From 180be7de07014aa33bc6066f12a0819b731c1c9d Mon Sep 17 00:00:00 2001 From: Dr Scofield Date: Tue, 10 Feb 2009 13:10:57 +0000 Subject: this is step 2 of 2 of the OpenSim.Region.Environment refactor. NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator --- .../Archiver/ArchiveWriteRequestPreparation.cs | 333 --------------------- 1 file changed, 333 deletions(-) delete mode 100644 OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs (limited to 'OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs') diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs deleted file mode 100644 index 56604d6..0000000 --- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ /dev/null @@ -1,333 +0,0 @@ -/* - * 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.Framework.Interfaces; -using OpenSim.Region.Framework.Scenes; -using OpenSim.Region.Environment.Modules.World.Serialiser; -using OpenSim.Region.Environment.Modules.World.Terrain; -using System; -using System.Collections.Generic; -using System.IO; -using System.IO.Compression; -using System.Reflection; -using System.Text.RegularExpressions; -using System.Threading; -using OpenMetaverse; -using log4net; -using Nini.Config; - -namespace OpenSim.Region.Environment.Modules.World.Archiver -{ - /// - /// Prepare to write out an archive. - /// - public class ArchiveWriteRequestPreparation - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - protected Scene m_scene; - protected Stream m_saveStream; - - /// - /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate - /// asset was found by the asset service. - /// - protected AssetBase m_requestedObjectAsset; - - /// - /// Signal whether we are currently waiting for the asset service to deliver an asset. - /// - protected bool m_waitingForObjectAsset; - - /// - /// Constructor - /// - public ArchiveWriteRequestPreparation(Scene scene, string savePath) - { - m_scene = scene; - m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress); - } - - /// - /// Constructor. - /// - /// - /// The stream to which to save data. - public ArchiveWriteRequestPreparation(Scene scene, Stream saveStream) - { - m_scene = scene; - m_saveStream = saveStream; - } - - /// - /// The callback made when we request the asset for an object from the asset service. - /// - public void AssetRequestCallback(UUID assetID, AssetBase asset) - { - lock (this) - { - m_requestedObjectAsset = asset; - m_waitingForObjectAsset = false; - Monitor.Pulse(this); - } - } - - /// - /// Get an asset synchronously, potentially using an asynchronous callback. If the - /// asynchronous callback is used, we will wait for it to complete. - /// - /// - /// - protected AssetBase GetAsset(UUID uuid) - { - m_waitingForObjectAsset = true; - m_scene.AssetCache.GetAsset(uuid, AssetRequestCallback, true); - - // The asset cache callback can either - // - // 1. Complete on the same thread (if the asset is already in the cache) or - // 2. Come in via a different thread (if we need to go fetch it). - // - // The code below handles both these alternatives. - lock (this) - { - if (m_waitingForObjectAsset) - { - Monitor.Wait(this); - m_waitingForObjectAsset = false; - } - } - - return m_requestedObjectAsset; - } - - /// - /// Record the asset uuids embedded within the given script. - /// - /// - /// Dictionary in which to record the references - protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary assetUuids) - { - AssetBase scriptAsset = GetAsset(scriptUuid); - - if (null != scriptAsset) - { - string script = Utils.BytesToString(scriptAsset.Data); - //m_log.DebugFormat("[ARCHIVER]: Script {0}", script); - MatchCollection uuidMatches = Util.UUIDPattern.Matches(script); - //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count); - - foreach (Match uuidMatch in uuidMatches) - { - UUID uuid = new UUID(uuidMatch.Value); - //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); - assetUuids[uuid] = 1; - } - } - } - - /// - /// Record the uuids referenced by the given wearable asset - /// - /// - /// Dictionary in which to record the references - protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary assetUuids) - { - AssetBase assetBase = GetAsset(wearableAssetUuid); - //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); - AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data); - wearableAsset.Decode(); - - //m_log.DebugFormat( - // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); - - foreach (UUID uuid in wearableAsset.Textures.Values) - { - //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); - assetUuids[uuid] = 1; - } - } - - /// - /// Get all the asset uuids associated with a given object. This includes both those directly associated with - /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained - /// within this object). - /// - /// - /// - protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids) - { - AssetBase objectAsset = GetAsset(sceneObjectUuid); - - if (null != objectAsset) - { - string xml = Utils.BytesToString(objectAsset.Data); - SceneObjectGroup sog = new SceneObjectGroup(xml, true); - GetSceneObjectAssetUuids(sog, assetUuids); - } - } - - /// - /// Get all the asset uuids associated with a given object. This includes both those directly associated with - /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained - /// within this object). - /// - /// - /// - protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids) - { - m_log.DebugFormat( - "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); - - foreach (SceneObjectPart part in sceneObject.GetParts()) - { - //m_log.DebugFormat( - // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); - - try - { - Primitive.TextureEntry textureEntry = part.Shape.Textures; - - // Get the prim's default texture. This will be used for faces which don't have their own texture - assetUuids[textureEntry.DefaultTexture.TextureID] = 1; - - // XXX: Not a great way to iterate through face textures, but there's no - // other method available to tell how many faces there actually are - //int i = 0; - foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) - { - if (texture != null) - { - //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); - assetUuids[texture.TextureID] = 1; - } - } - - // If the prim is a sculpt then preserve this information too - if (part.Shape.SculptTexture != UUID.Zero) - assetUuids[part.Shape.SculptTexture] = 1; - - // Now analyze this prim's inventory items to preserve all the uuids that they reference - foreach (TaskInventoryItem tii in part.TaskInventory.Values) - { - //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); - - if (!assetUuids.ContainsKey(tii.AssetID)) - { - assetUuids[tii.AssetID] = 1; - - if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type)) - { - GetWearableAssetUuids(tii.AssetID, assetUuids); - } - else if ((int)AssetType.LSLText == tii.Type) - { - GetScriptAssetUuids(tii.AssetID, assetUuids); - } - else if ((int)AssetType.Object == tii.Type) - { - GetSceneObjectAssetUuids(tii.AssetID, assetUuids); - } - //else - //{ - //m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); - //} - } - } - } - catch (Exception e) - { - m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e); - m_log.DebugFormat("[ARCHIVER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length); - } - } - } - - /// - /// Archive the region requested. - /// - /// if there was an io problem with creating the file - public void ArchiveRegion() - { - Dictionary assetUuids = new Dictionary(); - - List entities = m_scene.GetEntities(); - List sceneObjects = new List(); - - // 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) - { - SceneObjectGroup sceneObject = (SceneObjectGroup)entity; - - if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) - sceneObjects.Add((SceneObjectGroup)entity); - } - } - - foreach (SceneObjectGroup sceneObject in sceneObjects) - { - GetSceneObjectAssetUuids(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] = 1; - - if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) - assetUuids[regionSettings.TerrainTexture2] = 1; - - if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) - assetUuids[regionSettings.TerrainTexture3] = 1; - - if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) - assetUuids[regionSettings.TerrainTexture4] = 1; - - // Asynchronously request all the assets required to perform this archive operation - ArchiveWriteRequestExecution awre - = new ArchiveWriteRequestExecution( - sceneObjects, - m_scene.RequestModuleInterface(), - m_scene.RequestModuleInterface(), - m_scene, - m_saveStream); - - new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute(); - } - } -} -- cgit v1.1