299 lines
13 KiB
C#
299 lines
13 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 OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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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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using System;
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using System.Collections.Generic;
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using System.Reflection;
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//using System.Text;
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using System.Text.RegularExpressions;
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using System.Threading;
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using libsecondlife;
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using log4net;
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using Nini.Config;
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namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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/// <summary>
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/// Prepare to write out an archive.
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/// </summary>
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public class ArchiveWriteRequestPreparation
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected Scene m_scene;
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protected string m_savePath;
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/// <summary>
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/// Used for identifying uuids embedded in scripts
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/// </summary>
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protected static readonly Regex m_uuidRegex
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= new Regex(
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"[0-9a-eA-E]{8}-[0-9a-eA-E]{4}-[0-9a-eA-E]{4}-[0-9a-eA-E]{4}-[0-9a-eA-E]{12}",
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RegexOptions.Compiled);
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/// <summary>
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/// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
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/// asset was found by the asset service.
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/// </summary>
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protected AssetBase m_requestedObjectAsset;
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/// <summary>
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/// Signal whether we are currently waiting for the asset service to deliver an asset.
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/// </summary>
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protected bool m_waitingForObjectAsset;
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/// <summary>
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/// Constructor
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/// </summary>
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public ArchiveWriteRequestPreparation(Scene scene, string savePath)
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{
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m_scene = scene;
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m_savePath = savePath;
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}
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/// <summary>
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/// The callback made when we request the asset for an object from the asset service.
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/// </summary>
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public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
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{
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lock (this)
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{
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m_requestedObjectAsset = asset;
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m_waitingForObjectAsset = false;
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Monitor.Pulse(this);
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}
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}
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/// <summary>
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/// Get an asset synchronously, potentially using an asynchronous callback. If the
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/// asynchronous callback is used, we will wait for it to complete.
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/// </summary>
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/// <param name="uuid"></param>
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/// <returns></returns>
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protected AssetBase GetAsset(LLUUID uuid)
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{
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m_waitingForObjectAsset = true;
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m_scene.AssetCache.GetAsset(uuid, AssetRequestCallback, true);
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// The asset cache callback can either
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//
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// 1. Complete on the same thread (if the asset is already in the cache) or
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// 2. Come in via a different thread (if we need to go fetch it).
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//
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// The code below handles both these alternatives.
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lock (this)
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{
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if (m_waitingForObjectAsset)
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{
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Monitor.Wait(this);
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m_waitingForObjectAsset = false;
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}
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}
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return m_requestedObjectAsset;
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}
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/// <summary>
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/// Record the asset uuids embedded within the given script.
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/// </summary>
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/// <param name="scriptUuid"></param>
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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protected void GetScriptAssetUuids(LLUUID scriptUuid, IDictionary<LLUUID, int> assetUuids)
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{
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AssetBase scriptAsset = GetAsset(scriptUuid);
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if (null != scriptAsset)
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{
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string script = Helpers.FieldToUTF8String(scriptAsset.Data);
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//m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
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MatchCollection uuidMatches = m_uuidRegex.Matches(script);
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//m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
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foreach (Match uuidMatch in uuidMatches)
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{
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LLUUID uuid = new LLUUID(uuidMatch.Value);
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//m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
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assetUuids[uuid] = 1;
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}
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}
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}
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/// <summary>
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/// Record the uuids referenced by the given wearable asset
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/// </summary>
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/// <param name="wearableAssetUuid"></param>
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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protected void GetWearableAssetUuids(LLUUID wearableAssetUuid, IDictionary<LLUUID, int> assetUuids)
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{
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AssetBase assetBase = GetAsset(wearableAssetUuid);
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//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
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AssetWearable wearableAsset = new AssetBodypart(assetBase.Data);
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wearableAsset.Decode();
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//m_log.DebugFormat(
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// "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
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foreach (LLUUID uuid in wearableAsset.Textures.Values)
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{
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//m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
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assetUuids[uuid] = 1;
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}
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}
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/// <summary>
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/// Get all the asset uuids associated with a given object. This includes both those directly associated with
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/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
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/// within this object).
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <param name="assetUuids"></param>
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protected void GetSceneObjectAssetUuids(LLUUID sceneObjectUuid, IDictionary<LLUUID, int> assetUuids)
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{
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AssetBase objectAsset = GetAsset(sceneObjectUuid);
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if (null != objectAsset)
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{
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string xml = Helpers.FieldToUTF8String(objectAsset.Data);
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SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml);
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GetSceneObjectAssetUuids(sog, assetUuids);
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}
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}
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/// <summary>
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/// Get all the asset uuids associated with a given object. This includes both those directly associated with
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/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
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/// within this object).
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <param name="assetUuids"></param>
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protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<LLUUID, int> assetUuids)
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{
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m_log.DebugFormat(
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"[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.RootPart.Name, sceneObject.UUID);
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foreach (SceneObjectPart part in sceneObject.GetParts())
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{
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//m_log.DebugFormat(
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// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
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try
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{
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LLObject.TextureEntry textureEntry = part.Shape.Textures;
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// Get the prim's default texture. This will be used for faces which don't have their own texture
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assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
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// XXX: Not a great way to iterate through face textures, but there's no
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// other method available to tell how many faces there actually are
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//int i = 0;
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foreach (LLObject.TextureEntryFace texture in textureEntry.FaceTextures)
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{
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if (texture != null)
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{
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//m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
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assetUuids[texture.TextureID] = 1;
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}
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}
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foreach (TaskInventoryItem tii in part.TaskInventory.Values)
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{
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//m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type);
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if (!assetUuids.ContainsKey(tii.AssetID))
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{
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assetUuids[tii.AssetID] = 1;
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if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type))
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{
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GetWearableAssetUuids(tii.AssetID, assetUuids);
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}
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else if ((int)AssetType.LSLText == tii.Type)
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{
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GetScriptAssetUuids(tii.AssetID, assetUuids);
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}
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else if ((int)AssetType.Object == tii.Type)
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{
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GetSceneObjectAssetUuids(tii.AssetID, assetUuids);
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}
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else
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{
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//m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID);
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}
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}
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e);
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}
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}
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}
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public void ArchiveRegion()
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{
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Dictionary<LLUUID, int> assetUuids = new Dictionary<LLUUID, int>();
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List<EntityBase> entities = m_scene.GetEntities();
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List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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// Filter entities so that we only have scene objects.
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// FIXME: Would be nicer to have this as a proper list in InnerScene, since lots of methods
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// end up having to do this
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foreach (EntityBase entity in entities)
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{
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if (entity is SceneObjectGroup)
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sceneObjects.Add((SceneObjectGroup)entity);
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}
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foreach (SceneObjectGroup sceneObject in sceneObjects)
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{
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GetSceneObjectAssetUuids(sceneObject, assetUuids);
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}
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m_log.DebugFormat(
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"[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
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sceneObjects.Count, assetUuids.Count);
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// Asynchronously request all the assets required to perform this archive operation
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ArchiveWriteRequestExecution awre
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= new ArchiveWriteRequestExecution(
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sceneObjects,
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m_scene.RequestModuleInterface<ITerrainModule>(),
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m_scene.RequestModuleInterface<IRegionSerialiser>(),
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m_scene.RegionInfo.RegionName,
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m_savePath);
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new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute();
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}
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}
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}
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