/* * 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.Net; using System.Reflection; using System.Text; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Serialization; using OpenSim.Framework.Serialization.External; using OpenSim.Framework.Communications.Cache; using OpenSim.Region.CoreModules.World.Terrain; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Archiver { /// /// Handles an individual archive read request /// public class ArchiveReadRequest { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding(); private Scene m_scene; private Stream m_loadStream; private Guid m_requestId; private string m_errorMessage; /// /// Should the archive being loaded be merged with what is already on the region? /// private bool m_merge; /// /// Used to cache lookups for valid uuids. /// private IDictionary m_validUserUuids = new Dictionary(); public ArchiveReadRequest(Scene scene, string loadPath, bool merge, Guid requestId) { m_scene = scene; m_loadStream = new GZipStream(GetStream(loadPath), CompressionMode.Decompress); m_errorMessage = String.Empty; m_merge = merge; m_requestId = requestId; } public ArchiveReadRequest(Scene scene, Stream loadStream, bool merge, Guid requestId) { m_scene = scene; m_loadStream = loadStream; m_merge = merge; m_requestId = requestId; } /// /// Dearchive the region embodied in this request. /// public void DearchiveRegion() { // The same code can handle dearchiving 0.1 and 0.2 OpenSim Archive versions DearchiveRegion0DotStar(); } private void DearchiveRegion0DotStar() { int successfulAssetRestores = 0; int failedAssetRestores = 0; List serialisedSceneObjects = new List(); string filePath = "NONE"; try { TarArchiveReader archive = new TarArchiveReader(m_loadStream); byte[] data; TarArchiveReader.TarEntryType entryType; while ((data = archive.ReadEntry(out filePath, out entryType)) != null) { //m_log.DebugFormat( // "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length); if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) continue; if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) { serialisedSceneObjects.Add(m_asciiEncoding.GetString(data)); } else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH)) { if (LoadAsset(filePath, data)) successfulAssetRestores++; else failedAssetRestores++; } else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH)) { LoadTerrain(filePath, data); } else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH)) { LoadRegionSettings(filePath, data); } } //m_log.Debug("[ARCHIVER]: Reached end of archive"); archive.Close(); } catch (Exception e) { m_log.ErrorFormat( "[ARCHIVER]: Aborting load with error in archive file {0}. {1}", filePath, e); m_errorMessage += e.ToString(); m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage); return; } m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores); if (failedAssetRestores > 0) { m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores); m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores); } if (!m_merge) { m_log.Info("[ARCHIVER]: Clearing all existing scene objects"); m_scene.DeleteAllSceneObjects(); } // Reload serialized prims m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count); IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface(); int sceneObjectsLoadedCount = 0; foreach (string serialisedSceneObject in serialisedSceneObjects) { /* m_log.DebugFormat("[ARCHIVER]: Loading xml with raw size {0}", serialisedSceneObject.Length); // Really large xml files (multi megabyte) appear to cause // memory problems // when loading the xml. But don't enable this check yet if (serialisedSceneObject.Length > 5000000) { m_log.Error("[ARCHIVER]: Ignoring xml since size > 5000000);"); continue; } */ SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); // For now, give all incoming scene objects new uuids. This will allow scenes to be cloned // on the same region server and multiple examples a single object archive to be imported // to the same scene (when this is possible). sceneObject.ResetIDs(); // Try to retain the original creator/owner/lastowner if their uuid is present on this grid // otherwise, use the master avatar uuid instead UUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID; if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero) masterAvatarId = m_scene.RegionInfo.EstateSettings.EstateOwner; foreach (SceneObjectPart part in sceneObject.Children.Values) { if (!ResolveUserUuid(part.CreatorID)) part.CreatorID = masterAvatarId; if (!ResolveUserUuid(part.OwnerID)) part.OwnerID = masterAvatarId; if (!ResolveUserUuid(part.LastOwnerID)) part.LastOwnerID = masterAvatarId; // And zap any troublesome sit target information part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); part.SitTargetPosition = new Vector3(0, 0, 0); // Fix ownership/creator of inventory items // Not doing so results in inventory items // being no copy/no mod for everyone lock (part.TaskInventory) { TaskInventoryDictionary inv = part.TaskInventory; foreach (KeyValuePair kvp in inv) { if (!ResolveUserUuid(kvp.Value.OwnerID)) { kvp.Value.OwnerID = masterAvatarId; } if (!ResolveUserUuid(kvp.Value.CreatorID)) { kvp.Value.CreatorID = masterAvatarId; } } } } if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) { sceneObjectsLoadedCount++; sceneObject.