OpenSimMirror/OpenSim/Region/OptionalModules/World/AutoBackup/AutoBackupModule.cs

958 lines
40 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
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*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Timers;
using System.Text.RegularExpressions;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.World.AutoBackup
{
/// <summary>
/// Choose between ways of naming the backup files that are generated.
/// </summary>
/// <remarks>Time: OARs are named by a timestamp.
/// Sequential: OARs are named by counting (Region_1.oar, Region_2.oar, etc.)
/// Overwrite: Only one file per region is created; it's overwritten each time a backup is made.</remarks>
public enum NamingType
{
Time,
Sequential,
Overwrite
}
///<summary>
/// AutoBackupModule: save OAR region backups to disk periodically
/// </summary>
/// <remarks>
/// Config Settings Documentation.
/// Each configuration setting can be specified in two places: OpenSim.ini or Regions.ini.
/// If specified in Regions.ini, the settings should be within the region's section name.
/// If specified in OpenSim.ini, the settings should be within the [AutoBackupModule] section.
/// Region-specific settings take precedence.
///
/// AutoBackupModuleEnabled: True/False. Default: False. If True, use the auto backup module. This setting does not support per-region basis.
/// All other settings under [AutoBackupModule] are ignored if AutoBackupModuleEnabled is false, even per-region settings!
/// AutoBackup: True/False. Default: False. If True, activate auto backup functionality.
/// This is the only required option for enabling auto-backup; the other options have sane defaults.
/// If False for a particular region, the auto-backup module becomes a no-op for the region, and all other AutoBackup* settings are ignored.
/// If False globally (the default), only regions that specifically override it in Regions.ini will get AutoBackup functionality.
/// AutoBackupInterval: Double, non-negative value. Default: 720 (12 hours).
/// The number of minutes between each backup attempt.
/// If a negative or zero value is given, it is equivalent to setting AutoBackup = False.
/// AutoBackupBusyCheck: True/False. Default: True.
/// If True, we will only take an auto-backup if a set of conditions are met.
/// These conditions are heuristics to try and avoid taking a backup when the sim is busy.
/// AutoBackupSkipAssets
/// If true, assets are not saved to the oar file. Considerably reduces impact on simulator when backing up. Intended for when assets db is backed up separately
/// AutoBackupScript: String. Default: not specified (disabled).
/// File path to an executable script or binary to run when an automatic backup is taken.
/// The file should really be (Windows) an .exe or .bat, or (Linux/Mac) a shell script or binary.
/// Trying to "run" directories, or things with weird file associations on Win32, might cause unexpected results!
/// argv[1] of the executed file/script will be the file name of the generated OAR.
/// If the process can't be spawned for some reason (file not found, no execute permission, etc), write a warning to the console.
/// AutoBackupNaming: string. Default: Time.
/// One of three strings (case insensitive):
/// "Time": Current timestamp is appended to file name. An existing file will never be overwritten.
/// "Sequential": A number is appended to the file name. So if RegionName_x.oar exists, we'll save to RegionName_{x+1}.oar next. An existing file will never be overwritten.
/// "Overwrite": Always save to file named "${AutoBackupDir}/RegionName.oar", even if we have to overwrite an existing file.
/// AutoBackupDir: String. Default: "." (the current directory).
/// A directory (absolute or relative) where backups should be saved.
/// AutoBackupDilationThreshold: float. Default: 0.5. Lower bound on time dilation required for BusyCheck heuristics to pass.
/// If the time dilation is below this value, don't take a backup right now.
/// AutoBackupAgentThreshold: int. Default: 10. Upper bound on # of agents in region required for BusyCheck heuristics to pass.
/// If the number of agents is greater than this value, don't take a backup right now
/// Save memory by setting low initial capacities. Minimizes impact in common cases of all regions using same interval, and instances hosting 1 ~ 4 regions.
/// Also helps if you don't want AutoBackup at all.
