/* * 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 OpenSimulator 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; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Reflection; using System.Timers; using System.Text.RegularExpressions; using log4net; using Mono.Addins; using Nini.Config; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.OptionalModules.World.AutoBackup { /// <summary> /// Choose between ways of naming the backup files that are generated. /// </summary> /// <remarks>Time: OARs are named by a timestamp. /// Sequential: OARs are named by counting (Region_1.oar, Region_2.oar, etc.) /// Overwrite: Only one file per region is created; it's overwritten each time a backup is made.</remarks> public enum NamingType { Time, Sequential, Overwrite } ///<summary> /// AutoBackupModule: save OAR region backups to disk periodically /// </summary> /// <remarks> /// Config Settings Documentation. /// Each configuration setting can be specified in two places: OpenSim.ini or Regions.ini. /// If specified in Regions.ini, the settings should be within the region's section name. /// If specified in OpenSim.ini, the settings should be within the [AutoBackupModule] section. /// Region-specific settings take precedence. /// /// AutoBackupModuleEnabled: True/False. Default: False. If True, use the auto backup module. This setting does not support per-region basis. /// All other settings under [AutoBackupModule] are ignored if AutoBackupModuleEnabled is false, even per-region settings! /// AutoBackup: True/False. Default: False. If True, activate auto backup functionality. /// This is the only required option for enabling auto-backup; the other options have sane defaults. /// If False for a particular region, the auto-backup module becomes a no-op for the region, and all other AutoBackup* settings are ignored. /// If False globally (the default), only regions that specifically override it in Regions.ini will get AutoBackup functionality. /// AutoBackupInterval: Double, non-negative value. Default: 720 (12 hours). /// The number of minutes between each backup attempt. /// If a negative or zero value is given, it is equivalent to setting AutoBackup = False. /// AutoBackupBusyCheck: True/False. Default: True. /// If True, we will only take an auto-backup if a set of conditions are met. /// These conditions are heuristics to try and avoid taking a backup when the sim is busy. /// AutoBackupSkipAssets /// If true, assets are not saved to the oar file. Considerably reduces impact on simulator when backing up. Intended for when assets db is backed up separately /// AutoBackupKeepFilesForDays /// Backup files older than this value (in days) are deleted during the current backup process, 0 will disable this and keep all backup files indefinitely /// AutoBackupScript: String. Default: not specified (disabled). /// File path to an executable script or binary to run when an automatic backup is taken. /// The file should really be (Windows) an .exe or .bat, or (Linux/Mac) a shell script or binary. /// Trying to "run" directories, or things with weird file associations on Win32, might cause unexpected results! /// argv[1] of the executed file/script will be the file name of the generated OAR. /// If the process can't be spawned for some reason (file not found, no execute permission, etc), write a warning to the console. /// AutoBackupNaming: string. Default: Time. /// One of three strings (case insensitive): /// "Time": Current timestamp is appended to file name. An existing file will never be overwritten. /// "Sequential": A number is appended to the file name. So if RegionName_x.oar exists, we'll save to RegionName_{x+1}.oar next. An existing file will never be overwritten. /// "Overwrite": Always save to file named "${AutoBackupDir}/RegionName.oar", even if we have to overwrite an existing file. /// AutoBackupDir: String. Default: "." (the current directory). /// A directory (absolute or relative) where backups should be saved. /// AutoBackupDilationThreshold: float. Default: 0.5. Lower bound on time dilation required for BusyCheck heuristics to pass. /// If the time dilation is below this value, don't take a backup right now. /// AutoBackupAgentThreshold: int. Default: 10. Upper bound on # of agents in region required for