/* * 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 * 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 System; using System.Collections.Generic; using System.IO; using System.IO.Compression; using System.Reflection; using System.Xml; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Serialization; using OpenSim.Framework.Serialization.External; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Osp; using OpenSim.Region.CoreModules.World.Archiver; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver { public class InventoryArchiveWriteRequest { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Used to select all inventory nodes in a folder but not the folder itself /// private const string STAR_WILDCARD = "*"; private InventoryArchiverModule m_module; private UserAccount m_userInfo; private string m_invPath; protected TarArchiveWriter m_archiveWriter; protected UuidGatherer m_assetGatherer; /// /// We only use this to request modules /// protected Scene m_scene; /// /// ID of this request /// protected Guid m_id; /// /// Used to collect the uuids of the assets that we need to save into the archive /// protected Dictionary m_assetUuids = new Dictionary(); /// /// Used to collect the uuids of the users that we need to save into the archive /// protected Dictionary m_userUuids = new Dictionary(); /// /// The stream to which the inventory archive will be saved. /// private Stream m_saveStream; /// /// Constructor /// public InventoryArchiveWriteRequest( Guid id, InventoryArchiverModule module, Scene scene, UserAccount userInfo, string invPath, string savePath) : this( id, module, scene, userInfo, invPath, new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress)) { } /// /// Constructor /// public InventoryArchiveWriteRequest( Guid id, InventoryArchiverModule module, Scene scene, UserAccount userInfo, string invPath, Stream saveStream) { m_id = id; m_module = module; m_scene = scene; m_userInfo = userInfo; m_invPath = invPath; m_saveStream = saveStream; m_assetGatherer = new UuidGatherer(m_scene.AssetService); } protected void ReceivedAllAssets(ICollection assetsFoundUuids, ICollection assetsNotFoundUuids) { Exception reportedException = null; bool succeeded = true; try { // We're almost done. Just need to write out the control file now m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p1ControlFile()); m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); m_archiveWriter.Close(); } catch (Exception e) { m_saveStream.Close(); reportedException = e; succeeded = false; } m_module.TriggerInventoryArchiveSaved( m_id, succeeded, m_userInfo, m_invPath, m_saveStream, reportedException); } protected void SaveInvItem(InventoryItemBase inventoryItem, string path) { string filename = path + CreateArchiveItemName(inventoryItem); // Record the creator of this item for user record purposes (which might go away soon) m_userUuids[inventoryItem.CreatorIdAsUuid] = 1; InventoryItemBase saveItem = (InventoryItemBase)inventoryItem.Clone(); saveItem.CreatorId = OspResolver.MakeOspa(saveItem.CreatorIdAsUuid, m_scene.UserAccountService); string serialization = UserInventoryItemSerializer.Serialize(saveItem); m_archiveWriter.WriteFile(filename, serialization); m_assetGatherer.GatherAssetUuids(saveItem.AssetID, (AssetType)saveItem.AssetType, m_assetUuids); } /// /// Save an inventory folder /// /// The inventory folder to save /// The path to which the folder should be saved /// If true, save this folder itself. If false, only saves contents protected void SaveInvFolder(InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself) { if (saveThisFolderItself) { path += CreateArchiveFolderName(inventoryFolder); // We need to make sure that we record empty folders m_archiveWriter.WriteDir(path); } InventoryCollection contents = m_scene.InventoryService.GetFolderContent(inventoryFolder.Owner, inventoryFolder.ID); //List childFolders = inventoryFolder.RequestListOfFolderImpls(); //List items = inventoryFolder.RequestListOfItems(); /* Dictionary identicalFolderNames = new Dictionary(); foreach (InventoryFolderImpl folder in inventories) { if (!identicalFolderNames.ContainsKey(folder.Name)) identicalFolderNames[folder.Name] = 0; else identicalFolderNames[folder.Name] = identicalFolderNames[folder.Name]++; int folderNameNumber = identicalFolderName[folder.Name]; SaveInvDir( folder, string.Format( "{0}{1}{2}/", path, ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR, folderNameNumber)); } */ foreach (InventoryFolderBase childFolder in contents.Folders) { SaveInvFolder(childFolder, path, true); } foreach (InventoryItemBase item in contents.Items) { SaveInvItem(item, path); } } /// /// Execute the inventory write request /// public void Execute() { InventoryFolderBase inventoryFolder = null; InventoryItemBase inventoryItem = null; InventoryFolderBase rootFolder = m_scene.InventoryService.GetRootFolder(m_userInfo.PrincipalID); bool foundStar = false; // Eliminate double slashes and any leading / on the path. string[] components = m_invPath.Split( new string[] { InventoryFolderImpl.PATH_DELIMITER }, StringSplitOptions.RemoveEmptyEntries); int maxComponentIndex = components.Length - 1; // If the path terminates with a STAR then later on we want to archive all nodes in the folder but not the // folder itself. This may get more sophisicated later on if (maxComponentIndex >= 0 && components[maxComponentIndex] == STAR_WILDCARD) { foundStar = true; maxComponentIndex--; } m_invPath = String.Empty; for (int i = 0; i <= maxComponentIndex; i++) { m_invPath += components[i] + InventoryFolderImpl.PATH_DELIMITER; } // Annoyingly Split actually returns the original string if the input string consists only of delimiters // Therefore if we still start with a / after the split, then we need the root folder if (m_invPath.Length == 0) { inventoryFolder = rootFolder; } else { m_invPath = m_invPath.Remove(m_invPath.LastIndexOf(InventoryFolderImpl.PATH_DELIMITER)); inventoryFolder = InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, rootFolder, m_invPath); //inventoryFolder = m_userInfo.RootFolder.FindFolderByPath(m_invPath); } // The path may point to an item instead if (inventoryFolder == null) { inventoryItem = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, rootFolder, m_invPath); //inventoryItem = m_userInfo.RootFolder.FindItemByPath(m_invPath); } if (null == inventoryFolder && null == inventoryItem) { // We couldn't find the path indicated string errorMessage = string.Format("Aborted save. Could not find inventory path {0}", m_invPath); m_log.ErrorFormat("[INVENTORY ARCHIVER]: {0}", errorMessage); m_module.TriggerInventoryArchiveSaved( m_id, false, m_userInfo, m_invPath, m_saveStream, new Exception(errorMessage)); return; } m_archiveWriter = new TarArchiveWriter(m_saveStream); try { if (inventoryFolder != null) { m_log.DebugFormat( "[INVENTORY ARCHIVER]: Found folder {0} {1} at {2}", inventoryFolder.Name, inventoryFolder.ID, m_invPath); //recurse through all dirs getting dirs and files SaveInvFolder(inventoryFolder, ArchiveConstants.INVENTORY_PATH, !foundStar); } else if (inventoryItem != null) { m_log.DebugFormat( "[INVENTORY ARCHIVER]: Found item {0} {1} at {2}", inventoryItem.Name, inventoryItem.ID, m_invPath); SaveInvItem(inventoryItem, ArchiveConstants.INVENTORY_PATH); } // Don't put all this profile information into the archive right now. //SaveUsers(); } catch (Exception) { m_archiveWriter.Close(); throw; } new AssetsRequest( new AssetsArchiver(m_archiveWriter), m_assetUuids, m_scene.AssetService, ReceivedAllAssets).Execute(); } /// /// Save information for the users that we've collected. /// protected void SaveUsers() { m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving user information for {0} users", m_userUuids.Count); foreach (UUID creatorId in m_userUuids.Keys) { // Record the creator of this item UserAccount creator = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, creatorId); if (creator != null) { m_archiveWriter.WriteFile( ArchiveConstants.USERS_PATH + creator.FirstName + " " + creator.LastName + ".xml", UserProfileSerializer.Serialize(creator.PrincipalID, creator.FirstName, creator.LastName)); } else { m_log.WarnFormat("[INVENTORY ARCHIVER]: Failed to get creator profile for {0}", creatorId); } } } /// /// Create the archive name for a particular folder. /// /// /// These names are prepended with an inventory folder's UUID so that more than one folder can have the /// same name /// /// /// public static string CreateArchiveFolderName(InventoryFolderBase folder) { return CreateArchiveFolderName(folder.Name, folder.ID); } /// /// Create the archive name for a particular item. /// /// /// These names are prepended with an inventory item's UUID so that more than one item can have the /// same name /// /// /// public static string CreateArchiveItemName(InventoryItemBase item) { return CreateArchiveItemName(item.Name, item.ID); } /// /// Create an archive folder name given its constituent components /// /// /// /// public static string CreateArchiveFolderName(string name, UUID id) { return string.Format( "{0}{1}{2}/", InventoryArchiveUtils.EscapeArchivePath(name), ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR, id); } /// /// Create an archive item name given its constituent components /// /// /// /// public static string CreateArchiveItemName(string name, UUID id) { return string.Format( "{0}{1}{2}.xml", InventoryArchiveUtils.EscapeArchivePath(name), ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR, id); } /// /// Create the control file for a 0.1 version archive /// /// public static string Create0p1ControlFile() { StringWriter sw = new StringWriter(); XmlTextWriter xtw = new XmlTextWriter(sw); xtw.Formatting = Formatting.Indented; xtw.WriteStartDocument(); xtw.WriteStartElement("archive"); xtw.WriteAttributeString("major_version", "0"); xtw.WriteAttributeString("minor_version", "1"); xtw.WriteEndElement(); xtw.Flush(); xtw.Close(); String s = sw.ToString(); sw.Close(); return s; } } }