/// </remarks>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AutoBackupModule")]
public class AutoBackupModule : ISharedRegionModule
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private readonly Dictionary<Guid, IScene> m_pendingSaves = new Dictionary<Guid, IScene>(1);
private readonly AutoBackupModuleState m_defaultState = new AutoBackupModuleState();
private readonly Dictionary<IScene, AutoBackupModuleState> m_states =
new Dictionary<IScene, AutoBackupModuleState>(1);
private readonly Dictionary<Timer, List<IScene>> m_timerMap =
new Dictionary<Timer, List<IScene>>(1);
private readonly Dictionary<double, Timer> m_timers = new Dictionary<double, Timer>(1);
private delegate T DefaultGetter<T>(string settingName, T defaultValue);
private bool m_enabled;
/// <summary>
/// Whether the shared module should be enabled at all. NOT the same as m_Enabled in AutoBackupModuleState!
/// </summary>
private bool m_closed;
private IConfigSource m_configSource;
/// <summary>
/// Required by framework.
/// </summary>
public bool IsSharedModule
{
get { return true; }
}
#region ISharedRegionModule Members
/// <summary>
/// Identifies the module to the system.
/// </summary>
string IRegionModuleBase.Name
{
get { return "AutoBackupModule"; }
}
/// <summary>
/// We don't implement an interface, this is a single-use module.
/// </summary>
Type IRegionModuleBase.ReplaceableInterface
{
get { return null; }
}
/// <summary>
/// Called once in the lifetime of the module at startup.
/// </summary>
/// <param name="source">The input config source for OpenSim.ini.</param>
void IRegionModuleBase.Initialise(IConfigSource source)
{
// Determine if we have been enabled at all in OpenSim.ini -- this is part and parcel of being an optional module
this.m_configSource = source;
IConfig moduleConfig = source.Configs["AutoBackupModule"];
if (moduleConfig == null)
{
this.m_enabled = false;
return;
}
else
{
this.m_enabled = moduleConfig.GetBoolean("AutoBackupModuleEnabled", false);
if (this.m_enabled)
{
m_log.Info("[AUTO BACKUP]: AutoBackupModule enabled");
}
else
{
return;
}
}
Timer defTimer = new Timer(43200000);
this.m_defaultState.Timer = defTimer;
this.m_timers.Add(43200000, defTimer);
defTimer.Elapsed += this.HandleElapsed;
defTimer.AutoReset = true;
defTimer.Start();
AutoBackupModuleState abms = this.ParseConfig(null, true);
m_log.Debug("[AUTO BACKUP]: Here is the default config:");
m_log.Debug(abms.ToString());
}
/// <summary>
/// Called once at de-init (sim shutting down).
/// </summary>
void IRegionModuleBase.Close()
{
if (!this.m_enabled)
{
return;
}
// We don't want any timers firing while the sim's coming down; strange things may happen.
this.StopAllTimers();
}
/// <summary>
/// Currently a no-op for AutoBackup because we have to wait for region to be fully loaded.
/// </summary>
/// <param name="scene"></param>
void IRegionModuleBase.AddRegion(Scene scene)
{
}
/// <summary>
/// Here we just clean up some resources and stop the OAR backup (if any) for the given scene.
/// </summary>
/// <param name="scene">The scene (region) to stop performing AutoBackup on.</param>
void IRegionModuleBase.RemoveRegion(Scene scene)
{
if (!this.m_enabled)
{
return;
}
if (this.m_states.ContainsKey(scene))
{
AutoBackupModuleState abms = this.m_states[scene];
// Remove this scene out of the timer map list
Timer timer = abms.Timer;
List<IScene> list = this.m_timerMap[timer];
list.Remove(scene);
// Shut down the timer if this was the last scene for the timer
if (list.Count == 0)
{
this.m_timerMap.Remove(timer);
this.m_timers.Remove(timer.Interval);
timer.Close();
}
this.m_states.Remove(scene);
}
}
/// <summary>
/// Most interesting/complex code paths in AutoBackup begin here.
/// We read lots of Nini config, maybe set a timer, add members to state tracking Dictionaries, etc.
/// </summary>
/// <param name="scene">The scene to (possibly) perform AutoBackup on.</param>
void IRegionModuleBase.RegionLoaded(Scene scene)
{
if (!this.m_enabled)
{
return;
}
// This really ought not to happen, but just in case, let's pretend it didn't...
if (scene == null)
{
return;
}
AutoBackupModuleState abms = this.ParseConfig(scene, false);
m_log.Debug("[AUTO BACKUP]: Config for " + scene.RegionInfo.RegionName);
m_log.Debug((abms == null ? "DEFAULT" : abms.ToString()));
m_states.Add(scene, abms);
}
/// <summary>
/// Currently a no-op.
