From fb91a1aa49c098d03989a931280eaf668dceef18 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Wed, 28 May 2008 17:49:34 +0000 Subject: * Put in stubs for "load-oar" command, including ultra-primitive temporary tar loading code * Currently as a test, this will successfully load only the first file of an opensim archive and do absolutely nothing with it --- .../Modules/World/Archiver/ArchiveWriteRequest.cs | 210 +++++++++++++++++++++ 1 file changed, 210 insertions(+) create mode 100644 OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs (limited to 'OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs') diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs new file mode 100644 index 0000000..b952200 --- /dev/null +++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs @@ -0,0 +1,210 @@ +/* + * 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 OpenSim 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 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 libsecondlife; +using log4net; +using Nini.Config; + +namespace OpenSim.Region.Environment +{ + /// + /// Method called when all the necessary assets for an archive request have been received. + /// + public delegate void AssetsRequestCallback(IDictionary assets); + + /// + /// Handles an individual archive write request + /// + public class ArchiveWriteRequest + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + private Scene m_scene; + private string m_savePath; + + private string m_serializedEntities; + + public ArchiveWriteRequest(Scene scene, string savePath) + { + m_scene = scene; + m_savePath = savePath; + + ArchiveRegion(); + } + + protected void ArchiveRegion() + { + Dictionary textureUuids = new Dictionary(); + + List entities = m_scene.GetEntities(); + + foreach (EntityBase entity in entities) + { + if (entity is SceneObjectGroup) + { + SceneObjectGroup sceneObject = (SceneObjectGroup)entity; + + foreach (SceneObjectPart part in sceneObject.GetParts()) + { + LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0); + textureUuids[texture] = 1; + } + } + } + + m_serializedEntities = SerializeObjects(entities); + + if (m_serializedEntities != null && m_serializedEntities.Length > 0) + { + m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count); + m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", textureUuids.Count); + + // Asynchronously request all the assets required to perform this archive operation + new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, textureUuids.Keys); + } + } + + protected internal void ReceivedAllAssets(IDictionary assets) + { + m_log.DebugFormat("[ARCHIVER]: Received all {0} textures required", assets.Count); + + // XXX: Shouldn't hijack the asset async callback thread like this - this is only temporary + + TarArchiveWriter archive = new TarArchiveWriter(); + + archive.AddFile("prims.xml", m_serializedEntities); + + // It appears that gtar, at least, doesn't need the intermediate directory entries in the tar + //archive.AddDir("assets"); + + foreach (LLUUID uuid in assets.Keys) + { + if (assets[uuid] != null) + { + archive.AddFile("assets/" + uuid.ToString() + ".jp2", assets[uuid].Data); + } + else + { + m_log.DebugFormat("[ARCHIVER]: Could not find asset {0} to archive", uuid); + } + } + + archive.WriteTar(m_savePath); + } + + /// + /// 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; + } + } + + /// + /// Encapsulate the asynchronous requests for the assets required for an archive operation + /// + class AssetsRequest + { + /// + /// Callback used when all the assets requested have been received. + /// + protected AssetsRequestCallback m_assetsRequestCallback; + + /// + /// Assets retrieved in this request + /// + protected Dictionary m_assets = new Dictionary(); + + /// + /// Record the number of asset replies required so we know when we've finished + /// + private int m_repliesRequired; + + /// + /// Asset cache used to request the assets + /// + protected AssetCache m_assetCache; + + protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection uuids) + { + m_assetsRequestCallback = assetsRequestCallback; + m_assetCache = assetCache; + m_repliesRequired = uuids.Count; + + // We can stop here if there are no assets to fetch + if (m_repliesRequired == 0) + m_assetsRequestCallback(m_assets); + + foreach (LLUUID uuid in uuids) + { + m_assetCache.GetAsset(uuid, AssetRequestCallback, true); + } + } + + /// + /// Called back by the asset cache when it has the asset + /// + /// + /// + public void AssetRequestCallback(LLUUID assetID, AssetBase asset) + { + m_assets[assetID] = asset; + + if (m_assets.Count == m_repliesRequired) + { + m_assetsRequestCallback(m_assets); + } + } + } +} -- cgit v1.1