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|
#pragma warning disable 1587
///
/// 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.Globalization;
using System.IO;
using System.Reflection;
using System.Timers;
using System.Text.RegularExpressions;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
///
/// Config Settings Documentation.
/// At the TOP LEVEL, e.g. in OpenSim.ini, we have the following options:
/// EACH REGION, in OpenSim.ini, can have the following settings under the [AutoBackupModule] section.
/// IMPORTANT: You may optionally specify the key name as follows for a per-region key: <Region Name>.<Key Name>
/// Example: My region is named Foo.
/// If I wanted to specify the "AutoBackupInterval" key just for this region, I would name my key "Foo.AutoBackupInterval", under the [AutoBackupModule] section of OpenSim.ini.
/// Instead of specifying them on a per-region basis, you can also omit the region name to specify the default setting for all regions.
/// 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 this with "FooRegion.AutoBackup = true" 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.
/// 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.
///
namespace OpenSim.Region.OptionalModules.World.AutoBackup
{
public enum NamingType
{
Time,
Sequential,
Overwrite
}
public class AutoBackupModule : ISharedRegionModule
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// True means IRegionModuleBase.Close() was called on us, and we should stop operation ASAP.
/// Used to prevent elapsing timers after Close() is called from trying to start an autobackup while the sim is shutting down.
private readonly AutoBackupModuleState m_defaultState = new AutoBackupModuleState();
/// 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
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 bool m_enabled;
/// Whether the shared module should be enabled at all. NOT the same as m_Enabled in AutoBackupModuleState!
private bool m_closed;
private IConfigSource m_configSource;
public bool IsSharedModule
{
get { return true; }
}
#region ISharedRegionModule Members
string IRegionModuleBase.Name
{
get { return "AutoBackupModule"; }
}
Type IRegionModuleBase.ReplaceableInterface
{
get { return null; }
}
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());
}
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();
}
void IRegionModuleBase.AddRegion(Scene scene)
{
/// NO-OP. Wait for the region to be loaded.
}
void IRegionModuleBase.RemoveRegion(Scene scene)
{
if (!this.m_enabled)
{
return;
}
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);
}
}
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()));
}
void ISharedRegionModule.PostInitialise()
{
/// I don't care right now.
}
#endregion
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 config = this.m_configSource.Configs["AutoBackupModule"];
if (config == null)
{
/// defaultState would be disabled too if the section doesn't exist.
state = this.m_defaultState;
m_log.Info("[AUTO BACKUP]: Region " + sRegionLabel + " is NOT AutoBackup enabled.");
return state;
}
bool tmpEnabled = config.GetBoolean(prepend + "AutoBackup", this.m_defaultState.Enabled);
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))
{
m_log.Info("[AUTO BACKUP]: Region " + sRegionLabel + " is NOT AutoBackup 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 =
config.GetDouble(prepend + "AutoBackupInterval", this.m_defaultState.IntervalMinutes)*
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 = config.GetBoolean(prepend + "AutoBackupBusyCheck",
this.m_defaultState.BusyCheck);
if (state == null && tmpBusyCheck != this.m_defaultState.BusyCheck)
{
state = new AutoBackupModuleState();
}
if (state != null)
{
state.BusyCheck = tmpBusyCheck;
}
/// Set file naming algorithm
string stmpNamingType = config.GetString(prepend + "AutoBackupNaming",
this.m_defaultState.NamingType.ToString());
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 = config.GetString(prepend + "AutoBackupScript",
this.m_defaultState.Script);
if (state == null && tmpScript != this.m_defaultState.Script)
{
state = new AutoBackupModuleState();
}
if (state != null)
{
state.Script = tmpScript;
}
string tmpBackupDir = config.GetString(prepend + "AutoBackupDir", ".");
if (state == null && tmpBackupDir != this.m_defaultState.BackupDir)
{
state = new AutoBackupModuleState();
}
if (state != null)
{
state.BackupDir = tmpBackupDir;
/// Let's give the user *one* 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(
"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);
}
}
}
return state;
}
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...
if (this.m_closed)
{
return;
}
bool heuristicsRun = false;
bool heuristicsPassed = false;
if (!this.m_timerMap.ContainsKey((Timer) sender))
{
m_log.Debug("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);
}
}
}
}
private void DoRegionBackup(IScene scene)
{
if (scene.RegionStatus != RegionStatus.Up)
{
/// 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);
/// m_log.Debug("[AUTO BACKUP]: savePath = " + savePath);
if (savePath == null)
{
m_log.Warn("[AUTO BACKUP]: savePath is null in HandleElapsed");
return;
}
iram.ArchiveRegion(savePath, Guid.NewGuid(), null);
ExecuteScript(state.Script, savePath);
}
/// 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? Ugh. Almost makes TOO much sense.
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;
}
///
/// Return value of true ==> not too busy; false ==> too busy to backup an OAR right now, or error.
///
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;
}
}
///
/// 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".
/// Return value of "true" ==> not too busy. Return value of "false" ==> too busy!
///
private bool RunTimeDilationHeuristic(IScene region)
{
string regionName = region.RegionInfo.RegionName;
return region.TimeDilation >=
this.m_configSource.Configs["AutoBackupModule"].GetFloat(
regionName + ".AutoBackupDilationThreshold", 0.5f);
}
///
/// 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".
/// Return value of "true" ==> not too busy. Return value of "false" ==> too busy!
///
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...
}
}
private static void ExecuteScript(string scriptName, string savePath)
{
//Fast path out
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);
}
}
private static void HandleProcErrorDataReceived(object sender, DataReceivedEventArgs e)
{
m_log.Warn("ExecuteScript hook " + ((Process) sender).ProcessName +
" is yacking on stderr: " + e.Data);
}
private void StopAllTimers()
{
foreach (Timer t in this.m_timerMap.Keys)
{
t.Close();
}
this.m_closed = true;
}
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;
}
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;
}
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;
}
}
}
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