/// </summary>
void ISharedRegionModule.PostInitialise()
{
}
#endregion
/// <summary>
/// Set up internal state for a given scene. Fairly complex code.
/// When this method returns, we've started auto-backup timers, put members in Dictionaries, and created a State object for this scene.
/// </summary>
/// <param name="scene">The scene to look at.</param>
/// <param name="parseDefault">Whether this call is intended to figure out what we consider the "default" config (applied to all regions unless overridden by per-region settings).</param>
/// <returns>An AutoBackupModuleState contains most information you should need to know relevant to auto-backup, as applicable to a single region.</returns>
private AutoBackupModuleState ParseConfig(IScene scene, bool parseDefault)
{
string sRegionName;
string sRegionLabel;
// string prepend;
AutoBackupModuleState state;
if (parseDefault)
{
sRegionName = null;
sRegionLabel = "DEFAULT";
// prepend = "";
state = this.m_defaultState;
}
else
{
sRegionName = scene.RegionInfo.RegionName;
sRegionLabel = sRegionName;
// prepend = sRegionName + ".";
state = null;
}
// Read the config settings and set variables.
IConfig regionConfig = (scene != null ? scene.Config.Configs[sRegionName] : null);
IConfig config = this.m_configSource.Configs["AutoBackupModule"];
if (config == null)
{
// defaultState would be disabled too if the section doesn't exist.
state = this.m_defaultState;
return state;
}
bool tmpEnabled = ResolveBoolean("AutoBackup", this.m_defaultState.Enabled, config, regionConfig);
if (state == null && tmpEnabled != this.m_defaultState.Enabled)
//Varies from default state
{
state = new AutoBackupModuleState();
}
if (state != null)
{
state.Enabled = tmpEnabled;
}
// If you don't want AutoBackup, we stop.
if ((state == null && !this.m_defaultState.Enabled) || (state != null && !state.Enabled))
{
return state;
}
else
{
m_log.Info("[AUTO BACKUP]: Region " + sRegionLabel + " is AutoBackup ENABLED.");
}
// Borrow an existing timer if one exists for the same interval; otherwise, make a new one.
double interval =
this.ResolveDouble("AutoBackupInterval", this.m_defaultState.IntervalMinutes,
config, regionConfig) * 60000.0;
if (state == null && interval != this.m_defaultState.IntervalMinutes * 60000.0)
{
state = new AutoBackupModuleState();
}
if (this.m_timers.ContainsKey(interval))
{
if (state != null)
{
state.Timer = this.m_timers[interval];
}
m_log.Debug("[AUTO BACKUP]: Reusing timer for " + interval + " msec for region " +
sRegionLabel);
}
else
{
// 0 or negative interval == do nothing.
if (interval <= 0.0 && state != null)
{
state.Enabled = false;
return state;
}
if (state == null)
{
state = new AutoBackupModuleState();
}
Timer tim = new Timer(interval);
state.Timer = tim;
//Milliseconds -> minutes
this.m_timers.Add(interval, tim);
tim.Elapsed += this.HandleElapsed;
tim.AutoReset = true;
tim.Start();
}
// Add the current region to the list of regions tied to this timer.