BusyCheck heuristics to pass. /// If the number of agents is greater than this value, don't take a backup right now /// Save memory by setting low initial capacities. Minimizes impact in common cases of all regions using same interval, and instances hosting 1 ~ 4 regions. /// Also helps if you don't want AutoBackup at all. /// </remarks> [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AutoBackupModule")] public class AutoBackupModule : ISharedRegionModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private readonly Dictionary<Guid, IScene> m_pendingSaves = new Dictionary<Guid, IScene>(1); private readonly AutoBackupModuleState m_defaultState = new AutoBackupModuleState(); private readonly Dictionary<IScene, AutoBackupModuleState> m_states = new Dictionary<IScene, AutoBackupModuleState>(1); private readonly Dictionary<Timer, List<IScene>> m_timerMap = new Dictionary<Timer, List<IScene>>(1); private readonly Dictionary<double, Timer> m_timers = new Dictionary<double, Timer>(1); private delegate T DefaultGetter<T>(string settingName, T defaultValue); private bool m_enabled; private ICommandConsole m_console; private List<Scene> m_Scenes = new List<Scene> (); /// <summary> /// Whether the shared module should be enabled at all. NOT the same as m_Enabled in AutoBackupModuleState! /// </summary> private bool m_closed; private IConfigSource m_configSource; /// <summary> /// Required by framework. /// </summary> public bool IsSharedModule { get { return true; } } #region ISharedRegionModule Members /// <summary> /// Identifies the module to the system. /// </summary> string IRegionModuleBase.Name { get { return "AutoBackupModule"; } } /// <summary> /// We don't implement an interface, this is a single-use module. /// </summary> Type IRegionModuleBase.ReplaceableInterface { get { return null; } } /// <summary> /// Called once in the lifetime of the module at startup. /// </summary> /// <param name="source">The input config source for OpenSim.ini.</param> void IRegionModuleBase.Initialise(IConfigSource source) { // Determine if we have been enabled at all in OpenSim.ini -- this is part and parcel of being an optional module this.m_configSource = source; IConfig moduleConfig = source.Configs["AutoBackupModule"]; if (moduleConfig == null) { this.m_enabled = false; return; } else { this.m_enabled = moduleConfig.GetBoolean("AutoBackupModuleEnabled", false); if (this.m_enabled) { m_log.Info("[AUTO BACKUP]: AutoBackupModule enabled"); } else { return; } } Timer defTimer = new Timer(43200000); this.m_defaultState.Timer = defTimer; this.m_timers.Add(43200000, defTimer); defTimer.Elapsed += this.HandleElapsed; defTimer.AutoReset = true; defTimer.Start(); AutoBackupModuleState abms = this.ParseConfig(null, true); m_log.Debug("[AUTO BACKUP]: Here is the default config:"); m_log.Debug(abms.ToString()); } /// <summary> /// Called once at de-init (sim shutting down). /// </summary> void IRegionModuleBase.Close() { if (!this.m_enabled) { return; } // We don't want any timers firing while the sim's coming down; strange things may happen. this.StopAllTimers(); } /// <summary> /// Currently a no-op for AutoBackup because we have to wait for region to be fully loaded. /// </summary> /// <param name="scene"></param> void IRegionModuleBase.AddRegion (Scene scene) { if (!this.m_enabled) { return; } lock (m_Scenes) { m_Scenes.Add (scene); } m_console = MainConsole.Instance; m_console.Commands.AddCommand ( "AutoBackup", false, "dobackup", "dobackup", "do backup.", DoBackup); } /// <summary> /// Here we just clean up some resources and stop the OAR backup (if any) for the given scene. /// </summary> /// <param name="scene">The scene (region) to stop performing AutoBackup on.</param> void IRegionModuleBase.RemoveRegion(Scene scene) { if (!this.m_enabled) { return; } m_Scenes.Remove (scene); if (this.m_states.ContainsKey(scene)) { AutoBackupModuleState abms = this.m_states[scene]; // Remove this scene out of the timer map list Timer timer = abms.Timer; List<IScene> list = this.m_timerMap[timer]; list.Remove(scene); // Shut down the timer if this was the last scene for the timer if (list.Count == 0) { this.m_timerMap.Remove(timer); this.m_timers.Remove(timer.Interval); timer.Close(); } this.m_states.Remove(scene); } } /// <summary> /// Most interesting/complex code paths in AutoBackup begin here. /// We read lots of Nini config, maybe set a timer, add members to state tracking Dictionaries, etc. /// </summary> /// <param name="scene">The scene to (possibly) perform AutoBackup on.