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* 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:
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* 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
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using OpenSim.Framework;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Modules.World.Terrain;
using OpenSim.Framework.Communications.Cache;
using System;
using Axiom.Math;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Reflection;
using System.Xml;
using libsecondlife;
using log4net;
namespace OpenSim.Region.Environment.Modules.World.Archiver
{
///
/// Handles an individual archive read request
///
public class ArchiveReadRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding();
private Scene m_scene;
private string m_loadPath;
///
/// Used to cache lookups for valid uuids.
///
private IDictionary m_validUserUuids = new Dictionary();
public ArchiveReadRequest(Scene scene, string loadPath)
{
m_scene = scene;
m_loadPath = loadPath;
DearchiveRegion();
}
private void DearchiveRegion()
{
TarArchiveReader archive
= new TarArchiveReader(
new GZipStream(new FileStream(m_loadPath, FileMode.Open), CompressionMode.Decompress));
//AssetsDearchiver dearchiver = new AssetsDearchiver(m_scene.AssetCache);
List serialisedSceneObjects = new List();
string filePath = "ERROR";
int successfulAssetRestores = 0;
int failedAssetRestores = 0;
byte[] data;
while ((data = archive.ReadEntry(out filePath)) != null)
{
//m_log.DebugFormat(
// "[ARCHIVER]: Successfully read {0} ({1} bytes)}", filePath, data.Length);
if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
{
serialisedSceneObjects.Add(m_asciiEncoding.GetString(data));
}
// else if (filePath.Equals(ArchiveConstants.ASSETS_METADATA_PATH))
// {
// string xml = m_asciiEncoding.GetString(data);
// dearchiver.AddAssetMetadata(xml);
// }
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
{
if (LoadAsset(filePath, data))
successfulAssetRestores++;
else
failedAssetRestores++;
}
else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
{
LoadTerrain(filePath, data);
}
}
//m_log.Debug("[ARCHIVER]: Reached end of archive");
archive.Close();
m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
if (failedAssetRestores > 0)
m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
m_scene.DeleteAllSceneObjects();
// Reload serialized prims
m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
IRegionSerialiser serialiser = m_scene.RequestModuleInterface();
ICollection sceneObjects = new List();
foreach (string serialisedSceneObject in serialisedSceneObjects)
{
SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
// For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
// on the same region server and multiple examples a single object archive to be imported
// to the same scene (when this is possible).
sceneObject.ResetIDs();
// Try to retain the original creator/owner/lastowner if their uuid is present on this grid
// otherwise, use the master avatar uuid instead
LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID;
if (m_scene.RegionInfo.EstateSettings.EstateOwner != LLUUID.Zero)
masterAvatarId = m_scene.RegionInfo.EstateSettings.EstateOwner;
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
if (!resolveUserUuid(part.CreatorID))
part.CreatorID = masterAvatarId;
if (!resolveUserUuid(part.OwnerID))
part.OwnerID = masterAvatarId;
if (!resolveUserUuid(part.LastOwnerID))
part.LastOwnerID = masterAvatarId;
// And zap any troublesome sit target information
part.SitTargetOrientation = new Quaternion(0,0,0,1);
part.SitTargetPosition = new Vector3(0,0,0);
}
if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
{
sceneObjects.Add(sceneObject);
}
}
m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjects.Count);
int ignoredObjects = serialisedSceneObjects.Count - sceneObjects.Count;
if (ignoredObjects > 0)
m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
m_log.Debug("[ARCHIVER]: Starting scripts");
foreach (SceneObjectGroup sceneObject in sceneObjects)
{
sceneObject.CreateScriptInstances(0, true);
}
}
///
/// Look up the given user id to check whether it's one that is valid for this grid.
///
///
///
private bool resolveUserUuid(LLUUID uuid)
{
if (!m_validUserUuids.ContainsKey(uuid))
{
CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(uuid);
if (profile != null && profile.UserProfile != null)
m_validUserUuids.Add(uuid, true);
else
m_validUserUuids.Add(uuid, false);
}
if (m_validUserUuids[uuid])
return true;
else
return false;
}
///
/// Load an asset
///
///
///
/// true if asset was successfully loaded, false otherwise
private bool LoadAsset(string assetPath, byte[] data)
{
// Right now we're nastily obtaining the lluuid from the filename
string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
string extension = filename.Substring(filename.LastIndexOf("_"));
string uuid = filename.Remove(filename.Length - extension.Length);
if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
{
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new LLUUID(uuid), String.Empty);
asset.Type = assetType;
asset.Data = data;
m_scene.AssetCache.AddAsset(asset);
return true;
}
else
{
m_log.ErrorFormat(
"[ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
assetPath, extension);
return false;
}
}
///
/// Load terrain data
///
///
///
///
/// true if terrain was resolved successfully, false otherwise.
///
private bool LoadTerrain(string terrainPath, byte[] data)
{
ITerrainModule terrainModule = m_scene.RequestModuleInterface();
MemoryStream ms = new MemoryStream(data);
terrainModule.LoadFromStream(terrainPath, ms);
ms.Close();
m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath);
return true;
}
}
}