/* * 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; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; 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) { CachedUserInfo userInfo = GetUserInfo(firstName, lastName); if (userInfo != null) { InventoryArchiveReadRequest request = new InventoryArchiveReadRequest(userInfo, invPath, loadStream, m_commsManager); UpdateClientWithLoadedNodes(userInfo, request.Execute()); } } } public void ArchiveInventory(string firstName, string lastName, string invPath, Stream saveStream) { if (m_scenes.Count > 0) { CachedUserInfo userInfo = GetUserInfo(firstName, lastName); if (userInfo != null) new InventoryArchiveWriteRequest(userInfo, invPath, saveStream, m_commsManager).Execute(); } } public void DearchiveInventory(string firstName, string lastName, string invPath, string loadPath) { if (m_scenes.Count > 0) { CachedUserInfo userInfo = GetUserInfo(firstName, lastName); if (userInfo != null) { InventoryArchiveReadRequest request = new InventoryArchiveReadRequest(userInfo, invPath, loadPath, m_commsManager); UpdateClientWithLoadedNodes(userInfo, request.Execute()); } } } public void ArchiveInventory(string firstName, string lastName, string invPath, string savePath) { if (m_scenes.Count > 0) { CachedUserInfo userInfo = GetUserInfo(firstName, lastName); if (userInfo != null) new InventoryArchiveWriteRequest(userInfo, 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); m_log.InfoFormat( "[INVENTORY ARCHIVER]: Loading archive {0} to inventory path {1} for {2} {3}", loadPath, invPath, firstName, lastName); DearchiveInventory(firstName, lastName, invPath, loadPath); m_log.InfoFormat( "[INVENTORY ARCHIVER]: Loaded archive {0} for {1} {2}", loadPath, firstName, lastName); } /// /// 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); m_log.InfoFormat( "[INVENTORY ARCHIVER]: Saving archive {0} from inventory path {1} for {2} {3}", savePath, invPath, firstName, lastName); ArchiveInventory(firstName, lastName, invPath, savePath); m_log.InfoFormat( "[INVENTORY ARCHIVER]: Saved archive {0} for {1} {2}", savePath, firstName, lastName); } /// /// Get user information for the given name. /// /// /// /// protected CachedUserInfo GetUserInfo(string firstName, string lastName) { UserProfileData userProfile = m_commsManager.UserService.GetUserProfile(firstName, lastName); if (null == userProfile) { m_log.ErrorFormat("[INVENTORY ARCHIVER]: Failed to find user {0} {1}", firstName, lastName); return null; } CachedUserInfo userInfo = m_commsManager.UserProfileCacheService.GetUserDetails(userProfile.ID); if (null == userInfo) { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: Failed to find user info for {0} {1} {2}", firstName, lastName, userProfile.ID); return null; } return userInfo; } /// /// Notify the client of loaded nodes if they are logged in /// /// Can be empty. In which case, nothing happens private void UpdateClientWithLoadedNodes(CachedUserInfo userInfo, List loadedNodes) { if (loadedNodes.Count == 0) return; foreach (Scene scene in m_scenes.Values) { ScenePresence user = scene.GetScenePresence(userInfo.UserProfile.ID); if (user != null && !user.IsChildAgent) { foreach (InventoryNodeBase node in loadedNodes) { m_log.DebugFormat( "[INVENTORY ARCHIVER]: Notifying {0} of loaded inventory node {1}", user.Name, node.Name); user.ControllingClient.SendBulkUpdateInventory(node); } break; } } } } }