</param> void IRegionModuleBase.RegionLoaded(Scene scene) { if (!this.m_enabled) { return; } // This really ought not to happen, but just in case, let's pretend it didn't... if (scene == null) { return; } AutoBackupModuleState abms = this.ParseConfig(scene, false); m_log.Debug("[AUTO BACKUP]: Config for " + scene.RegionInfo.RegionName); m_log.Debug((abms == null ? "DEFAULT" : abms.ToString())); m_states.Add(scene, abms); } /// <summary> /// Currently a no-op. /// </summary> void ISharedRegionModule.PostInitialise() { } #endregion private void DoBackup (string module, string[] args) { if (args.Length != 2) { MainConsole.Instance.OutputFormat ("Usage: dobackup <regionname>"); return; } bool found = false; string name = args [1]; lock (m_Scenes) { foreach (Scene s in m_Scenes) { string test = s.Name.ToString (); if (test == name) { found = true; DoRegionBackup (s); } } if (!found) { MainConsole.Instance.OutputFormat ("No such region {0}. Nothing to backup", name); } } } /// <summary> /// Set up internal state for a given scene. Fairly complex code. /// When this method returns, we've started auto-backup timers, put members in Dictionaries, and created a State object for this scene. /// </summary> /// <param name="scene">The scene to look at.</param> /// <param name="parseDefault">Whether this call is intended to figure out what we consider the "default" config (applied to all regions unless overridden by per-region settings).</param> /// <returns>An AutoBackupModuleState contains most information you should need to know relevant to auto-backup, as applicable to a single region.</returns> private AutoBackupModuleState ParseConfig(IScene scene, bool parseDefault) { string sRegionName; string sRegionLabel; // string prepend; AutoBackupModuleState state; if (parseDefault) { sRegionName = null; sRegionLabel = "DEFAULT"; // prepend = ""; state = this.m_defaultState; } else { sRegionName = scene.RegionInfo.RegionName; sRegionLabel = sRegionName; // prepend = sRegionName + "."; state = null; } // Read the config settings and set variables. IConfig regionConfig = (scene != null ? scene.Config.Configs[sRegionName] : null); IConfig config = this.m_configSource.Configs["AutoBackupModule"]; if (config == null) { // defaultState would be disabled too if the section doesn't exist. state = this.m_defaultState; return state; } bool tmpEnabled = ResolveBoolean("AutoBackup", this.m_defaultState.Enabled, config, regionConfig); if (state == null && tmpEnabled != this.m_defaultState.Enabled) //Varies from default state { state = new AutoBackupModuleState(); } if (state != null) { state.Enabled = tmpEnabled; } // If you don't want AutoBackup, we stop. if ((state == null && !this.m_defaultState.Enabled) || (state != null && !state.Enabled)) { return state; } else { m_log.Info("[AUTO BACKUP]: Region " + sRegionLabel + " is AutoBackup ENABLED."); } // Borrow an existing timer if one exists for the same interval; otherwise, make a new one. double interval = this.ResolveDouble("AutoBackupInterval", this.m_defaultState.IntervalMinutes, config, regionConfig) * 60000.0; if (state == null && interval != this.m_defaultState.IntervalMinutes * 60000.0) { state = new AutoBackupModuleState(); } if (this.m_timers.ContainsKey(interval)) { if (state != null) { state.Timer = this.m_timers[interval]; } m_log.Debug("[AUTO BACKUP]: Reusing timer for " + interval + " msec for region " + sRegionLabel); } else { // 0 or negative interval == do nothing. if (interval <= 0.0 && state != null) { state.Enabled = false; return state; } if (state == null) { state = new AutoBackupModuleState(); } Timer tim = new Timer(interval); state.Timer = tim; //Milliseconds -> minutes this.m_timers.Add(interval, tim); tim.Elapsed += this.HandleElapsed; tim.AutoReset = true; tim.Start(); } // Add the current region to the list of regions tied to this timer. if (scene != null) { if (state != null) { if (this.m_timerMap.ContainsKey(state.Timer)) { this.m_timerMap[state.Timer].Add(scene); } else { List<IScene> scns = new