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authorJustin Clark-Casey (justincc)2010-11-20 02:32:12 +0000
committerJustin Clark-Casey (justincc)2010-11-20 02:32:12 +0000
commit2c7be7130ea3ebca59b4d6d071267adcae55cb96 (patch)
tree3aabb33726643d026e1cfa023f702f5bb7ad2971 /OpenSim
parentsmall refactor: reuse existing commandLine string rather than calling cmdline... (diff)
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Bump oar version to 1.0 from 0.5
If oar contents are being changed such that older versions of opensim can't load them, then the major version must be increased This also locks version parameters to either 1.0 or 0.4, so that arbitrary 'versions' cannot be saved Also closes save stream properly in the event of an error Version 1.0 OARs are currently incompatible with OpenSim 0.7.0.2 and earlier. However, you can still save compatible version 0.4 OARs by specifing --version=0 on the save oar command line e.g. save oar --version=0 oars/test.oar
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs202
2 files changed, 121 insertions, 85 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 2c920f6..dd2e859 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -265,9 +265,9 @@ namespace OpenSim
265 LoadOar); 265 LoadOar);
266 266
267 m_console.Commands.AddCommand("region", false, "save oar", 267 m_console.Commands.AddCommand("region", false, "save oar",
268 "save oar [-v|version=N] [<OAR path>]", 268 "save oar [-v|--version=N] [<OAR path>]",
269 "Save a region's data to an OAR archive.", 269 "Save a region's data to an OAR archive.",
270 "-v|version=N generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine 270 "-v|--version=N generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine
271 + "The OAR path must be a filesystem path." 271 + "The OAR path must be a filesystem path."
272 + " If this is not given then the oar is saved to region.oar in the current directory.", 272 + " If this is not given then the oar is saved to region.oar in the current directory.",
273 SaveOar); 273 SaveOar);
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
index 0567a82..3eb797b 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs
@@ -49,7 +49,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver
49 public class ArchiveWriteRequestPreparation 49 public class ArchiveWriteRequestPreparation
50 { 50 {
51 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 51 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
52 52
53 /// <summary>
54 /// The minimum major version of OAR that we can write.
55 /// </summary>
56 public static int MIN_MAJOR_VERSION = 0;
57
58 /// <summary>
59 /// The maximum major version of OAR that we can write.
60 /// </summary>
61 public static int MAX_MAJOR_VERSION = 1;
62
53 protected Scene m_scene; 63 protected Scene m_scene;
54 protected Stream m_saveStream; 64 protected Stream m_saveStream;
55 protected Guid m_requestId; 65 protected Guid m_requestId;
@@ -101,110 +111,136 @@ namespace OpenSim.Region.CoreModules.World.Archiver
101 /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception> 111 /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
102 public void ArchiveRegion(Dictionary<string, object> options) 112 public void ArchiveRegion(Dictionary<string, object> options)
103 { 113 {
104 Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>(); 114 try
105 115 {
106 EntityBase[] entities = m_scene.GetEntities(); 116 Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();
107 List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); 117
108 118 EntityBase[] entities = m_scene.GetEntities();
109 /* 119 List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
110 foreach (ILandObject lo in m_scene.LandChannel.AllParcels()) 120
121 /*
122 foreach (ILandObject lo in m_scene.LandChannel.AllParcels())
123 {
124 if (name == lo.LandData.Name)
125 {
126 // This is the parcel we want
127 }
128 }
129 */
130
131 // Filter entities so that we only have scene objects.