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 0); } } m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjectsLoadedCount); int ignoredObjects = serialisedSceneObjects.Count - sceneObjectsLoadedCount; if (ignoredObjects > 0) m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects); m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive"); m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage); } /// /// Look up the given user id to check whether it's one that is valid for this grid. /// /// /// private bool ResolveUserUuid(UUID uuid) { if (!m_validUserUuids.ContainsKey(uuid)) { CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(uuid); if (profile != null && profile.UserProfile != null) m_validUserUuids.Add(uuid, true); else m_validUserUuids.Add(uuid, false); } if (m_validUserUuids[uuid]) return true; else return false; } /// /// Load an asset /// /// /// /// true if asset was successfully loaded, false otherwise private bool LoadAsset(string assetPath, byte[] data) { // 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( "[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]; //m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType); AssetBase asset = new AssetBase(new UUID(uuid), String.Empty); asset.Type = assetType; asset.Data = data; m_scene.AssetService.Store(asset); /** * Create layers on decode for image assets. This is likely to significantly increase the time to load archives so * it might be best done when dearchive takes place on a separate thread if (asset.Type=AssetType.Texture) { IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface(); if (cacheLayerDecode != null) cacheLayerDecode.syncdecode(asset.FullID, asset.Data); } */ return true; } else { m_log.ErrorFormat( "[ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}", assetPath, extension); return false; } } /// /// Load region settings data /// /// /// /// /// true if settings were loaded successfully, false otherwise /// private bool LoadRegionSettings(string settingsPath, byte[] data) { RegionSettings loadedRegionSettings; try { loadedRegionSettings = RegionSettingsSerializer.Deserialize(data); } catch (Exception e) { m_log.ErrorFormat( "[ARCHIVER]: Could not parse region settings file {0}. Ignoring. Exception was {1}", settingsPath, e); return false; } RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings; currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit; currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage; currentRegionSettings.AllowLandJoinDivide = loadedRegionSettings.AllowLandJoinDivide; currentRegionSettings.AllowLandResell = loadedRegionSettings.AllowLandResell; currentRegionSettings.BlockFly = loadedRegionSettings.BlockFly; currentRegionSettings.BlockShowInSearch = loadedRegionSettings.BlockShowInSearch; currentRegionSettings.BlockTerraform = loadedRegionSettings.BlockTerraform; currentRegionSettings.DisableCollisions = loadedRegionSettings.DisableCollisions; currentRegionSettings.DisablePhysics = loadedRegionSettings.DisablePhysics; currentRegionSettings.DisableScripts = loadedRegionSettings.DisableScripts; currentRegionSettings.Elevation1NE = loadedRegionSettings.Elevation1NE; currentRegionSettings.Elevation1NW = loadedRegionSettings.Elevation1NW; currentRegionSettings.Elevation1SE = loadedRegionSettings.Elevation1SE; currentRegionSettings.Elevation1SW = loadedRegionSettings.Elevation1SW; currentRegionSettings.Elevation2NE = loadedRegionSettings.Elevation2NE; currentRegionSettings.Elevation2NW = loadedRegionSettings.Elevation2NW; currentRegionSettings.Elevation2SE = loadedRegionSettings.Elevation2SE; currentRegionSettings.Elevation2SW = loadedRegionSettings.Elevation2SW; currentRegionSettings.FixedSun = loadedRegionSettings.FixedSun; currentRegionSettings.ObjectBonus = loadedRegionSettings.ObjectBonus; currentRegionSettings.RestrictPushing = loadedRegionSettings.RestrictPushing; currentRegionSettings.TerrainLowerLimit = loadedRegionSettings.TerrainLowerLimit; currentRegionSettings.TerrainRaiseLimit = loadedRegionSettings.TerrainRaiseLimit; currentRegionSettings.TerrainTexture1 = loadedRegionSettings.TerrainTexture1; currentRegionSettings.TerrainTexture2 = loadedRegionSettings.TerrainTexture2; currentRegionSettings.TerrainTexture3 = loadedRegionSettings.TerrainTexture3; currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4; currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun; currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight; IEstateModule estateModule = m_scene.RequestModuleInterface(); estateModule.sendRegionHandshakeToAll(); return true; } /// /// Load terrain data /// /// /// /// /// true if terrain was resolved successfully, false otherwise. /// private bool LoadTerrain(string terrainPath, byte[] data) { ITerrainModule terrainModule = m_scene.RequestModuleInterface(); MemoryStream ms = new MemoryStream(data); terrainModule.LoadFromStream(terrainPath, ms); ms.Close(); m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath); return true; } /// /// Resolve path to a working FileStream /// private Stream GetStream(string path) { if (File.Exists(path)) { return new FileStream(path, FileMode.Open, FileAccess.Read); } else { try { Uri uri = new Uri(path); if (uri.Scheme == "file") { return new FileStream(uri.AbsolutePath, FileMode.Open, FileAccess.Read); } else { if (uri.Scheme != "http") throw new Exception(String.Format("Unsupported URI scheme ({0})", path)); // OK, now we know we have an HTTP URI to work with return URIFetch(uri); } } catch (UriFormatException) { // In many cases the user will put in a plain old filename that cannot be found so assume that // this is the problem rather than confusing the issue with a UriFormatException throw new Exception(String.Format("Cannot find file {0}", path)); } } } private static Stream URIFetch(Uri uri) { HttpWebRequest request = (HttpWebRequest)WebRequest.Create(uri); // request.Credentials = credentials; request.ContentLength = 0; request.KeepAlive = false; WebResponse response = request.GetResponse(); Stream file = response.GetResponseStream(); if (response.ContentType != "application/x-oar") throw new Exception(String.Format("{0} does not identify an OAR file", uri.ToString())); if (response.ContentLength == 0) throw new Exception(String.Format("{0} returned an empty file", uri.ToString())); // return new BufferedStream(file, (int) response.ContentLength); return new BufferedStream(file, 1000000); } } }