List<IScene>(1); scns.Add(scene); this.m_timerMap.Add(state.Timer, scns); } } else { if (this.m_timerMap.ContainsKey(this.m_defaultState.Timer)) { this.m_timerMap[this.m_defaultState.Timer].Add(scene); } else { List<IScene> scns = new List<IScene>(1); scns.Add(scene); this.m_timerMap.Add(this.m_defaultState.Timer, scns); } } } bool tmpBusyCheck = ResolveBoolean("AutoBackupBusyCheck", this.m_defaultState.BusyCheck, config, regionConfig); if (state == null && tmpBusyCheck != this.m_defaultState.BusyCheck) { state = new AutoBackupModuleState(); } if (state != null) { state.BusyCheck = tmpBusyCheck; } // Included Option To Skip Assets bool tmpSkipAssets = ResolveBoolean("AutoBackupSkipAssets", this.m_defaultState.SkipAssets, config, regionConfig); if (state == null && tmpSkipAssets != this.m_defaultState.SkipAssets) { state = new AutoBackupModuleState(); } if (state != null) { state.SkipAssets = tmpSkipAssets; } // How long to keep backup files in days, 0 Disables this feature int tmpKeepFilesForDays = ResolveInt("AutoBackupKeepFilesForDays", this.m_defaultState.KeepFilesForDays, config, regionConfig); if (state == null && tmpKeepFilesForDays != this.m_defaultState.KeepFilesForDays) { state = new AutoBackupModuleState(); } if (state != null) { state.KeepFilesForDays = tmpKeepFilesForDays; } // Set file naming algorithm string stmpNamingType = ResolveString("AutoBackupNaming", this.m_defaultState.NamingType.ToString(), config, regionConfig); NamingType tmpNamingType; if (stmpNamingType.Equals("Time", StringComparison.CurrentCultureIgnoreCase)) { tmpNamingType = NamingType.Time; } else if (stmpNamingType.Equals("Sequential", StringComparison.CurrentCultureIgnoreCase)) { tmpNamingType = NamingType.Sequential; } else if (stmpNamingType.Equals("Overwrite", StringComparison.CurrentCultureIgnoreCase)) { tmpNamingType = NamingType.Overwrite; } else { m_log.Warn("Unknown naming type specified for region " + sRegionLabel + ": " + stmpNamingType); tmpNamingType = NamingType.Time; } if (state == null && tmpNamingType != this.m_defaultState.NamingType) { state = new AutoBackupModuleState(); } if (state != null) { state.NamingType = tmpNamingType; } string tmpScript = ResolveString("AutoBackupScript", this.m_defaultState.Script, config, regionConfig); if (state == null && tmpScript != this.m_defaultState.Script) { state = new AutoBackupModuleState(); } if (state != null) { state.Script = tmpScript; } string tmpBackupDir = ResolveString("AutoBackupDir", ".", config, regionConfig); if (state == null && tmpBackupDir != this.m_defaultState.BackupDir) { state = new AutoBackupModuleState(); } if (state != null) { state.BackupDir = tmpBackupDir; // Let's give the user some convenience and auto-mkdir if (state.BackupDir != ".") { try { DirectoryInfo dirinfo = new DirectoryInfo(state.BackupDir); if (!dirinfo.Exists) { dirinfo.Create(); } } catch (Exception e) { m_log.Warn( "[AUTO BACKUP]: BAD NEWS. You won't be able to save backups to directory " + state.BackupDir + " because it doesn't exist or there's a permissions issue with it. Here's the exception.", e); } } } if(state == null) return m_defaultState; return state; } /// <summary> /// Helper function for ParseConfig. /// </summary> /// <param name="settingName"></param> /// <param name="defaultValue"></param> /// <param name="global"></param> /// <param name="local"></param> /// <returns></returns> private bool ResolveBoolean(string settingName, bool defaultValue, IConfig global, IConfig local) { if(local != null) { return local.GetBoolean(settingName, global.GetBoolean(settingName, defaultValue)); } else { return global.GetBoolean(settingName, defaultValue); } } /// <summary> /// Helper function for ParseConfig. /// </summary> /// <param name="settingName"></param> /// <param name="defaultValue"></param> /// <param name="global"></param> /// <param name="local"></param> /// <returns></returns> private double ResolveDouble(string settingName, double defaultValue, IConfig global, IConfig local) { if (local != null) { return local.GetDouble(settingName, global.GetDouble(settingName, defaultValue)); } else { return global.GetDouble(settingName, defaultValue); } } /// <summary> /// Helper function for ParseConfig. /// </summary> /// <param name="settingName"></param> /// <param name="defaultValue"></param> /// <param