/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
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* 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
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*/
using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Reflection;
using System.Text;
using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.CoreModules.World.Archiver;
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
{
public class InventoryArchiveReadRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected TarArchiveReader archive;
private static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
private CachedUserInfo m_userInfo;
private string m_invPath;
///
/// The stream from which the inventory archive will be loaded.
///
private Stream m_loadStream;
CommunicationsManager commsManager;
public InventoryArchiveReadRequest(
CachedUserInfo userInfo, string invPath, string loadPath, CommunicationsManager commsManager)
: this(
userInfo,
invPath,
new GZipStream(new FileStream(loadPath, FileMode.Open), CompressionMode.Decompress),
commsManager)
{
}
public InventoryArchiveReadRequest(
CachedUserInfo userInfo, string invPath, Stream loadStream, CommunicationsManager commsManager)
{
m_userInfo = userInfo;
m_invPath = invPath;
m_loadStream = loadStream;
this.commsManager = commsManager;
}
protected InventoryItemBase loadInvItem(string path, string contents)
{
InventoryItemBase item = new InventoryItemBase();
StringReader sr = new StringReader(contents);
XmlTextReader reader = new XmlTextReader(sr);
if (contents.Equals("")) return null;
reader.ReadStartElement("InventoryObject");
reader.ReadStartElement("Name");
item.Name = reader.ReadString();
reader.ReadEndElement();
reader.ReadStartElement("ID");
item.ID = UUID.Parse(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("InvType");
item.InvType = Convert.ToInt32(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("CreatorUUID");
item.Creator = UUID.Parse(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("CreationDate");
item.CreationDate = Convert.ToInt32(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("Owner");
item.Owner = UUID.Parse(reader.ReadString());
reader.ReadEndElement();
reader.ReadElementString("Description");
reader.ReadStartElement("AssetType");
item.AssetType = Convert.ToInt32(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("AssetID");
item.AssetID = UUID.Parse(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("SaleType");
item.SaleType = Convert.ToByte(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("SalePrice");
item.SalePrice = Convert.ToInt32(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("BasePermissions");
item.BasePermissions = Convert.ToUInt32(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("CurrentPermissions");
item.CurrentPermissions = Convert.ToUInt32(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("EveryOnePermssions");
item.EveryOnePermissions = Convert.ToUInt32(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("NextPermissions");
item.NextPermissions = Convert.ToUInt32(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("Flags");
item.Flags = Convert.ToUInt32(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("GroupID");
item.GroupID = UUID.Parse(reader.ReadString());
reader.ReadEndElement();
reader.ReadStartElement("GroupOwned");
item.GroupOwned = Convert.ToBoolean(reader.ReadString());
reader.ReadEndElement();
//reader.ReadStartElement("ParentFolderID");
//item.Folder = UUID.Parse(reader.ReadString());
//reader.ReadEndElement();
//reader.ReadEndElement();
return item;
}
///
/// Execute the request
///
///
/// A list of the inventory nodes loaded. If folders were loaded then only the root folders are
/// returned
///
public List Execute()
{
string filePath = "ERROR";
int successfulAssetRestores = 0;
int failedAssetRestores = 0;
int successfulItemRestores = 0;
List nodesLoaded = new List();
if (!m_userInfo.HasReceivedInventory)
{
// If the region server has access to the user admin service (by which users are created),
// then we'll assume that it's okay to fiddle with the user's inventory even if they are not on the
// server.
//
// FIXME: FetchInventory should probably be assumed to by async anyway, since even standalones might
// use a remote inventory service, though this is vanishingly rare at the moment.
if (null == commsManager.UserAdminService)
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Have not yet received inventory info for user {0} {1}",
m_userInfo.UserProfile.Name, m_userInfo.UserProfile.ID);
return nodesLoaded;
}
else
{
m_userInfo.FetchInventory();
}
}
InventoryFolderImpl inventoryFolder = m_userInfo.RootFolder.FindFolderByPath(m_invPath);
if (null == inventoryFolder)
{
// TODO: Later on, automatically create this folder if it does not exist
m_log.ErrorFormat("[INVENTORY ARCHIVER]: Inventory path {0} does not exist", m_invPath);
return nodesLoaded;
}
archive = new TarArchiveReader(m_loadStream);
byte[] data;
TarArchiveReader.TarEntryType entryType;
while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
{
if (entryType == TarArchiveReader.TarEntryType.TYPE_DIRECTORY) {
m_log.WarnFormat("[INVENTORY ARCHIVER]: Ignoring directory entry {0}", filePath);
}
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
{
if (LoadAsset(filePath, data))
successfulAssetRestores++;
else
failedAssetRestores++;
}
else
{
InventoryItemBase item = loadInvItem(filePath, m_asciiEncoding.GetString(data));
if (item != null)
{
// Don't use the item ID that's in the file
item.ID = UUID.Random();
item.Creator = m_userInfo.UserProfile.ID;
item.Owner = m_userInfo.UserProfile.ID;
// Reset folder ID to the one in which we want to load it
// TODO: Properly restore entire folder structure. At the moment all items are dumped in this
// single folder no matter where in the saved folder structure they are.
item.Folder = inventoryFolder.ID;
m_userInfo.AddItem(item);
successfulItemRestores++;
nodesLoaded.Add(item);
}
}
}
archive.Close();
m_log.DebugFormat("[INVENTORY ARCHIVER]: Restored {0} assets", successfulAssetRestores);
m_log.InfoFormat("[INVENTORY ARCHIVER]: Restored {0} items", successfulItemRestores);
return nodesLoaded;
}
///
/// Load an asset
///
///
///
/// true if asset was successfully loaded, false otherwise
private bool LoadAsset(string assetPath, byte[] data)
{
//IRegionSerialiser serialiser = scene.RequestModuleInterface();
// Right now we're nastily obtaining the UUID from the filename
string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
if (i == -1)
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Could not find extension information in asset path {0} since it's missing the separator {1}. Skipping",
assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
return false;
}
string extension = filename.Substring(i);
string uuid = filename.Remove(filename.Length - extension.Length);
if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
{
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
m_log.DebugFormat("[INVENTORY ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new UUID(uuid), "RandomName");
asset.Type = assetType;
asset.Data = data;
commsManager.AssetCache.AddAsset(asset);
return true;
}
else
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
assetPath, extension);
return false;
}
}
}
}