if (scene != null)
{
if (state != null)
{
if (this.m_timerMap.ContainsKey(state.Timer))
{
this.m_timerMap[state.Timer].Add(scene);
}
else
{
List<IScene> scns = new List<IScene>(1);
scns.Add(scene);
this.m_timerMap.Add(state.Timer, scns);
}
}
else
{
if (this.m_timerMap.ContainsKey(this.m_defaultState.Timer))
{
this.m_timerMap[this.m_defaultState.Timer].Add(scene);
}
else
{
List<IScene> scns = new List<IScene>(1);
scns.Add(scene);
this.m_timerMap.Add(this.m_defaultState.Timer, scns);
}
}
}
bool tmpBusyCheck = ResolveBoolean("AutoBackupBusyCheck",
this.m_defaultState.BusyCheck, config, regionConfig);
if (state == null && tmpBusyCheck != this.m_defaultState.BusyCheck)
{
state = new AutoBackupModuleState();
}
if (state != null)
{
state.BusyCheck = tmpBusyCheck;
}
// Included Option To Skip Assets
bool tmpSkipAssets = ResolveBoolean("AutoBackupSkipAssets",
this.m_defaultState.SkipAssets, config, regionConfig);
if (state == null && tmpSkipAssets != this.m_defaultState.SkipAssets)
{
state = new AutoBackupModuleState();
}
if (state != null)
{
state.SkipAssets = tmpSkipAssets;
}
// Set file naming algorithm
string stmpNamingType = ResolveString("AutoBackupNaming",
this.m_defaultState.NamingType.ToString(), config, regionConfig);
NamingType tmpNamingType;
if (stmpNamingType.Equals("Time", StringComparison.CurrentCultureIgnoreCase))
{
tmpNamingType = NamingType.Time;
}
else if (stmpNamingType.Equals("Sequential", StringComparison.CurrentCultureIgnoreCase))
{
tmpNamingType = NamingType.Sequential;
}
else if (stmpNamingType.Equals("Overwrite", StringComparison.CurrentCultureIgnoreCase))
{
tmpNamingType = NamingType.Overwrite;
}
else
{
m_log.Warn("Unknown naming type specified for region " + sRegionLabel + ": " +
stmpNamingType);
tmpNamingType = NamingType.Time;
}
if (state == null && tmpNamingType != this.m_defaultState.NamingType)
{
state = new AutoBackupModuleState();
}
if (state != null)
{
state.NamingType = tmpNamingType;
}
string tmpScript = ResolveString("AutoBackupScript",
this.m_defaultState.Script, config, regionConfig);
if (state == null && tmpScript != this.m_defaultState.Script)
{
state = new AutoBackupModuleState();
}
if (state != null)
{
state.Script = tmpScript;
}
string tmpBackupDir = ResolveString("AutoBackupDir", ".", config, regionConfig);
if (state == null && tmpBackupDir != this.m_defaultState.BackupDir)
{
state = new AutoBackupModuleState();
}
if (state != null)
{
state.BackupDir = tmpBackupDir;
// Let's give the user some convenience and auto-mkdir
if (state.BackupDir != ".")
{
try
{
DirectoryInfo dirinfo = new DirectoryInfo(state.BackupDir);
if (!dirinfo.Exists)
{
dirinfo.Create();
}
}
catch (Exception e)
{
m_log.Warn(
"BAD NEWS. You won't be able to save backups to directory " +
state.BackupDir +
" because it doesn't exist or there's a permissions issue with it. Here's the exception.",
e);
}
}
}
if(state == null)
return m_defaultState;
return state;
}
/// <summary>
/// Helper function for ParseConfig.
/// </summary>
/// <param name="settingName"></param>
/// <param name="defaultValue"></param>
/// <param name="global"></param>
/// <param name="local"></param>
/// <returns></returns>
private bool ResolveBoolean(string settingName, bool defaultValue, IConfig global, IConfig local)
{
if(local != null)
{
return local.GetBoolean(settingName, global.GetBoolean(settingName, defaultValue));
}
else
{
return global.GetBoolean(settingName, defaultValue);
}
}
/// <summary>
/// Helper function for ParseConfig.
/// </summary>
/// <param name="settingName"></param>
/// <param name="defaultValue"></param>
/// <param name="global"></param>
/// <param name="local"></param>
/// <returns></returns>
private double ResolveDouble(string settingName, double defaultValue, IConfig global, IConfig local)
{
if (local != null)
{
return local.GetDouble(settingName, global.GetDouble(settingName, defaultValue));
}
else
{
return global.GetDouble(settingName, defaultValue);
}
}
/// <summary>
/// Helper function for ParseConfig.
/// </summary>
/// <param name="settingName"></param>
/// <param name="defaultValue"></param>
/// <param name="global"></param>
/// <param name="local"></param>
/// <returns></returns>
private int ResolveInt(string settingName, int defaultValue, IConfig global, IConfig local)
{
if (local != null)
{
return local.GetInt(settingName, global.GetInt(settingName, defaultValue));
}
else
{
return global.GetInt(settingName, defaultValue);
}
}
/// <summary>
/// Helper function for ParseConfig.
