/*
* 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 OpenSimulator 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* 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 System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Reflection;
using System.Threading;
using System.Text;
using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Communications.Osp;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Archiver;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
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 CachedUserInfo m_userInfo;
private string m_invPath;
///
/// We only use this to request modules
///
protected Scene m_scene;
///
/// The stream from which the inventory archive will be loaded.
///
private Stream m_loadStream;
public InventoryArchiveReadRequest(
Scene scene, CachedUserInfo userInfo, string invPath, string loadPath)
: this(
scene,
userInfo,
invPath,
new GZipStream(new FileStream(loadPath, FileMode.Open), CompressionMode.Decompress))
{
}
public InventoryArchiveReadRequest(
Scene scene, CachedUserInfo userInfo, string invPath, Stream loadStream)
{
m_scene = scene;
m_userInfo = userInfo;
m_invPath = invPath;
m_loadStream = loadStream;
}
///
/// 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 == m_scene.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();
for (int i = 0 ; i < 50 ; i++)
{
if (m_userInfo.HasReceivedInventory == true)
break;
Thread.Sleep(200);
}
}
}
*/
//InventoryFolderImpl rootDestinationFolder = m_userInfo.RootFolder.FindFolderByPath(m_invPath);
InventoryFolderBase rootDestinationFolder
= InventoryArchiveUtils.FindFolderByPath(
m_scene.InventoryService, m_userInfo.UserProfile.ID, m_invPath);
if (null == rootDestinationFolder)
{
// Possibly provide an option later on to 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);
// In order to load identically named folders, we need to keep track of the folders that we have already
// created
Dictionary foldersCreated = new Dictionary();
byte[] data;
TarArchiveReader.TarEntryType entryType;
while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
{
if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
{
if (LoadAsset(filePath, data))
successfulAssetRestores++;
else
failedAssetRestores++;
}
else if (filePath.StartsWith(ArchiveConstants.INVENTORY_PATH))
{
InventoryFolderBase foundFolder
= ReplicateArchivePathToUserInventory(
filePath, TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType,
rootDestinationFolder, foldersCreated, nodesLoaded);
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY != entryType)
{
InventoryItemBase item = UserInventoryItemSerializer.Deserialize(data);
// Don't use the item ID that's in the file
item.ID = UUID.Random();
UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.CommsManager);
if (UUID.Zero != ospResolvedId)
item.CreatorIdAsUuid = ospResolvedId;
else
item.CreatorIdAsUuid = m_userInfo.UserProfile.ID;
item.Owner = m_userInfo.UserProfile.ID;
// Reset folder ID to the one in which we want to load it
item.Folder = foundFolder.ID;
//m_userInfo.AddItem(item);
m_scene.InventoryService.AddItem(item);
successfulItemRestores++;
// If we're loading an item directly into the given destination folder then we need to record
// it separately from any loaded root folders
if (rootDestinationFolder == foundFolder)
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;
}
///
/// Replicate the inventory paths in the archive to the user's inventory as necessary.
///
/// The item archive path to replicate
/// Is the path we're dealing with a directory?
