scene scene,
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TarArchiveWriter archiveWriter,
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Guid requestId,
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Dictionary<string, object> options)
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{
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m_sceneObjects = sceneObjects;
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m_terrainModule = terrainModule;
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m_serialiser = serialiser;
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m_scene = scene;
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m_archiveWriter = archiveWriter;
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m_requestId = requestId;
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m_options = options;
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}
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protected internal void ReceivedAllAssets(
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ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids)
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{
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try
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{
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Save(assetsFoundUuids, assetsNotFoundUuids);
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}
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finally
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{
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m_archiveWriter.Close();
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}
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m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_scene.RegionInfo.RegionName);
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m_scene.EventManager.TriggerOarFileSaved(m_requestId, String.Empty);
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}
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protected internal void Save(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids)
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{
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foreach (UUID uuid in assetsNotFoundUuids)
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{
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m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
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}
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// m_log.InfoFormat(
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// "[ARCHIVER]: Received {0} of {1} assets requested",
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// assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count);
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// Write out region settings
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string settingsPath
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= String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_scene.RegionInfo.RegionName);
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m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(m_scene.RegionInfo.RegionSettings));
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m_log.InfoFormat("[ARCHIVER]: Added region settings to archive.");
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// Write out land data (aka parcel) settings
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List<ILandObject>landObjects = m_scene.LandChannel.AllParcels();
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foreach (ILandObject lo in landObjects)
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{
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LandData landData = lo.LandData;
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string landDataPath = String.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH,
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landData.GlobalID.ToString());
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m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData));
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}
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m_log.InfoFormat("[ARCHIVER]: Added parcel settings to archive.");
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// Write out terrain
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string terrainPath
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= String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_scene.RegionInfo.RegionName);
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MemoryStream ms = new MemoryStream();
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m_terrainModule.SaveToStream(terrainPath, ms);
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m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
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ms.Close();
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m_log.InfoFormat("[ARCHIVER]: Added terrain information to archive.");
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// Write out scene object metadata
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foreach (SceneObjectGroup sceneObject in m_sceneObjects)
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{
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//m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
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string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, m_options);
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m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject);
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}
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m_log.InfoFormat("[ARCHIVER]: Added scene objects to archive.");
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}
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}
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}
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