/* * 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.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; using OpenSim.Services.Interfaces; 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; } } /// /// Enable or disable checking whether the iar user is actually logged in /// public bool DisablePresenceChecks { get; set; } public event InventoryArchiveSaved OnInventoryArchiveSaved; /// /// The file to load and save inventory if no filename has been specified /// protected const string DEFAULT_INV_BACKUP_FILENAME = "user-inventory.iar"; /// /// Pending save completions initiated from the console /// protected List m_pendingConsoleSaves = new List(); /// /// All scenes that this module knows about /// private Dictionary m_scenes = new Dictionary(); private Scene m_aScene; public InventoryArchiverModule() {} public InventoryArchiverModule(bool disablePresenceChecks) { DisablePresenceChecks = disablePresenceChecks; } public void Initialise(Scene scene, IConfigSource source) { if (m_scenes.Count == 0) { scene.RegisterModuleInterface(this); OnInventoryArchiveSaved += SaveInvConsoleCommandCompleted; scene.AddCommand( this, "load iar", "load iar []", "Load user inventory archive.", HandleLoadInvConsoleCommand); scene.AddCommand( this, "save iar", "save iar []", "Save user inventory archive.", HandleSaveInvConsoleCommand); m_aScene = scene; } m_scenes[scene.RegionInfo.RegionID] = scene; } public void PostInitialise() {} public void Close() {} /// /// Trigger the inventory archive saved event. /// protected internal void TriggerInventoryArchiveSaved( Guid id, bool succeeded, CachedUserInfo userInfo, string invPath, Stream saveStream, Exception reportedException) { InventoryArchiveSaved handlerInventoryArchiveSaved = OnInventoryArchiveSaved; if (handlerInventoryArchiveSaved != null) handlerInventoryArchiveSaved(id, succeeded, userInfo, invPath, saveStream, reportedException); } public bool ArchiveInventory(Guid id, string firstName, string lastName, string invPath, string pass, Stream saveStream) { if (m_scenes.Count > 0) { CachedUserInfo userInfo = GetUserInfo(firstName, lastName, pass); if (userInfo != null) { if (CheckPresence(userInfo.UserProfile.ID)) { new InventoryArchiveWriteRequest(id, this, m_aScene, userInfo, invPath, saveStream).Execute(); return true; } else { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: User {0} {1} not logged in to this region simulator", userInfo.UserProfile.Name, userInfo.UserProfile.ID); } } } return false; } public bool ArchiveInventory(Guid id, string firstName, string lastName, string invPath, string pass, string savePath) { if (m_scenes.Count > 0) { CachedUserInfo userInfo = GetUserInfo(firstName, lastName, pass); if (userInfo != null) { if (CheckPresence(userInfo.UserProfile.ID)) { new InventoryArchiveWriteRequest(id, this, m_aScene, userInfo, invPath, savePath).Execute(); return true; } else { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: User {0} {1} not logged in to this region simulator", userInfo.UserProfile.Name, userInfo.UserProfile.ID); } } } return false; } public bool DearchiveInventory(string firstName, string lastName, string invPath, string pass, Stream loadStream) { if (m_scenes.Count > 0) { CachedUserInfo userInfo = GetUserInfo(firstName, lastName, pass); if (userInfo != null) { if (CheckPresence(userInfo.UserProfile.ID)) { InventoryArchiveReadRequest request = new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadStream); UpdateClientWithLoadedNodes(userInfo, request.Execute()); return true; } else { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: User {0} {1} not logged in to this region simulator", userInfo.UserProfile.Name, userInfo.UserProfile.ID); } } } return false; } public bool DearchiveInventory(string firstName, string lastName, string invPath, string pass, string loadPath) { if (m_scenes.Count > 0) { CachedUserInfo userInfo = GetUserInfo(firstName, lastName, pass); if (userInfo != null) { if (CheckPresence(userInfo.UserProfile.ID)) { InventoryArchiveReadRequest request = new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadPath); UpdateClientWithLoadedNodes(userInfo, request.Execute()); return true; } else { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: User {0} {1} not logged in to this region simulator", userInfo.UserProfile.Name, userInfo.UserProfile.ID); } } } return false; } /// /// Load inventory from an inventory file archive /// /// protected void HandleLoadInvConsoleCommand(string module, string[] cmdparams) { if (cmdparams.Length < 6) { m_log.Error( "[INVENTORY ARCHIVER]: usage is load iar []"); return; } m_log.Info("[INVENTORY ARCHIVER]: PLEASE NOTE THAT THIS FACILITY IS EXPERIMENTAL. BUG REPORTS WELCOME."); string firstName = cmdparams[2]; string lastName = cmdparams[3]; string invPath = cmdparams[4]; string pass = cmdparams[5]; string loadPath = (cmdparams.Length > 6 ? cmdparams[6] : DEFAULT_INV_BACKUP_FILENAME); m_log.InfoFormat( "[INVENTORY ARCHIVER]: Loading archive {0} to inventory path {1} for {2} {3}", loadPath, invPath, firstName, lastName); if (DearchiveInventory(firstName, lastName, invPath, pass, 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 < 6) { m_log.Error( "[INVENTORY ARCHIVER]: usage is save iar []"); return; } m_log.Info("[INVENTORY ARCHIVER]: PLEASE NOTE THAT THIS FACILITY IS EXPERIMENTAL. BUG REPORTS WELCOME."); string firstName = cmdparams[2]; string lastName = cmdparams[3]; string invPath = cmdparams[4]; string pass = cmdparams[5]; string savePath = (cmdparams.Length > 6 ? cmdparams[6] : DEFAULT_INV_BACKUP_FILENAME); m_log.InfoFormat( "[INVENTORY ARCHIVER]: Saving archive {0} using inventory path {1} for {2} {3}", savePath, invPath, firstName, lastName); Guid id = Guid.NewGuid(); ArchiveInventory(id, firstName, lastName, invPath, pass, savePath); lock (m_pendingConsoleSaves) m_pendingConsoleSaves.Add(id); } private void SaveInvConsoleCommandCompleted( Guid id, bool succeeded, CachedUserInfo userInfo, string invPath, Stream saveStream, Exception reportedException) { lock (m_pendingConsoleSaves) { if (m_pendingConsoleSaves.Contains(id)) m_pendingConsoleSaves.Remove(id); else return; } if (succeeded) { m_log.InfoFormat("[INVENTORY ARCHIVER]: Saved archive for {0}", userInfo.UserProfile.Name); } else { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: Archive save for {0} failed - {1}", userInfo.UserProfile.Name, reportedException.Message); } } /// /// Get user information for the given name. /// /// /// /// User password /// protected CachedUserInfo GetUserInfo(string firstName, string lastName, string pass) { CachedUserInfo userInfo = m_aScene.CommsManager.UserProfileCacheService.GetUserDetails(firstName, lastName); //m_aScene.CommsManager.UserService.GetUserProfile(firstName, lastName); if (null == userInfo) { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: Failed to find user info for {0} {1}", firstName, lastName); return null; } try { if (m_aScene.AuthenticationService.Authenticate(userInfo.UserProfile.ID, pass, 1) != string.Empty) { return userInfo; } else { m_log.ErrorFormat( "[INVENTORY ARCHIVER]: Password for user {0} {1} incorrect. Please try again.", firstName, lastName); return null; } } catch (Exception e) { m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e.Message); return null; } } /// /// 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; } } } /// /// Check if the given user is present in any of the scenes. /// /// The user to check /// true if the user is in any of the scenes, false otherwise protected bool CheckPresence(UUID userId) { if (DisablePresenceChecks) return true; foreach (Scene scene in m_scenes.Values) { ScenePresence p; if ((p = scene.GetScenePresence(userId)) != null) { p.ControllingClient.SendAgentAlertMessage("Inventory operation has been started", false); return true; } } return false; } } }