/* * 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 System.Xml; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Serialization; using OpenSim.Framework.Serialization.External; using OpenSim.Region.CoreModules.World.Terrain; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Archiver { /// /// Method called when all the necessary assets for an archive request have been received. /// public delegate void AssetsRequestCallback( ICollection assetsFoundUuids, ICollection assetsNotFoundUuids); /// /// Execute the write of an archive once we have received all the necessary data /// public class ArchiveWriteRequestExecution { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected ITerrainModule m_terrainModule; protected IRegionSerialiserModule m_serialiser; protected List m_sceneObjects; protected Scene m_scene; protected TarArchiveWriter m_archiveWriter; protected Guid m_requestId; protected Dictionary m_options; public ArchiveWriteRequestExecution( List sceneObjects, ITerrainModule terrainModule, IRegionSerialiserModule serialiser, Scene scene, TarArchiveWriter archiveWriter, Guid requestId, Dictionary options) { m_sceneObjects = sceneObjects; m_terrainModule = terrainModule; m_serialiser = serialiser; m_scene = scene; m_archiveWriter = archiveWriter; m_requestId = requestId; m_options = options; } protected internal void ReceivedAllAssets( ICollection assetsFoundUuids, ICollection assetsNotFoundUuids) { try { Save(assetsFoundUuids, assetsNotFoundUuids); } finally { m_archiveWriter.Close(); } m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_scene.RegionInfo.RegionName); m_scene.EventManager.TriggerOarFileSaved(m_requestId, String.Empty); } protected internal void Save(ICollection assetsFoundUuids, ICollection assetsNotFoundUuids) { 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); m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive."); // Write out region settings string settingsPath = String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_scene.RegionInfo.RegionName); m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(m_scene.RegionInfo.RegionSettings)); m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive."); // Write out land data (aka parcel) settings ListlandObjects = m_scene.LandChannel.AllParcels(); foreach (ILandObject lo in landObjects) { LandData landData = lo.LandData; string landDataPath = String.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH, landData.GlobalID.ToString()); m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData)); } m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive."); // Write out terrain string terrainPath = String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_scene.RegionInfo.RegionName); MemoryStream ms = new MemoryStream(); m_terrainModule.SaveToStream(terrainPath, ms); m_archiveWriter.WriteFile(terrainPath, ms.ToArray()); ms.Close(); m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive."); // Write out scene object metadata foreach (SceneObjectGroup sceneObject in m_sceneObjects) { //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType()); string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, m_options); m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject); } } } }