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* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
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* 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
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*/
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Scenes;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using libsecondlife;
using log4net;
using Nini.Config;
namespace OpenSim.Region.Environment.Modules.World.Archiver
{
///
/// Prepare to write out an archive.
///
public class ArchiveWriteRequestPreparation
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Scene m_scene;
protected string m_savePath;
///
/// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
/// asset was found by the asset service.
///
protected AssetBase m_requestedObjectAsset;
///
/// Signal whether we are currently waiting for the asset service to deliver an asset.
///
protected bool m_waitingForObjectAsset;
///
/// Constructor
///
public ArchiveWriteRequestPreparation(Scene scene, string savePath)
{
m_scene = scene;
m_savePath = savePath;
}
///
/// The callback made when we request the asset for an object from the asset service.
///
public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
{
lock (this)
{
m_requestedObjectAsset = asset;
m_waitingForObjectAsset = false;
Monitor.Pulse(this);
}
}
///
/// Get all the asset uuids associated with a given object. This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
///
///
///
protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids)
{
m_log.DebugFormat(
"[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.RootPart.Name, sceneObject.UUID);
foreach (SceneObjectPart part in sceneObject.GetParts())
{
m_log.DebugFormat(
"[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
// XXX: Not a great way to iterate through face textures, but there's no
// other way to tell how many faces there actually are
int i = 0;
foreach (LLObject.TextureEntryFace texture in part.Shape.Textures.FaceTextures)
{
if (texture != null)
{
m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
assetUuids[texture.TextureID] = 1;
}
}
foreach (TaskInventoryItem tii in part.TaskInventory.Values)
{
if (!assetUuids.ContainsKey(tii.AssetID))
{
assetUuids[tii.AssetID] = 1;
if (tii.Type != (int)InventoryType.Object)
{
m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID);
}
else
{
m_waitingForObjectAsset = true;
m_scene.AssetCache.GetAsset(tii.AssetID, AssetRequestCallback, true);
// The asset cache callback can either
//
// 1. Complete on the same thread (if the asset is already in the cache) or
// 2. Come in via a different thread (if we need to go fetch it).
//
// The code below handles both these alternatives.
lock (this)
{
if (m_waitingForObjectAsset)
{
Monitor.Wait(this);
m_waitingForObjectAsset = false;
}
}
if (null != m_requestedObjectAsset)
{
string xml = Helpers.FieldToUTF8String(m_requestedObjectAsset.Data);
SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml);
GetSceneObjectAssetUuids(sog, assetUuids);
}
}
}
}
}
}
public void ArchiveRegion()
{
Dictionary assetUuids = new Dictionary();
List entities = m_scene.GetEntities();
foreach (EntityBase entity in entities)
{
if (entity is SceneObjectGroup)
{
GetSceneObjectAssetUuids((SceneObjectGroup)entity, assetUuids);
}
}
string serializedEntities = SerializeObjects(entities);
if (serializedEntities != null && serializedEntities.Length > 0)
{
m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} assets", assetUuids.Count);
// Asynchronously request all the assets required to perform this archive operation
ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution(serializedEntities, m_savePath);
new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute();
}
}
///
/// Get an xml representation of the given scene objects.
///
///
///
protected static string SerializeObjects(List entities)
{
string serialization = "";
List serObjects = new List();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
{
serObjects.Add(((SceneObjectGroup) ent).ToXmlString2());
}
}
foreach (string serObject in serObjects)
serialization += serObject;
serialization += "";
return serialization;
}
}
}