/* * 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.Text.RegularExpressions; using System.Threading; using System.Xml; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Monitoring; using OpenSim.Framework.Serialization; using OpenSim.Region.CoreModules.World.Terrain; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using Ionic.Zlib; using GZipStream = Ionic.Zlib.GZipStream; using CompressionMode = Ionic.Zlib.CompressionMode; using CompressionLevel = Ionic.Zlib.CompressionLevel; using OpenSim.Framework.Serialization.External; using PermissionMask = OpenSim.Framework.PermissionMask; namespace OpenSim.Region.CoreModules.World.Archiver { /// /// Prepare to write out an archive. /// public class ArchiveWriteRequest { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// The minimum major version of OAR that we can write. /// public static int MIN_MAJOR_VERSION = 0; /// /// The maximum major version of OAR that we can write. /// public static int MAX_MAJOR_VERSION = 1; /// /// Whether we're saving a multi-region archive. /// public bool MultiRegionFormat { get; set; } /// /// Determine whether this archive will save assets. Default is true. /// public bool SaveAssets { get; set; } /// /// Determines which objects will be included in the archive, according to their permissions. /// Default is null, meaning no permission checks. /// public string FilterContent { get; set; } protected Scene m_rootScene; protected Stream m_saveStream; protected TarArchiveWriter m_archiveWriter; protected Guid m_requestId; protected Dictionary m_options; /// /// Constructor /// /// Calling module /// The path to which to save data. /// The id associated with this request /// /// If there was a problem opening a stream for the file specified by the savePath /// public ArchiveWriteRequest(Scene scene, string savePath, Guid requestId) : this(scene, requestId) { try { m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression); } catch (EntryPointNotFoundException e) { m_log.ErrorFormat( "[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); m_log.ErrorFormat("{0} {1}", e.Message, e.StackTrace); } } /// /// Constructor. /// /// The root scene to archive /// The stream to which to save data. /// The id associated with this request public ArchiveWriteRequest(Scene scene, Stream saveStream, Guid requestId) : this(scene, requestId) { m_saveStream = saveStream; } protected ArchiveWriteRequest(Scene scene, Guid requestId) { m_rootScene = scene; m_requestId = requestId; m_archiveWriter = null; MultiRegionFormat = false; SaveAssets = true; FilterContent = null; } /// /// Archive the region requested. /// /// if there was an io problem with creating the file public void ArchiveRegion(Dictionary options) { m_options = options; if (options.ContainsKey("all") && (bool)options["all"]) MultiRegionFormat = true; if (options.ContainsKey("noassets") && (bool)options["noassets"]) SaveAssets = false; Object temp; if (options.TryGetValue("checkPermissions", out temp)) FilterContent = (string)temp; // Find the regions to archive ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); if (MultiRegionFormat) { m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count); SceneManager.Instance.ForEachScene(delegate(Scene scene) { scenesGroup.AddScene(scene); }); } else { scenesGroup.AddScene(m_rootScene); } scenesGroup.CalcSceneLocations(); m_archiveWriter = new TarArchiveWriter(m_saveStream); try { // Write out control file. It should be first so that it will be found ASAP when loading the file. m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup)); m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); // Archive the regions Dictionary assetUuids = new Dictionary(); HashSet failedIDs = new HashSet(); HashSet uncertainAssetsUUIDs = new HashSet(); scenesGroup.ForEachScene(delegate(Scene scene) { string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : ""; ArchiveOneRegion(scene, regionDir, assetUuids, failedIDs, uncertainAssetsUUIDs); }); // Archive the assets if (SaveAssets) { m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count); AssetsRequest ar = new AssetsRequest( new AssetsArchiver(m_archiveWriter), assetUuids, failedIDs.Count, m_rootScene.AssetService, m_rootScene.UserAccountService, m_rootScene.RegionInfo.ScopeID, options, null); ar.Execute(); assetUuids = null; } else { m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); // CloseArchive(string.Empty); } CloseArchive(string.Empty); } catch (Exception e) { CloseArchive(e.Message); throw; } } private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary assetUuids, HashSet failedIDs, HashSet uncertainAssetsUUIDs) { m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name); EntityBase[] entities = scene.GetEntities(); List sceneObjects = new List(); int numObjectsSkippedPermissions = 0; // Filter entities so that we only have scene objects. // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods // end up having to do this IPermissionsModule permissionsModule = scene.RequestModuleInterface(); foreach (EntityBase entity in entities) { if (entity is SceneObjectGroup) { SceneObjectGroup sceneObject = (SceneObjectGroup)entity; if (!sceneObject.IsDeleted && !sceneObject.IsAttachment && !sceneObject.IsTemporary && !sceneObject.inTransit) { if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, FilterContent, permissionsModule)) { // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR. ++numObjectsSkippedPermissions; } else { sceneObjects.Add(sceneObject); } } } } if (SaveAssets) { UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids, failedIDs, uncertainAssetsUUIDs); int prevAssets = assetUuids.Count; foreach (SceneObjectGroup sceneObject in sceneObjects) { int curErrorCntr = assetGatherer.ErrorCount; int possible = assetGatherer.possibleNotAssetCount; assetGatherer.AddForInspection(sceneObject); assetGatherer.GatherAll(); curErrorCntr = assetGatherer.ErrorCount - curErrorCntr; possible = assetGatherer.possibleNotAssetCount - possible; if(curErrorCntr > 0) { m_log.ErrorFormat("[ARCHIVER]: object {0} '{1}', at {2}, contains {3} references to missing or damaged assets", sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), curErrorCntr); if(possible > 0) m_log.WarnFormat("[ARCHIVER Warning]: object also contains {0} references that may be to missing or damaged assets or not a problem", possible); } else if(possible > 0) { m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains {3} references that may be to missing or damaged assets or not a problem", sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), possible); } } assetGatherer.GatherAll(); int errors = assetGatherer.FailedUUIDs.Count; m_log.DebugFormat( "[ARCHIVER]: {0} region scene objects to save reference {1} possible assets", sceneObjects.Count, assetUuids.Count - prevAssets + errors); if(errors > 0) m_log.DebugFormat("[ARCHIVER]: {0} of these have problems or are not assets and will be ignored", errors); } if (numObjectsSkippedPermissions > 0) { m_log.DebugFormat( "[ARCHIVER]: {0} scene objects skipped due to lack of permissions", numObjectsSkippedPermissions); } // Make sure that we also request terrain texture assets RegionSettings regionSettings = scene.RegionInfo.RegionSettings; if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) assetUuids[regionSettings.TerrainTexture1] = (sbyte)AssetType.Texture; if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) assetUuids[regionSettings.TerrainTexture2] = (sbyte)AssetType.Texture; if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) assetUuids[regionSettings.TerrainTexture3] = (sbyte)AssetType.Texture; if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) assetUuids[regionSettings.TerrainTexture4] = (sbyte)AssetType.Texture; Save(scene, sceneObjects, regionDir); } /// /// Checks whether the user has permission to export an object group to an OAR. /// /// The user /// The object group /// Which permissions to check: "C" = Copy, "T" = Transfer /// The scene's permissions module /// Whether the user is allowed to export the object to an OAR private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string filterContent, IPermissionsModule permissionsModule) { if (filterContent == null) return true; if (permissionsModule == null) return true; // this shouldn't happen // Check whether the user is permitted to export all of the parts in the SOG. If any // part can't be exported then the entire SOG can't be exported. bool permitted = true; //int primNumber = 1; foreach (SceneObjectPart obj in objGroup.Parts) { uint perm; PermissionClass permissionClass = permissionsModule.GetPermissionClass(user, obj); switch (permissionClass) { case PermissionClass.Owner: perm = obj.BaseMask; break; case PermissionClass.Group: perm = obj.GroupMask | obj.EveryoneMask; break; case PermissionClass.Everyone: default: perm = obj.EveryoneMask; break; } bool canCopy = (perm & (uint)PermissionMask.Copy) != 0; bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0; // Special case: if Everyone can copy the object then this implies it can also be // Transferred. // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied. if (permissionClass != PermissionClass.Owner) canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0; bool partPermitted = true; if (filterContent.Contains("C") && !canCopy) partPermitted = false; if (filterContent.Contains("T") && !canTransfer) partPermitted = false; // If the user is the Creator of the object then it can always be included in the OAR bool creator = (obj.CreatorID.Guid == user.Guid); if (creator) partPermitted = true; //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount); //m_log.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, creator={8}, permitted={9}", // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask, // permissionClass, checkPermissions, canCopy, canTransfer, creator, partPermitted); if (!partPermitted) { permitted = false; break; } //++primNumber; } return permitted; } /// /// Create the control file. /// /// public string CreateControlFile(ArchiveScenesGroup scenesGroup) { int majorVersion; int minorVersion; if (MultiRegionFormat) { majorVersion = MAX_MAJOR_VERSION; minorVersion = 0; } else { // To support older versions of OpenSim, we continue to create single-region OARs // using the old file format. In the future this format will be discontinued. majorVersion = 0; minorVersion = 8; } // // if (m_options.ContainsKey("version")) // { // string[] parts = m_options["version"].ToString().Split('.'); // if (parts.Length >= 1) // { // majorVersion = Int32.Parse(parts[0]); // // if (parts.Length >= 2) // minorVersion = Int32.Parse(parts[1]); // } // } // // if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION) // { // throw new Exception( // string.Format( // "OAR version number for save must be between {0} and {1}", // MIN_MAJOR_VERSION, MAX_MAJOR_VERSION)); // } // else if (majorVersion == MAX_MAJOR_VERSION) // { // // Force 1.0 // minorVersion = 0; // } // else if (majorVersion == MIN_MAJOR_VERSION) // { // // Force 