132 // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
133 // end up having to do this
134 foreach (EntityBase entity in entities)
111 { 135 {
112 if (name == lo.LandData.Name) 136 if (entity is SceneObjectGroup)
113 { 137 {
114 // This is the parcel we want 138 SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
139
140 if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
141 sceneObjects.Add((SceneObjectGroup)entity);
115 } 142 }
116 } 143 }
117 */ 144
118 145 UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);
119 // Filter entities so that we only have scene objects. 146
120 // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods 147 foreach (SceneObjectGroup sceneObject in sceneObjects)
121 // end up having to do this
122 foreach (EntityBase entity in entities)
123 {
124 if (entity is SceneObjectGroup)
125 { 148 {
126 SceneObjectGroup sceneObject = (SceneObjectGroup)entity; 149 assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
127
128 if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
129 sceneObjects.Add((SceneObjectGroup)entity);
130 } 150 }
151
152 m_log.DebugFormat(
153 "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
154 sceneObjects.Count, assetUuids.Count);
155
156 // Make sure that we also request terrain texture assets
157 RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
158
159 if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
160 assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
161
162 if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
163 assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
164
165 if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
166 assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
167
168 if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
169 assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
170
171 TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
172
173 // Asynchronously request all the assets required to perform this archive operation
174 ArchiveWriteRequestExecution awre
175 = new ArchiveWriteRequestExecution(
176 sceneObjects,
177 m_scene.RequestModuleInterface<ITerrainModule>(),
178 m_scene.RequestModuleInterface<IRegionSerialiserModule>(),
179 m_scene,
180 archiveWriter,
181 m_requestId,
182 options);
183
184 m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time.");
185
186 // Write out control file. This has to be done first so that subsequent loaders will see this file first
187 // XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this
188 archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options));
189 m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
190
191 new AssetsRequest(
192 new AssetsArchiver(archiveWriter), assetUuids,
193 m_scene.AssetService, awre.ReceivedAllAssets).Execute();
131 } 194 }
132 195 finally
133 UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);
134
135 foreach (SceneObjectGroup sceneObject in sceneObjects)
136 { 196 {
137 assetGatherer.GatherAssetUuids(sceneObject, assetUuids); 197 m_saveStream.Close();
138 } 198 }
139
140 m_log.DebugFormat(
141 "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
142 sceneObjects.Count, assetUuids.Count);
143
144 // Make sure that we also request terrain texture assets
145 RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
146
147 if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
148 assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
149
150 if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
151 assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
152
153 if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
154 assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
155
156 if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
157 assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
158
159 TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
160
161 // Asynchronously request all the assets required to perform this archive operation
162 ArchiveWriteRequestExecution awre
163 = new ArchiveWriteRequestExecution(
164 sceneObjects,
165 m_scene.RequestModuleInterface<ITerrainModule>(),
166 m_scene.RequestModuleInterface<IRegionSerialiserModule>(),
167 m_scene,
168 archiveWriter,
169 m_requestId,
170 options);
171
172 m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time.");
173
174 // Write out control file. This has to be done first so that subsequent loaders will see this file first
175 // XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this
176 archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile(options));
177 m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
178
179 new AssetsRequest(
180 new AssetsArchiver(archiveWriter), assetUuids,
181 m_scene.AssetService, awre.ReceivedAllAssets).Execute();
182 } 199 }
183 200
184 /// <summary> 201 /// <summary>
185 /// Create the control file for the most up to date archive 202 /// Create the control file for the most up to date archive
186 /// </summary> 203 /// </summary>
187 /// <returns></returns> 204 /// <returns></returns>
188 public static string Create0p2ControlFile(Dictionary<string, object> options) 205 public static string CreateControlFile(Dictionary<string, object> options)
189 { 206 {
190 int majorVersion = 0, minorVersion = 5; 207 int majorVersion = MAX_MAJOR_VERSION, minorVersion = 0;
191 208
192 if (options.ContainsKey("version")) 209 if (options.ContainsKey("version"))
193 { 210 {
194 minorVersion = 0;
195 string[] parts = options["version"].ToString().Split('.'); 211 string[] parts = options["version"].ToString().Split('.');
196 if (parts.Length >= 1) 212 if (parts.Length >= 1)
197 majorVersion = Int32.Parse(parts[0]); 213 {
198 if (parts.Length >= 2) 214 majorVersion = Int32.Parse(parts[0]);
199 minorVersion = Int32.Parse(parts[1]); 215
216 if (parts.Length >= 2)
217 minorVersion = Int32.Parse(parts[1]);
218 }
200 } 219 }
201 220
202 m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); 221 if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION)
203// if (majorVersion == 1) 222 {
204// { 223 throw new Exception(
205// m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR"); 224 string.Format(
206// } 225 "OAR version number for save must be between {0} and {1}",
226 MIN_MAJOR_VERSION, MAX_MAJOR_VERSION));
227 }
228 else if (majorVersion == MAX_MAJOR_VERSION)
229 {
230 // Force 1.0
231 minorVersion = 0;
232 }
233 else if (majorVersion == MIN_MAJOR_VERSION)
234 {
235 // Force 0.4
236 minorVersion = 4;
237 }
207 238
239 m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion);
240 if (majorVersion == 1)
241 {
242 m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR");
243 }
208 244
209 StringWriter sw = new StringWriter(); 245 StringWriter sw = new StringWriter();
210 XmlTextWriter xtw = new XmlTextWriter(sw); 246 XmlTextWriter xtw = new XmlTextWriter(sw);