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++; -- cgit v1.1