0.4 // minorVersion = 4; // } m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion); if (majorVersion == 1) { m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim versions prior to 0.7.4. Do not use the --all option if you want to produce a compatible OAR"); } String s; using (StringWriter sw = new StringWriter()) { using (XmlTextWriter xtw = new XmlTextWriter(sw)) { xtw.Formatting = Formatting.Indented; xtw.WriteStartDocument(); xtw.WriteStartElement("archive"); xtw.WriteAttributeString("major_version", majorVersion.ToString()); xtw.WriteAttributeString("minor_version", minorVersion.ToString()); xtw.WriteStartElement("creation_info"); DateTime now = DateTime.UtcNow; TimeSpan t = now - new DateTime(1970, 1, 1); xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString()); if (!MultiRegionFormat) xtw.WriteElementString("id", m_rootScene.RegionInfo.RegionID.ToString()); xtw.WriteEndElement(); xtw.WriteElementString("assets_included", SaveAssets.ToString()); if (MultiRegionFormat) { WriteRegionsManifest(scenesGroup, xtw); } else { xtw.WriteStartElement("region_info"); WriteRegionInfo(m_rootScene, xtw); xtw.WriteEndElement(); } xtw.WriteEndElement(); xtw.Flush(); } s = sw.ToString(); } return s; } /// /// Writes the list of regions included in a multi-region OAR. /// private static void WriteRegionsManifest(ArchiveScenesGroup scenesGroup, XmlTextWriter xtw) { xtw.WriteStartElement("regions"); // Write the regions in order: rows from South to North, then regions from West to East. // The list of regions can have "holes"; we write empty elements in their position. for (uint y = (uint)scenesGroup.Rect.Top; y < scenesGroup.Rect.Bottom; ++y) { SortedDictionary row; if (scenesGroup.Regions.TryGetValue(y, out row)) { xtw.WriteStartElement("row"); for (uint x = (uint)scenesGroup.Rect.Left; x < scenesGroup.Rect.Right; ++x) { Scene scene; if (row.TryGetValue(x, out scene)) { xtw.WriteStartElement("region"); xtw.WriteElementString("id", scene.RegionInfo.RegionID.ToString()); xtw.WriteElementString("dir", scenesGroup.GetRegionDir(scene.RegionInfo.RegionID)); WriteRegionInfo(scene, xtw); xtw.WriteEndElement(); } else { // Write a placeholder for a missing region xtw.WriteElementString("region", ""); } } xtw.WriteEndElement(); } else { // Write a placeholder for a missing row xtw.WriteElementString("row", ""); } } xtw.WriteEndElement(); // "regions" } protected static void WriteRegionInfo(Scene scene, XmlTextWriter xtw) { Vector2 size; size = new Vector2((float)scene.RegionInfo.RegionSizeX, (float)scene.RegionInfo.RegionSizeY); xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y)); } protected void Save(Scene scene, List sceneObjects, string regionDir) { if (regionDir != string.Empty) regionDir = ArchiveConstants.REGIONS_PATH + regionDir + "/"; m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive."); // Write out region settings string settingsPath = String.Format("{0}{1}{2}.xml", regionDir, ArchiveConstants.SETTINGS_PATH, scene.RegionInfo.RegionName); m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(scene.RegionInfo.RegionSettings)); m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive."); // Write out land data (aka parcel) settings List landObjects = scene.LandChannel.AllParcels(); foreach (ILandObject lo in landObjects) { LandData landData = lo.LandData; string landDataPath = String.Format("{0}{1}", regionDir, ArchiveConstants.CreateOarLandDataPath(landData)); m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options)); } m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive."); // Write out terrain string terrainPath = String.Format("{0}{1}{2}.r32", regionDir, ArchiveConstants.TERRAINS_PATH, scene.RegionInfo.RegionName); using (MemoryStream ms = new MemoryStream()) { scene.RequestModuleInterface().SaveToStream(terrainPath, ms); m_archiveWriter.WriteFile(terrainPath, ms.ToArray()); } m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive."); // Write out scene object metadata IRegionSerialiserModule serializer = scene.RequestModuleInterface(); foreach (SceneObjectGroup sceneObject in sceneObjects) { //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType()); if(sceneObject.IsDeleted || sceneObject.inTransit) continue; string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options); string objectPath = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject)); m_archiveWriter.WriteFile(objectPath, serializedObject); } } protected void ReceivedAllAssets(ICollection assetsFoundUuids, ICollection assetsNotFoundUuids, bool timedOut) { string errorMessage; if (timedOut) { errorMessage = "Loading assets timed out"; } else { foreach (UUID uuid in assetsNotFoundUuids) { m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid); } // m_log.InfoFormat( // "[ARCHIVER]: Received {0} of {1} assets requested", // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count); errorMessage = String.Empty; } CloseArchive(errorMessage); } /// /// Closes the archive and notifies that we're done. /// /// The error that occurred, or empty for success protected void CloseArchive(string errorMessage) { try { if (m_archiveWriter != null) m_archiveWriter.Close(); m_saveStream.Close(); } catch (Exception e) { m_log.Error(string.Format("[ARCHIVER]: Error closing archive: {0} ", e.Message), e); if (errorMessage == string.Empty) errorMessage = e.Message; } m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_rootScene.RegionInfo.RegionName); m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage); } } }