/// </summary>
/// <param name="settingName"></param>
/// <param name="defaultValue"></param>
/// <param name="global"></param>
/// <param name="local"></param>
/// <returns></returns>
private string ResolveString(string settingName, string defaultValue, IConfig global, IConfig local)
{
if (local != null)
{
return local.GetString(settingName, global.GetString(settingName, defaultValue));
}
else
{
return global.GetString(settingName, defaultValue);
}
}
/// <summary>
/// Called when any auto-backup timer expires. This starts the code path for actually performing a backup.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void HandleElapsed(object sender, ElapsedEventArgs e)
{
// TODO: heuristic thresholds are per-region, so we should probably run heuristics once per region
// XXX: Running heuristics once per region could add undue performance penalty for something that's supposed to
// check whether the region is too busy! Especially on sims with LOTS of regions.
// Alternative: make heuristics thresholds global to the module rather than per-region. Less flexible,
// but would allow us to be semantically correct while being easier on perf.
// Alternative 2: Run heuristics once per unique set of heuristics threshold parameters! Ay yi yi...
// Alternative 3: Don't support per-region heuristics at all; just accept them as a global only parameter.
// Since this is pretty experimental, I haven't decided which alternative makes the most sense.
if (this.m_closed)
{
return;
}
bool heuristicsRun = false;
bool heuristicsPassed = false;
if (!this.m_timerMap.ContainsKey((Timer) sender))
{
m_log.Debug("Code-up error: timerMap doesn't contain timer " + sender);
}
List<IScene> tmap = this.m_timerMap[(Timer) sender];
if (tmap != null && tmap.Count > 0)
{
foreach (IScene scene in tmap)
{
AutoBackupModuleState state = this.m_states[scene];
bool heuristics = state.BusyCheck;
// Fast path: heuristics are on; already ran em; and sim is fine; OR, no heuristics for the region.
if ((heuristics && heuristicsRun && heuristicsPassed) || !heuristics)
{
this.DoRegionBackup(scene);
// Heuristics are on; ran but we're too busy -- keep going. Maybe another region will have heuristics off!
}
else if (heuristicsRun)
{
m_log.Info("[AUTO BACKUP]: Heuristics: too busy to backup " +
scene.RegionInfo.RegionName + " right now.");
continue;
// Logical Deduction: heuristics are on but haven't been run
}
else
{
heuristicsPassed = this.RunHeuristics(scene);
heuristicsRun = true;
if (!heuristicsPassed)
{
m_log.Info("[AUTO BACKUP]: Heuristics: too busy to backup " +
scene.RegionInfo.RegionName + " right now.");
continue;
}
this.DoRegionBackup(scene);
}
}
}
}
/// <summary>
/// Save an OAR, register for the callback for when it's done, then call the AutoBackupScript (if applicable).
/// </summary>
/// <param name="scene"></param>
private void DoRegionBackup(IScene scene)
{
if (!scene.Ready)
{
// We won't backup a region that isn't operating normally.
m_log.Warn("[AUTO BACKUP]: Not backing up region " + scene.RegionInfo.RegionName +
" because its status is " + scene.RegionStatus);
return;
}
AutoBackupModuleState state = this.m_states[scene];
IRegionArchiverModule iram = scene.RequestModuleInterface<IRegionArchiverModule>();
string savePath = BuildOarPath(scene.RegionInfo.RegionName,
state.BackupDir,
state.NamingType);
if (savePath == null)
{
m_log.Warn("[AUTO BACKUP]: savePath is null in HandleElapsed");
return;
}
Guid guid = Guid.NewGuid();
m_pendingSaves.Add(guid, scene);
state.LiveRequests.Add(guid, savePath);
((Scene) scene).EventManager.OnOarFileSaved += new EventManager.OarFileSaved(EventManager_OnOarFileSaved);
m_log.Info("[AUTO BACKUP]: Backing up region " + scene.RegionInfo.RegionName);
// Must pass options, even if dictionary is empty!
Dictionary<string, object> options = new Dictionary<string, object>();
if (state.SkipAssets)
options["noassets"] = true;
iram.ArchiveRegion(savePath, guid, options);
}
/// <summary>
/// Called by the Event Manager when the OnOarFileSaved event is fired.