name="global"></param> /// <param name="local"></param> /// <returns></returns> private int ResolveInt(string settingName, int defaultValue, IConfig global, IConfig local) { if (local != null) { return local.GetInt(settingName, global.GetInt(settingName, defaultValue)); } else { return global.GetInt(settingName, defaultValue); } } /// <summary> /// Helper function for ParseConfig. /// </summary> /// <param name="settingName"></param> /// <param name="defaultValue"></param> /// <param name="global"></param> /// <param name="local"></param> /// <returns></returns> private string ResolveString(string settingName, string defaultValue, IConfig global, IConfig local) { if (local != null) { return local.GetString(settingName, global.GetString(settingName, defaultValue)); } else { return global.GetString(settingName, defaultValue); } } /// <summary> /// Called when any auto-backup timer expires. This starts the code path for actually performing a backup. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void HandleElapsed(object sender, ElapsedEventArgs e) { // TODO: heuristic thresholds are per-region, so we should probably run heuristics once per region // XXX: Running heuristics once per region could add undue performance penalty for something that's supposed to // check whether the region is too busy! Especially on sims with LOTS of regions. // Alternative: make heuristics thresholds global to the module rather than per-region. Less flexible, // but would allow us to be semantically correct while being easier on perf. // Alternative 2: Run heuristics once per unique set of heuristics threshold parameters! Ay yi yi... // Alternative 3: Don't support per-region heuristics at all; just accept them as a global only parameter. // Since this is pretty experimental, I haven't decided which alternative makes the most sense. if (this.m_closed) { return; } bool heuristicsRun = false; bool heuristicsPassed = false; if (!this.m_timerMap.ContainsKey((Timer) sender)) { m_log.Debug("[AUTO BACKUP]: Code-up error: timerMap doesn't contain timer " + sender); } List<IScene> tmap = this.m_timerMap[(Timer) sender]; if (tmap != null && tmap.Count > 0) { foreach (IScene scene in tmap) { AutoBackupModuleState state = this.m_states[scene]; bool heuristics = state.BusyCheck; // Fast path: heuristics are on; already ran em; and sim is fine; OR, no heuristics for the region. if ((heuristics && heuristicsRun && heuristicsPassed) || !heuristics) { this.DoRegionBackup(scene); // Heuristics are on; ran but we're too busy -- keep going. Maybe another region will have heuristics off! } else if (heuristicsRun) { m_log.Info("[AUTO BACKUP]: Heuristics: too busy to backup " + scene.RegionInfo.RegionName + " right now."); continue; // Logical Deduction: heuristics are on but haven't been run } else { heuristicsPassed = this.RunHeuristics(scene); heuristicsRun = true; if (!heuristicsPassed) { m_log.Info("[AUTO BACKUP]: Heuristics: too busy to backup " + scene.RegionInfo.RegionName + " right now."); continue; } this.DoRegionBackup(scene); } // Remove Old Backups this.RemoveOldFiles(state); } } } /// <summary> /// Save an OAR, register for the callback for when it's done, then call the AutoBackupScript (if applicable). /// </summary> /// <param name="scene"></param> private void DoRegionBackup(IScene scene) { if (!scene.Ready) { // We won't backup a region that isn't operating normally. m_log.Warn("[AUTO BACKUP]: Not backing up region " + scene.RegionInfo.RegionName + " because its status is " + scene.RegionStatus); return; } AutoBackupModuleState state = this.m_states[scene]; IRegionArchiverModule iram = scene.RequestModuleInterface<IRegionArchiverModule>(); string savePath = BuildOarPath(scene.RegionInfo.RegionName, state.BackupDir, state.NamingType); if (savePath == null) { m_log.Warn("[AUTO BACKUP]: savePath is null in HandleElapsed"); return; } Guid guid = Guid.NewGuid(); m_pendingSaves.Add(guid, scene); state.LiveRequests.Add(guid, savePath); ((Scene) scene).EventManager.OnOarFileSaved += new EventManager.OarFileSaved(EventManager_OnOarFileSaved); m_log.Info("[AUTO BACKUP]: Backing up region " + scene.RegionInfo.RegionName); // Must pass options, even if dictionary is empty! Dictionary<string, object> options = new Dictionary<string, object>(); if (state.SkipAssets) options["noassets"] = true; iram.ArchiveRegion(savePath, guid, options); } // For the given state, remove backup files older than the states KeepFilesForDays property private void RemoveOldFiles(AutoBackupModuleState state) { // 0 Means Disabled, Keep Files Indefinitely if (state.KeepFilesForDays > 0) { string[] files = Directory.GetFiles(state.BackupDir, "*.oar"); DateTime CuttOffDate = DateTime.Now.AddDays(0 - state.KeepFilesForDays); foreach (string file in files) { try { FileInfo fi = new FileInfo(file); if (fi.CreationTime < CuttOffDate) fi.Delete(); } catch (Exception Ex) { m_log.Error("[AUTO BACKUP]: Error deleting old backup file '" + file + "': " + Ex.Message); } } } } /// <summary> /// Called by the Event Manager when the OnOarFileSaved event is fired. /// </summary> /// <param name="guid"></param> /// <param name="message"></param> void EventManager_OnOarFileSaved(Guid guid, string message) { // Ignore if the OAR save is being done by some other part of the system if (m_pendingSaves.ContainsKey(guid)) { AutoBackupModuleState abms = m_states[(m_pendingSaves[guid])]; ExecuteScript(abms.Script, abms.LiveRequests[guid]); m_pendingSaves.Remove(guid); abms.LiveRequests.Remove(guid); } } /// <summary>This format may turn out to be too unwieldy to keep... /// Besides, that's what ctimes are for. But then how do I name each file uniquely without using a GUID? /// Sequential numbers, right? We support those, too!</summary> private static string GetTimeString() { StringWriter sw = new StringWriter(); sw.Write("_"); DateTime now = DateTime.Now; sw.Write(now.Year); sw.Write("y_"); sw.Write(now.Month); sw.Write("M_"); sw.Write(now.Day); sw.Write("d_"); sw.Write(now.Hour); sw.Write("h_"); sw.Write(now.Minute); sw.Write("m_"); sw.Write(now.Second); sw.Write("s"); sw.Flush(); string output = sw.ToString(); sw.Close(); return output; } /// <summary>Return value of true ==> not too busy; false ==> too busy to backup an OAR right now, or error.</summary> private bool RunHeuristics(IScene region) { try { return this.RunTimeDilationHeuristic(region) && this.RunAgentLimitHeuristic(region); } catch (Exception e) { m_log.Warn("[AUTO BACKUP]: Exception in RunHeuristics", e); return false; } } /// <summary> /// If the time dilation right at this instant is less than the threshold specified in AutoBackupDilationThreshold (default 0.5), /// then we return false and trip the busy heuristic's "too busy" path (i.e. don't save an OAR). /// AutoBackupDilationThreshold is a _LOWER BOUND_. Lower Time Dilation is bad, so if you go lower than our threshold, it's "too busy". /// </summary> /// <param name="region"></param> /// <returns>Returns true if we're not too busy; false means we've got worse time dilation than the threshold.</returns> private bool RunTimeDilationHeuristic(IScene region) { string regionName = region.RegionInfo.RegionName; return region.TimeDilation >= this.m_configSource.Configs["AutoBackupModule"].GetFloat( regionName + ".AutoBackupDilationThreshold", 0.5f); } /// <summary> /// If the root agent count right at this instant is less than the threshold specified in AutoBackupAgentThreshold (default 10), /// then we return false and trip the busy heuristic's "too busy" path (i.e., don't save an OAR). /// AutoBackupAgentThreshold is an _UPPER BOUND_. Higher Agent Count is bad, so if you go higher than our threshold, it's "too busy". /// </summary> /// <param name="region"></param> /// <returns>Returns true if we're not too busy; false means we've got more agents on the sim than the threshold.</returns> private bool RunAgentLimitHeuristic(IScene region) { string regionName = region.RegionInfo.RegionName; try { Scene scene = (Scene) region; // TODO: Why isn't GetRootAgentCount() a method in the IScene interface? Seems generally useful... return scene.GetRootAgentCount() <= this.m_configSource.Configs["AutoBackupModule"].GetInt( regionName + ".AutoBackupAgentThreshold", 10); } catch (InvalidCastException ice) { m_log.Debug( "[AUTO BACKUP]: I NEED MAINTENANCE: IScene is not a Scene; can't get root agent count!", ice); return true; // Non-obstructionist safest answer... } } /// <summary> /// Run the script or executable specified by the "AutoBackupScript" config setting. /// Of course this is a security risk if you let anyone modify