From 17a336f21fe44a88fb18850f660926a9f2fe3e9a Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Wed, 25 Feb 2009 18:07:32 +0000
Subject: * Add InventoryArchiveConstants that I missed from last commit * This
commit also does a first pass at creating folders for an inventory archive
(previously everything was dumped in the same destiantion folder). * This
code might not work yet and nobody else should be using it yet anyway :)
---
.../Archiver/InventoryArchiveConstants.cs | 108 +++++++++++++++++++++
.../Archiver/InventoryArchiveReadRequest.cs | 35 +++++--
2 files changed, 137 insertions(+), 6 deletions(-)
create mode 100644 OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveConstants.cs
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveConstants.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveConstants.cs
new file mode 100644
index 0000000..b274af2
--- /dev/null
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveConstants.cs
@@ -0,0 +1,108 @@
+/*
+ * 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 OpenSim 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
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System.Collections.Generic;
+using OpenMetaverse;
+
+namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
+{
+ ///
+ /// Constants for the inventory archiving module
+ ///
+ public class InventoryArchiveConstants
+ {
+ ///
+ /// Path for the inventory data
+ ///
+ public static readonly string INVENTORY_PATH = "inventory/";
+
+ ///
+ /// Path for the assets held in an archive
+ ///
+ public static readonly string ASSETS_PATH = "assets/";
+
+ ///
+ /// The character the separates the uuid from extension information in an archived asset filename
+ ///
+ public static readonly string ASSET_EXTENSION_SEPARATOR = "_";
+
+ ///
+ /// Extensions used for asset types in the archive
+ ///
+ public static readonly IDictionary ASSET_TYPE_TO_EXTENSION = new Dictionary();
+ public static readonly IDictionary EXTENSION_TO_ASSET_TYPE = new Dictionary();
+
+ static InventoryArchiveConstants()
+ {
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Animation] = ASSET_EXTENSION_SEPARATOR + "animation.bvh";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Bodypart] = ASSET_EXTENSION_SEPARATOR + "bodypart.txt";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.CallingCard] = ASSET_EXTENSION_SEPARATOR + "callingcard.txt";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Clothing] = ASSET_EXTENSION_SEPARATOR + "clothing.txt";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Folder] = ASSET_EXTENSION_SEPARATOR + "folder.txt"; // Not sure if we'll ever see this
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Gesture] = ASSET_EXTENSION_SEPARATOR + "gesture.txt";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageJPEG] = ASSET_EXTENSION_SEPARATOR + "image.jpg";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageTGA] = ASSET_EXTENSION_SEPARATOR + "image.tga";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Landmark] = ASSET_EXTENSION_SEPARATOR + "landmark.txt";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LostAndFoundFolder] = ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"; // Not sure if we'll ever see this
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLBytecode] = ASSET_EXTENSION_SEPARATOR + "bytecode.lso";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLText] = ASSET_EXTENSION_SEPARATOR + "script.lsl";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Notecard] = ASSET_EXTENSION_SEPARATOR + "notecard.txt";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Object] = ASSET_EXTENSION_SEPARATOR + "object.xml";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.RootFolder] = ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"; // Not sure if we'll ever see this
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Simstate] = ASSET_EXTENSION_SEPARATOR + "simstate.bin"; // Not sure if we'll ever see this
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SnapshotFolder] = ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"; // Not sure if we'll ever see this
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Sound] = ASSET_EXTENSION_SEPARATOR + "sound.ogg";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV] = ASSET_EXTENSION_SEPARATOR + "sound.wav";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga";
+ ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TrashFolder] = ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"; // Not sure if we'll ever see this
+