/// </summary>
/// <param name="guid"></param>
/// <param name="message"></param>
void EventManager_OnOarFileSaved(Guid guid, string message)
{
// Ignore if the OAR save is being done by some other part of the system
if (m_pendingSaves.ContainsKey(guid))
{
AutoBackupModuleState abms = m_states[(m_pendingSaves[guid])];
ExecuteScript(abms.Script, abms.LiveRequests[guid]);
m_pendingSaves.Remove(guid);
abms.LiveRequests.Remove(guid);
}
}
/// <summary>This format may turn out to be too unwieldy to keep...
/// Besides, that's what ctimes are for. But then how do I name each file uniquely without using a GUID?
/// Sequential numbers, right? We support those, too!</summary>
private static string GetTimeString()
{
StringWriter sw = new StringWriter();
sw.Write("_");
DateTime now = DateTime.Now;
sw.Write(now.Year);
sw.Write("y_");
sw.Write(now.Month);
sw.Write("M_");
sw.Write(now.Day);
sw.Write("d_");
sw.Write(now.Hour);
sw.Write("h_");
sw.Write(now.Minute);
sw.Write("m_");
sw.Write(now.Second);
sw.Write("s");
sw.Flush();
string output = sw.ToString();
sw.Close();
return output;
}
/// <summary>Return value of true ==> not too busy; false ==> too busy to backup an OAR right now, or error.</summary>
private bool RunHeuristics(IScene region)
{
try
{
return this.RunTimeDilationHeuristic(region) && this.RunAgentLimitHeuristic(region);
}
catch (Exception e)
{
m_log.Warn("[AUTO BACKUP]: Exception in RunHeuristics", e);
return false;
}
}
/// <summary>
/// If the time dilation right at this instant is less than the threshold specified in AutoBackupDilationThreshold (default 0.5),
/// then we return false and trip the busy heuristic's "too busy" path (i.e. don't save an OAR).
/// AutoBackupDilationThreshold is a _LOWER BOUND_. Lower Time Dilation is bad, so if you go lower than our threshold, it's "too busy".
/// </summary>
/// <param name="region"></param>
/// <returns>Returns true if we're not too busy; false means we've got worse time dilation than the threshold.</returns>
private bool RunTimeDilationHeuristic(IScene region)
{
string regionName = region.RegionInfo.RegionName;
return region.TimeDilation >=
this.m_configSource.Configs["AutoBackupModule"].GetFloat(
regionName + ".AutoBackupDilationThreshold", 0.5f);
}
/// <summary>
/// If the root agent count right at this instant is less than the threshold specified in AutoBackupAgentThreshold (default 10),
/// then we return false and trip the busy heuristic's "too busy" path (i.e., don't save an OAR).
/// AutoBackupAgentThreshold is an _UPPER BOUND_. Higher Agent Count is bad, so if you go higher than our threshold, it's "too busy".
/// </summary>
/// <param name="region"></param>
/// <returns>Returns true if we're not too busy; false means we've got more agents on the sim than the threshold.</returns>
private bool RunAgentLimitHeuristic(IScene region)
{
string regionName = region.RegionInfo.RegionName;
try
{
Scene scene = (Scene) region;
// TODO: Why isn't GetRootAgentCount() a method in the IScene interface? Seems generally useful...
return scene.GetRootAgentCount() <=
this.m_configSource.Configs["AutoBackupModule"].GetInt(
regionName + ".AutoBackupAgentThreshold", 10);
}
catch (InvalidCastException ice)
{
m_log.Debug(
"[AUTO BACKUP]: I NEED MAINTENANCE: IScene is not a Scene; can't get root agent count!",
ice);
return true;
// Non-obstructionist safest answer...
}
}
/// <summary>
/// Run the script or executable specified by the "AutoBackupScript" config setting.
/// Of course this is a security risk if you let anyone modify OpenSim.ini and they want to run some nasty bash script.
/// But there are plenty of other nasty things that can be done with an untrusted OpenSim.ini, such as running high threat level scripting functions.
