/* * 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; using System.Collections.Generic; using System.IO; using System.IO.Compression; using System.Reflection; using System.Text.RegularExpressions; using System.Threading; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Serialization; using OpenSim.Region.CoreModules.World.Terrain; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Archiver { /// /// Prepare to write out an archive. /// public class ArchiveWriteRequestPreparation { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected Scene m_scene; protected Stream m_saveStream; protected Guid m_requestId; /// /// Constructor /// public ArchiveWriteRequestPreparation(Scene scene, string savePath, Guid requestId) { m_scene = scene; m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress); m_requestId = requestId; } /// /// Constructor. /// /// /// The stream to which to save data. /// The id associated with this request public ArchiveWriteRequestPreparation(Scene scene, Stream saveStream, Guid requestId) { m_scene = scene; m_saveStream = saveStream; m_requestId = requestId; } /// /// Archive the region requested. /// /// if there was an io problem with creating the file public void ArchiveRegion() { Dictionary assetUuids = new Dictionary(); List entities = m_scene.GetEntities(); List sceneObjects = new List(); // 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 foreach (EntityBase entity in entities) { if (entity is SceneObjectGroup) { SceneObjectGroup sceneObject = (SceneObjectGroup)entity; if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) sceneObjects.Add((SceneObjectGroup)entity); } } UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService); foreach (SceneObjectGroup sceneObject in sceneObjects) { assetGatherer.GatherAssetUuids(sceneObject, assetUuids); } m_log.DebugFormat( "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", sceneObjects.Count, assetUuids.Count); // Make sure that we also request terrain texture assets RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) assetUuids[regionSettings.TerrainTexture1] = 1; if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) assetUuids[regionSettings.TerrainTexture2] = 1; if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) assetUuids[regionSettings.TerrainTexture3] = 1; if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) assetUuids[regionSettings.TerrainTexture4] = 1; TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream); // Asynchronously request all the assets required to perform this archive operation ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution( sceneObjects, m_scene.RequestModuleInterface(), m_scene.RequestModuleInterface(), m_scene, archiveWriter, m_requestId); new AssetsRequest( new AssetsArchiver(archiveWriter), assetUuids.Keys, m_scene.AssetService, awre.ReceivedAllAssets).Execute(); } } }