From 2c7be7130ea3ebca59b4d6d071267adcae55cb96 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 20 Nov 2010 02:32:12 +0000 Subject: Bump oar version to 1.0 from 0.5 If oar contents are being changed such that older versions of opensim can't load them, then the major version must be increased This also locks version parameters to either 1.0 or 0.4, so that arbitrary 'versions' cannot be saved Also closes save stream properly in the event of an error Version 1.0 OARs are currently incompatible with OpenSim 0.7.0.2 and earlier. However, you can still save compatible version 0.4 OARs by specifing --version=0 on the save oar command line e.g. save oar --version=0 oars/test.oar --- .../Archiver/ArchiveWriteRequestPreparation.cs | 202 ++++++++++++--------- 1 file changed, 119 insertions(+), 83 deletions(-) (limited to 'OpenSim/Region/CoreModules/World') diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs index 0567a82..3eb797b 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs @@ -49,7 +49,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver public class ArchiveWriteRequestPreparation { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - + + /// + /// The minimum major version of OAR that we can write. + /// + public static int MIN_MAJOR_VERSION = 0; + + /// + /// The maximum major version of OAR that we can write. + /// + public static int MAX_MAJOR_VERSION = 1; + protected Scene m_scene; protected Stream m_saveStream; protected Guid m_requestId; @@ -101,110 +111,136 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// if there was an io problem with creating the file public void ArchiveRegion(Dictionary options) { - Dictionary assetUuids = new Dictionary(); - - EntityBase[] entities = m_scene.GetEntities(); - List sceneObjects = new List(); - - /* - foreach (ILandObject lo in m_scene.LandChannel.AllParcels()) + try + { + Dictionary assetUuids = new Dictionary(); + + EntityBase[] entities = m_scene.GetEntities(); + List sceneObjects = new List(); + + /* + foreach (ILandObject lo in m_scene.LandChannel.AllParcels()) + { + if (name == lo.LandData.Name) + { + // This is the parcel we want + } + } + */ + + // Filter entities so that we only have scene objects. + // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods + // end up having to do this + foreach (EntityBase entity in entities) { - if (name == lo.LandData.Name) + if (entity is SceneObjectGroup) { - // This is the parcel we want + SceneObjectGroup sceneObject = (SceneObjectGroup)entity; + + if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) + sceneObjects.Add((SceneObjectGroup)entity); } } - */ - - // Filter entities so that we only have scene objects. - // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods - // end up having to do this - foreach (EntityBase entity in entities) - { - if (entity is SceneObjectGroup) + + UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService); + + foreach (SceneObjectGroup sceneObject in sceneObjects) { - SceneObjectGroup sceneObject = (SceneObjectGroup)entity; - - if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) - sceneObjects.Add((SceneObjectGroup)entity); + assetGatherer.GatherAssetUuids(sceneObject, assetUuids); } + + m_log.DebugFormat( + "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", + sceneObjects.Count, assetUuids.Count); + + // Make sure that we also request terrain texture assets + RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; + + if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) + assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture; + + if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) + assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture; + + if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) + assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture; + + if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) + assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture; + + TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream); + + // Asynchronously request all the assets required to perform this archive operation + ArchiveWriteRequestExecution awre + = new ArchiveWriteRequestExecution( + sceneObjects, + m_scene.RequestModuleInterface(), + m_scene.RequestModuleInterface(), + m_scene, + archiveWriter, + m_requestId, + options); + + m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time."); + + // Write out control file. This has to be done first so that subsequent loaders will see this file first + // XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this + archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options)); + m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); + + new AssetsRequest( + new AssetsArchiver(archiveWriter), assetUuids, + m_scene.AssetService, awre.ReceivedAllAssets).Execute(); } - - UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService); - - foreach (SceneObjectGroup sceneObject in sceneObjects) + finally { - assetGatherer.GatherAssetUuids(sceneObject, assetUuids); - } - - m_log.DebugFormat( - "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", - sceneObjects.Count, assetUuids.Count); - - // Make sure that we also request terrain texture assets - RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; - - if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) - assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture; - - if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) - assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture; - - if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) - assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture; - - if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) - assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture; - - TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream); - - // Asynchronously request all the assets required to perform this archive operation - ArchiveWriteRequestExecution awre - = new ArchiveWriteRequestExecution( - sceneObjects, - m_scene.RequestModuleInterface(), - m_scene.RequestModuleInterface(), - m_scene, - archiveWriter, - m_requestId, - options); - - m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time."); - - // Write out control file. This has to be done first so that subsequent loaders will see this file first - // XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this - archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile(options)); - m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); - - new AssetsRequest( - new AssetsArchiver(archiveWriter), assetUuids, - m_scene.AssetService, awre.ReceivedAllAssets).Execute(); + m_saveStream.Close(); + } } - + /// /// Create the control file for the most up to date archive /// /// - public static string Create0p2ControlFile(Dictionary options) + public static string CreateControlFile(Dictionary options) { - int majorVersion = 0, minorVersion = 5; + int majorVersion = MAX_MAJOR_VERSION, minorVersion = 0; if (options.ContainsKey("version")) { - minorVersion = 0; string[] parts = options["version"].ToString().Split('.'); if (parts.Length >= 1) - majorVersion = Int32.Parse(parts[0]); - if (parts.Length >= 2) - minorVersion = Int32.Parse(parts[1]); + { + majorVersion = Int32.Parse(parts[0]); + + if (parts.Length >= 2) + minorVersion = Int32.Parse(parts[1]); + } } - m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); -// if (majorVersion == 1) -// { -// m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR"); -// } + if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION) + { + throw new Exception( + string.Format( + "OAR version number for save must be between {0} and {1}", + MIN_MAJOR_VERSION, MAX_MAJOR_VERSION)); + } + else if (majorVersion == MAX_MAJOR_VERSION) + { + // Force 1.0 + minorVersion = 0; + } + else if (majorVersion == MIN_MAJOR_VERSION) + { + // Force 0.4 + minorVersion = 4; + } + m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); + if (majorVersion == 1) + { + m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim 0.7.0.2 and earlier. Please use the --version=0 option if you want to produce a compatible OAR"); + } StringWriter sw = new StringWriter(); XmlTextWriter xtw = new XmlTextWriter(sw); -- cgit v1.1