/// </summary>
/// <param name="scriptName"></param>
/// <param name="savePath"></param>
private static void ExecuteScript(string scriptName, string savePath)
{
// Do nothing if there's no script.
if (scriptName == null || scriptName.Length <= 0)
{
return;
}
try
{
FileInfo fi = new FileInfo(scriptName);
if (fi.Exists)
{
ProcessStartInfo psi = new ProcessStartInfo(scriptName);
psi.Arguments = savePath;
psi.CreateNoWindow = true;
Process proc = Process.Start(psi);
proc.ErrorDataReceived += HandleProcErrorDataReceived;
}
}
catch (Exception e)
{
m_log.Warn(
"Exception encountered when trying to run script for oar backup " + savePath, e);
}
}
/// <summary>
/// Called if a running script process writes to stderr.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private static void HandleProcErrorDataReceived(object sender, DataReceivedEventArgs e)
{
m_log.Warn("ExecuteScript hook " + ((Process) sender).ProcessName +
" is yacking on stderr: " + e.Data);
}
/// <summary>
/// Quickly stop all timers from firing.
/// </summary>
private void StopAllTimers()
{
foreach (Timer t in this.m_timerMap.Keys)
{
t.Close();
}
this.m_closed = true;
}
/// <summary>
/// Determine the next unique filename by number, for "Sequential" AutoBackupNamingType.
/// </summary>
/// <param name="dirName"></param>
/// <param name="regionName"></param>
/// <returns></returns>
private static string GetNextFile(string dirName, string regionName)
{
FileInfo uniqueFile = null;
long biggestExistingFile = GetNextOarFileNumber(dirName, regionName);
biggestExistingFile++;
// We don't want to overwrite the biggest existing file; we want to write to the NEXT biggest.
uniqueFile =
new FileInfo(dirName + Path.DirectorySeparatorChar + regionName + "_" +
biggestExistingFile + ".oar");
return uniqueFile.FullName;
}
/// <summary>
/// Top-level method for creating an absolute path to an OAR backup file based on what naming scheme the user wants.
/// </summary>
/// <param name="regionName">Name of the region to save.</param>
/// <param name="baseDir">Absolute or relative path to the directory where the file should reside.</param>
/// <param name="naming">The naming scheme for the file name.</param>
/// <returns></returns>
private static string BuildOarPath(string regionName, string baseDir, NamingType naming)
{
FileInfo path = null;
switch (naming)
{
case NamingType.Overwrite:
path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName + ".oar");
return path.FullName;
case NamingType.Time:
path =
new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName +
GetTimeString() + ".oar");
return path.FullName;
case NamingType.Sequential:
// All codepaths in GetNextFile should return a file name ending in .oar
path = new FileInfo(GetNextFile(baseDir, regionName));
return path.FullName;
default:
m_log.Warn("VERY BAD: Unhandled case element " + naming);
break;
}
return null;
}
/// <summary>
/// Helper function for Sequential file naming type (see BuildOarPath and GetNextFile).
/// </summary>
/// <param name="dirName"></param>
/// <param name="regionName"></param>
/// <returns></returns>
private static long GetNextOarFileNumber(string dirName, string regionName)
{
long retval = 1;
DirectoryInfo di = new DirectoryInfo(dirName);
FileInfo[] fi = di.GetFiles(regionName, SearchOption.TopDirectoryOnly);
Array.Sort(fi, (f1, f2) => StringComparer.CurrentCultureIgnoreCase.Compare(f1.Name, f2.Name));
if (fi.LongLength > 0)
{
long subtract = 1L;
bool worked = false;
Regex reg = new Regex(regionName + "_([0-9])+" + ".oar");
while (!worked && subtract <= fi.LongLength)
{
// Pick the file with the last natural ordering
string biggestFileName = fi[fi.LongLength - subtract].Name;
MatchCollection matches = reg.Matches(biggestFileName);
long l = 1;
if (matches.Count > 0 && matches[0].Groups.Count > 0)
{
try
{
long.TryParse(matches[0].Groups[1].Value, out l);
retval = l;
worked = true;
}
catch (FormatException fe)
{
m_log.Warn(
"[AUTO BACKUP]: Error: Can't parse long value from file name to determine next OAR backup file number!",
fe);
subtract++;
}
}
else
{
subtract++;
}
}
}
return retval;
}
}
}