diff options
author | Justin Clarke Casey | 2009-02-25 18:07:32 +0000 |
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committer | Justin Clarke Casey | 2009-02-25 18:07:32 +0000 |
commit | 17a336f21fe44a88fb18850f660926a9f2fe3e9a (patch) | |
tree | 995df58218c751f278406d3015559f78b66ddb11 | |
parent | * Store inventory data in an 'inventory' directory rather than in the root of... (diff) | |
download | opensim-SC_OLD-17a336f21fe44a88fb18850f660926a9f2fe3e9a.zip opensim-SC_OLD-17a336f21fe44a88fb18850f660926a9f2fe3e9a.tar.gz opensim-SC_OLD-17a336f21fe44a88fb18850f660926a9f2fe3e9a.tar.bz2 opensim-SC_OLD-17a336f21fe44a88fb18850f660926a9f2fe3e9a.tar.xz |
* 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 :)
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveConstants.cs | 108 | ||||
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs | 35 |
2 files changed, 137 insertions, 6 deletions
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 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System.Collections.Generic; | ||
29 | using OpenMetaverse; | ||
30 | |||
31 | namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | ||
32 | { | ||
33 | /// <summary> | ||
34 | /// Constants for the inventory archiving module | ||
35 | /// </summary> | ||
36 | public class InventoryArchiveConstants | ||
37 | { | ||
38 | /// <summary> | ||
39 | /// Path for the inventory data | ||
40 | /// </summary> | ||
41 | public static readonly string INVENTORY_PATH = "inventory/"; | ||
42 | |||
43 | /// <summary> | ||
44 | /// Path for the assets held in an archive | ||
45 | /// </summary> | ||
46 | public static readonly string ASSETS_PATH = "assets/"; | ||
47 | |||
48 | /// <summary> | ||
49 | /// The character the separates the uuid from extension information in an archived asset filename | ||
50 | /// </summary> | ||
51 | public static readonly string ASSET_EXTENSION_SEPARATOR = "_"; | ||
52 | |||
53 | /// <summary> | ||
54 | /// Extensions used for asset types in the archive | ||
55 | /// </summary> | ||
56 | public static readonly IDictionary<sbyte, string> ASSET_TYPE_TO_EXTENSION = new Dictionary<sbyte, string>(); | ||
57 | public static readonly IDictionary<string, sbyte> EXTENSION_TO_ASSET_TYPE = new Dictionary<string, sbyte>(); | ||
58 | |||
59 | static InventoryArchiveConstants() | ||
60 | { | ||
61 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Animation] = ASSET_EXTENSION_SEPARATOR + "animation.bvh"; | ||
62 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Bodypart] = ASSET_EXTENSION_SEPARATOR + "bodypart.txt"; | ||
63 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.CallingCard] = ASSET_EXTENSION_SEPARATOR + "callingcard.txt"; | ||
64 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Clothing] = ASSET_EXTENSION_SEPARATOR + "clothing.txt"; | ||
65 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Folder] = ASSET_EXTENSION_SEPARATOR + "folder.txt"; // Not sure if we'll ever see this | ||
66 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Gesture] = ASSET_EXTENSION_SEPARATOR + "gesture.txt"; | ||
67 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageJPEG] = ASSET_EXTENSION_SEPARATOR + "image.jpg"; | ||
68 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageTGA] = ASSET_EXTENSION_SEPARATOR + "image.tga"; | ||
69 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Landmark] = ASSET_EXTENSION_SEPARATOR + "landmark.txt"; | ||
70 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LostAndFoundFolder] = ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"; // Not sure if we'll ever see this | ||
71 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLBytecode] = ASSET_EXTENSION_SEPARATOR + "bytecode.lso"; | ||
72 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLText] = ASSET_EXTENSION_SEPARATOR + "script.lsl"; | ||
73 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Notecard] = ASSET_EXTENSION_SEPARATOR + "notecard.txt"; | ||