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = (sbyte)AssetType.Animation;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = (sbyte)AssetType.Bodypart;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "callingcard.txt"] = (sbyte)AssetType.CallingCard;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "clothing.txt"] = (sbyte)AssetType.Clothing;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "folder.txt"] = (sbyte)AssetType.Folder;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "gesture.txt"] = (sbyte)AssetType.Gesture;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.jpg"] = (sbyte)AssetType.ImageJPEG;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.tga"] = (sbyte)AssetType.ImageTGA;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "landmark.txt"] = (sbyte)AssetType.Landmark;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"] = (sbyte)AssetType.LostAndFoundFolder;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bytecode.lso"] = (sbyte)AssetType.LSLBytecode;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "script.lsl"] = (sbyte)AssetType.LSLText;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "notecard.txt"] = (sbyte)AssetType.Notecard;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "object.xml"] = (sbyte)AssetType.Object;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"] = (sbyte)AssetType.RootFolder;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "simstate.bin"] = (sbyte)AssetType.Simstate;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"] = (sbyte)AssetType.SnapshotFolder;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.ogg"] = (sbyte)AssetType.Sound;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.wav"] = (sbyte)AssetType.SoundWAV;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.jp2"] = (sbyte)AssetType.Texture;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = (sbyte)AssetType.TextureTGA;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"] = (sbyte)AssetType.TrashFolder;
+ }
+ }
+}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index d2b59ae..2090558 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -77,7 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
this.commsManager = commsManager;
}
- protected InventoryItemBase LoadInvItem(string path, string contents)
+ protected InventoryItemBase LoadInvItem(string contents)
{
InventoryItemBase item = new InventoryItemBase();
StringReader sr = new StringReader(contents);
@@ -183,9 +183,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
}
}
- InventoryFolderImpl inventoryFolder = m_userInfo.RootFolder.FindFolderByPath(m_invPath);
+ InventoryFolderImpl rootDestinationFolder = m_userInfo.RootFolder.FindFolderByPath(m_invPath);
- if (null == inventoryFolder)
+ if (null == rootDestinationFolder)
{
// TODO: Later on, automatically create this folder if it does not exist
m_log.ErrorFormat("[INVENTORY ARCHIVER]: Inventory path {0} does not exist", m_invPath);
@@ -199,7 +199,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
TarArchiveReader.TarEntryType entryType;
while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
{
- if (entryType == TarArchiveReader.TarEntryType.TYPE_DIRECTORY) {
+ if (entryType == TarArchiveReader.TarEntryType.TYPE_DIRECTORY)
+ {
m_log.WarnFormat("[INVENTORY ARCHIVER]: Ignoring directory entry {0}", filePath);
}
else if (filePath.StartsWith(InventoryArchiveConstants.ASSETS_PATH))
@@ -211,7 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
}
else if (filePath.StartsWith(InventoryArchiveConstants.INVENTORY_PATH))
{
- InventoryItemBase item = LoadInvItem(filePath, m_asciiEncoding.GetString(data));
+ InventoryItemBase item = LoadInvItem(m_asciiEncoding.GetString(data));
if (item != null)
{
@@ -220,11 +221,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
item.Creator = m_userInfo.UserProfile.ID;
item.Owner = m_userInfo.UserProfile.ID;
+
+ filePath = filePath.Substring(InventoryArchiveConstants.INVENTORY_PATH.Length);
+ string[] rawFolders = filePath.Split(new char[] { '/' });
+
+ // Find the folders that do exist along the path given
+ int i = 0;
+ bool noFolder = false;
+ InventoryFolderImpl foundFolder = rootDestinationFolder;
+ while (!noFolder && i < rawFolders.Length)
+ {
+ foundFolder = foundFolder.FindFolderByPath(rawFolders[i]);
+ if (null == foundFolder)
+ noFolder = true;
+ else
+ i++;
+ }
+
+ // Create any folders that did not previously exist
+ while (i < rawFolders.Length)
+ {
+ foundFolder.CreateChildFolder(UUID.Random(), rawFolders[i++], (ushort)AssetType.Folder);
+ }
// Reset folder ID to the one in which we want to load it
// TODO: Properly restore entire folder structure. At the moment all items are dumped in this
// single folder no matter where in the saved folder structure they are.
- item.Folder = inventoryFolder.ID;
+ item.Folder = foundFolder.ID;
m_userInfo.AddItem(item);
successfulItemRestores++;
--
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