156 lines
6.5 KiB
C#
156 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 OpenSim 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 OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Modules.World.Serialiser;
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using OpenSim.Region.Environment.Modules.World.Terrain;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Modules.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(IDictionary<UUID, AssetBase> assetsFound, 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 RegionInfo m_regionInfo;
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protected Stream m_saveStream;
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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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RegionInfo regionInfo,
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Stream saveStream)
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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_regionInfo = regionInfo;
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m_saveStream = saveStream;
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}
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protected internal void ReceivedAllAssets(IDictionary<UUID, AssetBase> assetsFound, 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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assetsFound.Count, assetsFound.Count + assetsNotFoundUuids.Count);
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m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time.");
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TarArchiveWriter archive = new TarArchiveWriter();
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// Write out control file
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archive.AddFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile());
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// Write out region settings
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string settingsPath = String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_regionInfo.RegionName);
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archive.AddFile(settingsPath, RegionSettingsSerializer.Serialize(m_regionInfo.RegionSettings));
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// Write out terrain
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string terrainPath = String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_regionInfo.RegionName);
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MemoryStream ms = new MemoryStream();
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m_terrainModule.SaveToStream(terrainPath, ms);
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archive.AddFile(terrainPath, ms.ToArray());
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ms.Close();
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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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Vector3 position = sceneObject.AbsolutePosition;
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string serializedObject = m_serialiser.SaveGroupToXml2(sceneObject);
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string filename
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= string.Format(
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"{0}{1}_{2:000}-{3:000}-{4:000}__{5}.xml",
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ArchiveConstants.OBJECTS_PATH, sceneObject.Name,
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Math.Round(position.X), Math.Round(position.Y), Math.Round(position.Z),
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sceneObject.UUID);
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archive.AddFile(filename, serializedObject);
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}
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// Write out assets
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AssetsArchiver assetsArchiver = new AssetsArchiver(assetsFound);
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assetsArchiver.Archive(archive);
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archive.WriteTar(m_saveStream);
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m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive for {0}", m_regionInfo.RegionName);
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}
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/// <summary>
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/// Create the control file for a 0.2 version archive
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/// </summary>
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/// <returns></returns>
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public static string Create0p2ControlFile()
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{
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StringWriter sw = new StringWriter();
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XmlTextWriter xtw = new XmlTextWriter(sw);
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xtw.Formatting = Formatting.Indented;
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xtw.WriteStartDocument();
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xtw.WriteStartElement("archive");
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xtw.WriteAttributeString("major_version", "0");
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xtw.WriteAttributeString("minor_version", "2");
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xtw.WriteEndElement();
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xtw.Flush();
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xtw.Close();
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String s = sw.ToString();
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sw.Close();
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return s;
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}
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}
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}
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