74 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Object] = ASSET_EXTENSION_SEPARATOR + "object.xml"; | ||
75 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.RootFolder] = ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"; // Not sure if we'll ever see this | ||
76 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Simstate] = ASSET_EXTENSION_SEPARATOR + "simstate.bin"; // Not sure if we'll ever see this | ||
77 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SnapshotFolder] = ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"; // Not sure if we'll ever see this | ||
78 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Sound] = ASSET_EXTENSION_SEPARATOR + "sound.ogg"; | ||
79 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV] = ASSET_EXTENSION_SEPARATOR + "sound.wav"; | ||
80 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2"; | ||
81 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga"; | ||
82 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TrashFolder] = ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"; // Not sure if we'll ever see this | ||
83 | |||
84 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = (sbyte)AssetType.Animation; | ||
85 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = (sbyte)AssetType.Bodypart; | ||
86 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "callingcard.txt"] = (sbyte)AssetType.CallingCard; | ||
87 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "clothing.txt"] = (sbyte)AssetType.Clothing; | ||
88 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "folder.txt"] = (sbyte)AssetType.Folder; | ||
89 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "gesture.txt"] = (sbyte)AssetType.Gesture; | ||
90 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.jpg"] = (sbyte)AssetType.ImageJPEG; | ||
91 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.tga"] = (sbyte)AssetType.ImageTGA; | ||
92 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "landmark.txt"] = (sbyte)AssetType.Landmark; | ||
93 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"] = (sbyte)AssetType.LostAndFoundFolder; | ||
94 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bytecode.lso"] = (sbyte)AssetType.LSLBytecode; | ||
95 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "script.lsl"] = (sbyte)AssetType.LSLText; | ||
96 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "notecard.txt"] = (sbyte)AssetType.Notecard; | ||
97 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "object.xml"] = (sbyte)AssetType.Object; | ||
98 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"] = (sbyte)AssetType.RootFolder; | ||
99 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "simstate.bin"] = (sbyte)AssetType.Simstate; | ||
100 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"] = (sbyte)AssetType.SnapshotFolder; | ||
101 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.ogg"] = (sbyte)AssetType.Sound; | ||
102 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.wav"] = (sbyte)AssetType.SoundWAV; | ||
103 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.jp2"] = (sbyte)AssetType.Texture; | ||
104 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = (sbyte)AssetType.TextureTGA; | ||
105 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"] = (sbyte)AssetType.TrashFolder; | ||
106 | } | ||
107 | } | ||
108 | } | ||
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 | |||
77 | this.commsManager = commsManager; | 77 | this.commsManager = commsManager; |
78 | } | 78 | } |
79 | 79 | ||
80 | protected InventoryItemBase LoadInvItem(string path, string contents) | 80 | protected InventoryItemBase LoadInvItem(string contents) |
81 | { | 81 | { |
82 | InventoryItemBase item = new InventoryItemBase(); | 82 | InventoryItemBase item = new InventoryItemBase(); |
83 | StringReader sr = new StringReader(contents); | 83 | StringReader sr = new StringReader(contents); |
@@ -183,9 +183,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
