/*
* 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 System.Collections.Generic;
using System.IO;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
{
///
/// This module loads and saves OpenSimulator inventory archives
///
public class InventoryArchiverModule : IRegionModule, IInventoryArchiverModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public string Name { get { return "Inventory Archiver Module"; } }
public bool IsSharedModule { get { return true; } }
///
/// The file to load and save inventory if no filename has been specified
///
protected const string DEFAULT_INV_BACKUP_FILENAME = "user-inventory_iar.tar.gz";
///
/// All scenes that this module knows about
///
private Dictionary m_scenes = new Dictionary();
///
/// The comms manager we will use for all comms requests
///
private CommunicationsManager m_commsManager;
public void Initialise(Scene scene, IConfigSource source)
{
if (m_scenes.Count == 0)
{
scene.RegisterModuleInterface(this);
m_commsManager = scene.CommsManager;
scene.AddCommand(
this, "load iar",
"load iar []",
"Load user inventory archive. EXPERIMENTAL, PLEASE DO NOT USE YET", HandleLoadInvConsoleCommand);
scene.AddCommand(
this, "save iar",
"save iar []",
"Save user inventory archive. EXPERIMENTAL, PLEASE DO NOT USE YET", HandleSaveInvConsoleCommand);
}
m_scenes[scene.RegionInfo.RegionID] = scene;
}
public void PostInitialise()
{
}
public void Close()
{
}
public void DearchiveInventory(string firstName, string lastName, string invPath, Stream loadStream)
{
if (m_scenes.Count > 0)
{
new InventoryArchiveReadRequest(firstName, lastName, invPath, loadStream, m_commsManager).Execute();
}
}
public void ArchiveInventory(string firstName, string lastName, string invPath, Stream saveStream)
{
if (m_scenes.Count > 0)
{
new InventoryArchiveWriteRequest(firstName, lastName, invPath, saveStream, m_commsManager).Execute();
}
}
public void DearchiveInventory(string firstName, string lastName, string invPath, string loadPath)
{
if (m_scenes.Count > 0)
{
new InventoryArchiveReadRequest(firstName, lastName, invPath, loadPath, m_commsManager).Execute();
}
/*
foreach (Scene scene in m_scenes.Values)
{
ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
if (user != null && !user.IsChildAgent)
{
user.ControllingClient.SendBulkUpdateInventory(folderCopy);
}
}
*/
}
public void ArchiveInventory(string firstName, string lastName, string invPath, string savePath)
{
if (m_scenes.Count > 0)
{
new InventoryArchiveWriteRequest(firstName, lastName, invPath, savePath, m_commsManager).Execute();
}
}
///
/// Load inventory from an inventory file archive
///
///
protected void HandleLoadInvConsoleCommand(string module, string[] cmdparams)
{
if (cmdparams.Length < 5)
{
m_log.Error(
"[INVENTORY ARCHIVER]: usage is load iar []");
return;
}
string firstName = cmdparams[2];
string lastName = cmdparams[3];
string invPath = cmdparams[4];
string loadPath = (cmdparams.Length > 5 ? cmdparams[5] : DEFAULT_INV_BACKUP_FILENAME);
DearchiveInventory(firstName, lastName, invPath, loadPath);
}
///
/// Save inventory to a file archive
///
///
protected void HandleSaveInvConsoleCommand(string module, string[] cmdparams)
{
if (cmdparams.Length < 5)
{
m_log.Error(
"[INVENTORY ARCHIVER]: usage is save iar []");
return;
}
string firstName = cmdparams[2];
string lastName = cmdparams[3];
string invPath = cmdparams[4];
string savePath = (cmdparams.Length > 5 ? cmdparams[5] : DEFAULT_INV_BACKUP_FILENAME);
ArchiveInventory(firstName, lastName, invPath, savePath);
}
}
}