/// The root folder for the inventory load
///
/// The folders created so far. This method will add more folders if necessary
///
///
/// Track the inventory nodes created. This is distinct from the folders created since for a particular folder
/// chain, only the root node needs to be recorded
///
/// The last user inventory folder created or found for the archive path
public InventoryFolderBase ReplicateArchivePathToUserInventory(
string archivePath,
bool isDir,
InventoryFolderBase rootDestFolder,
Dictionary foldersCreated,
List nodesLoaded)
{
archivePath = archivePath.Substring(ArchiveConstants.INVENTORY_PATH.Length);
// Remove the file portion if we aren't already dealing with a directory path
if (!isDir)
archivePath = archivePath.Remove(archivePath.LastIndexOf("/") + 1);
string originalArchivePath = archivePath;
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Loading to folder {0} {1}", rootDestFolder.Name, rootDestFolder.ID);
InventoryFolderBase destFolder = null;
// XXX: Nasty way of dealing with a path that has no directory component
if (archivePath.Length > 0)
{
while (null == destFolder && archivePath.Length > 0)
{
if (foldersCreated.ContainsKey(archivePath))
{
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Found previously created folder from archive path {0}", archivePath);
destFolder = foldersCreated[archivePath];
}
else
{
// Don't include the last slash
int penultimateSlashIndex = archivePath.LastIndexOf("/", archivePath.Length - 2);
if (penultimateSlashIndex >= 0)
{
archivePath = archivePath.Remove(penultimateSlashIndex + 1);
}
else
{
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Found no previously created folder for archive path {0}",
originalArchivePath);
archivePath = string.Empty;
destFolder = rootDestFolder;
}
}
}
}
else
{
destFolder = rootDestFolder;
}
string archivePathSectionToCreate = originalArchivePath.Substring(archivePath.Length);
string[] rawDirsToCreate
= archivePathSectionToCreate.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
int i = 0;
while (i < rawDirsToCreate.Length)
{
m_log.DebugFormat("[INVENTORY ARCHIVER]: Loading archived folder {0}", rawDirsToCreate[i]);
int identicalNameIdentifierIndex
= rawDirsToCreate[i].LastIndexOf(
ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR);
string newFolderName = rawDirsToCreate[i].Remove(identicalNameIdentifierIndex);
UUID newFolderId = UUID.Random();
// Asset type has to be Unknown here rather than Folder, otherwise the created folder can't be
// deleted once the client has relogged.
// The root folder appears to be labelled AssetType.Folder (shows up as "Category" in the client)
// even though there is a AssetType.RootCategory
destFolder
= new InventoryFolderBase(
newFolderId, newFolderName, m_userInfo.UserProfile.ID,
(short)AssetType.Unknown, destFolder.ID, 1);
m_scene.InventoryService.AddFolder(destFolder);
// UUID newFolderId = UUID.Random();
// m_scene.InventoryService.AddFolder(
// m_userInfo.CreateFolder(
// folderName, newFolderId, (ushort)AssetType.Folder, foundFolder.ID);
// m_log.DebugFormat("[INVENTORY ARCHIVER]: Retrieving newly created folder {0}", folderName);
// foundFolder = foundFolder.GetChildFolder(newFolderId);
// m_log.DebugFormat(
// "[INVENTORY ARCHIVER]: Retrieved newly created folder {0} with ID {1}",
// foundFolder.Name, foundFolder.ID);
// Record that we have now created this folder
archivePath += rawDirsToCreate[i] + "/";
m_log.DebugFormat("[INVENTORY ARCHIVER]: Loaded archive path {0}", archivePath);
foldersCreated[archivePath] = destFolder;
if (0 == i)
nodesLoaded.Add(destFolder);
i++;
}
return destFolder;
/*
string[] rawFolders = filePath.Split(new char[] { '/' });
// Find the folders that do exist along the path given
int i = 0;
bool noFolder = false;
InventoryFolderImpl foundFolder = rootDestinationFolder;
while (!noFolder && i < rawFolders.Length)
{
InventoryFolderImpl folder = foundFolder.FindFolderByPath(rawFolders[i]);
if (null != folder)
{
m_log.DebugFormat("[INVENTORY ARCHIVER]: Found folder {0}", folder.Name);
foundFolder = folder;
i++;
}
else
{
noFolder = true;
}
}
// Create any folders that did not previously exist
while (i < rawFolders.Length)
{
m_log.DebugFormat("[INVENTORY ARCHIVER]: Creating folder {0}", rawFolders[i]);
UUID newFolderId = UUID.Random();
m_userInfo.CreateFolder(
rawFolders[i++], newFolderId, (ushort)AssetType.Folder, foundFolder.ID);
foundFolder = foundFolder.GetChildFolder(newFolderId);
}
*/
}
///
/// 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];
if (assetType == (sbyte)AssetType.Unknown)
m_log.WarnFormat("[INVENTORY ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
//m_log.DebugFormat("[INVENTORY ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new UUID(uuid), "RandomName", assetType);
asset.Data = data;
m_scene.AssetService.Store(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;
}
}
}
}