183 | } | 183 | } |
184 | } | 184 | } |
185 | 185 | ||
186 | InventoryFolderImpl inventoryFolder = m_userInfo.RootFolder.FindFolderByPath(m_invPath); | 186 | InventoryFolderImpl rootDestinationFolder = m_userInfo.RootFolder.FindFolderByPath(m_invPath); |
187 | 187 | ||
188 | if (null == inventoryFolder) | 188 | if (null == rootDestinationFolder) |
189 | { | 189 | { |
190 | // TODO: Later on, automatically create this folder if it does not exist | 190 | // TODO: Later on, automatically create this folder if it does not exist |
191 | m_log.ErrorFormat("[INVENTORY ARCHIVER]: Inventory path {0} does not exist", m_invPath); | 191 | m_log.ErrorFormat("[INVENTORY ARCHIVER]: Inventory path {0} does not exist", m_invPath); |
@@ -199,7 +199,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
199 | TarArchiveReader.TarEntryType entryType; | 199 | TarArchiveReader.TarEntryType entryType; |
200 | while ((data = archive.ReadEntry(out filePath, out entryType)) != null) | 200 | while ((data = archive.ReadEntry(out filePath, out entryType)) != null) |
201 | { | 201 | { |
202 | if (entryType == TarArchiveReader.TarEntryType.TYPE_DIRECTORY) { | 202 | if (entryType == TarArchiveReader.TarEntryType.TYPE_DIRECTORY) |
203 | { | ||
203 | m_log.WarnFormat("[INVENTORY ARCHIVER]: Ignoring directory entry {0}", filePath); | 204 | m_log.WarnFormat("[INVENTORY ARCHIVER]: Ignoring directory entry {0}", filePath); |
204 | } | 205 | } |
205 | else if (filePath.StartsWith(InventoryArchiveConstants.ASSETS_PATH)) | 206 | else if (filePath.StartsWith(InventoryArchiveConstants.ASSETS_PATH)) |
@@ -211,7 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
211 | } | 212 | } |
212 | else if (filePath.StartsWith(InventoryArchiveConstants.INVENTORY_PATH)) | 213 | else if (filePath.StartsWith(InventoryArchiveConstants.INVENTORY_PATH)) |
213 | { | 214 | { |
214 | InventoryItemBase item = LoadInvItem(filePath, m_asciiEncoding.GetString(data)); | 215 | InventoryItemBase item = LoadInvItem(m_asciiEncoding.GetString(data)); |
215 | 216 | ||
216 | if (item != null) | 217 | if (item != null) |
217 | { | 218 | { |
@@ -220,11 +221,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
220 | 221 | ||
221 | item.Creator = m_userInfo.UserProfile.ID; | 222 | item.Creator = m_userInfo.UserProfile.ID; |
222 | item.Owner = m_userInfo.UserProfile.ID; | 223 | item.Owner = m_userInfo.UserProfile.ID; |
224 | |||
225 | filePath = filePath.Substring(InventoryArchiveConstants.INVENTORY_PATH.Length); | ||
226 | string[] rawFolders = filePath.Split(new char[] { '/' }); | ||
227 | |||
228 | // Find the folders that do exist along the path given | ||
229 | int i = 0; | ||
230 | bool noFolder = false; | ||
231 | InventoryFolderImpl foundFolder = rootDestinationFolder; | ||
232 | while (!noFolder && i < rawFolders.Length) | ||
233 | { | ||
234 | foundFolder = foundFolder.FindFolderByPath(rawFolders[i]); | ||
235 | if (null == foundFolder) | ||
236 | noFolder = true; | ||
237 | else | ||
238 | i++; | ||
239 | } | ||
240 | |||
241 | // Create any folders that did not previously exist | ||
242 | while (i < rawFolders.Length) | ||
243 | { | ||
244 | foundFolder.CreateChildFolder(UUID.Random(), rawFolders[i++], (ushort)AssetType.Folder); | ||
245 | } | ||
223 | 246 | ||
224 | // Reset folder ID to the one in which we want to load it | 247 | // Reset folder ID to the one in which we want to load it |
225 | // TODO: Properly restore entire folder structure. At the moment all items are dumped in this | 248 | // TODO: Properly restore entire folder structure. At the moment all items are dumped in this |
226 | // single folder no matter where in the saved folder structure they are. | 249 | // single folder no matter where in the saved folder structure they are. |
227 | item.Folder = inventoryFolder.ID; | 250 | item.Folder = foundFolder.ID; |
228 | 251 | ||
229 | m_userInfo.AddItem(item); | 252 | m_userInfo.AddItem(item); |
230 | successfulItemRestores++; | 253 | successfulItemRestores++; |