OpenSim.ini and they want to run some nasty bash script. /// But there are plenty of other nasty things that can be done with an untrusted OpenSim.ini, such as running high threat level scripting functions. /// </summary> /// <param name="scriptName"></param> /// <param name="savePath"></param> private static void ExecuteScript(string scriptName, string savePath) { // Do nothing if there's no script. if (scriptName == null || scriptName.Length <= 0) { return; } try { FileInfo fi = new FileInfo(scriptName); if (fi.Exists) { ProcessStartInfo psi = new ProcessStartInfo(scriptName); psi.Arguments = savePath; psi.CreateNoWindow = true; Process proc = Process.Start(psi); proc.ErrorDataReceived += HandleProcErrorDataReceived; } } catch (Exception e) { m_log.Warn( "Exception encountered when trying to run script for oar backup " + savePath, e); } } /// <summary> /// Called if a running script process writes to stderr. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private static void HandleProcErrorDataReceived(object sender, DataReceivedEventArgs e) { m_log.Warn("ExecuteScript hook " + ((Process) sender).ProcessName + " is yacking on stderr: " + e.Data); } /// <summary> /// Quickly stop all timers from firing. /// </summary> private void StopAllTimers() { foreach (Timer t in this.m_timerMap.Keys) { t.Close(); } this.m_closed = true; } /// <summary> /// Determine the next unique filename by number, for "Sequential" AutoBackupNamingType. /// </summary> /// <param name="dirName"></param> /// <param name="regionName"></param> /// <returns></returns> private static string GetNextFile(string dirName, string regionName) { FileInfo uniqueFile = null; long biggestExistingFile = GetNextOarFileNumber(dirName, regionName); biggestExistingFile++; // We don't want to overwrite the biggest existing file; we want to write to the NEXT biggest. uniqueFile = new FileInfo(dirName + Path.DirectorySeparatorChar + regionName + "_" + biggestExistingFile + ".oar"); return uniqueFile.FullName; } /// <summary> /// Top-level method for creating an absolute path to an OAR backup file based on what naming scheme the user wants. /// </summary> /// <param name="regionName">Name of the region to save.</param> /// <param name="baseDir">Absolute or relative path to the directory where the file should reside.</param> /// <param name="naming">The naming scheme for the file name.</param> /// <returns></returns> private static string BuildOarPath(string regionName, string baseDir, NamingType naming) { FileInfo path = null; switch (naming) { case NamingType.Overwrite: path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName + ".oar"); return path.FullName; case NamingType.Time: path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName + GetTimeString() + ".oar"); return path.FullName; case NamingType.Sequential: // All codepaths in GetNextFile should return a file name ending in .oar path = new FileInfo(GetNextFile(baseDir, regionName)); return path.FullName; default: m_log.Warn("VERY BAD: Unhandled case element " + naming); break; } return null; } /// <summary> /// Helper function for Sequential file naming type (see BuildOarPath and GetNextFile). /// </summary> /// <param name="dirName"></param> /// <param name="regionName"></param> /// <returns></returns> private static long GetNextOarFileNumber(string dirName, string regionName) { long retval = 1; DirectoryInfo di = new DirectoryInfo(dirName); FileInfo[] fi = di.GetFiles(regionName, SearchOption.TopDirectoryOnly); Array.Sort(fi, (f1, f2) => StringComparer.CurrentCultureIgnoreCase.Compare(f1.Name, f2.Name)); if (fi.LongLength > 0) { long subtract = 1L; bool worked = false; Regex reg = new Regex(regionName + "_([0-9])+" + ".oar"); while (!worked && subtract <= fi.LongLength) { // Pick the file with the last natural ordering string biggestFileName = fi[fi.LongLength - subtract].Name; MatchCollection matches = reg.Matches(biggestFileName); long l = 1; if (matches.Count > 0 && matches[0].Groups.Count > 0) { try { long.TryParse(matches[0].Groups[1].Value, out l); retval = l; worked = true; } catch (FormatException fe) { m_log.Warn( "[AUTO BACKUP]: Error: Can't parse long value from file name to determine next OAR backup file number!", fe); subtract++; } } else { subtract++; } } } return retval; } } }