/* * 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 OpenSim.Framework; using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Environment.Modules.World.Serialiser; using OpenSim.Region.Environment.Modules.World.Terrain; using System; using System.Collections.Generic; using System.IO; using System.Reflection; using System.Xml; using libsecondlife; using log4net; namespace OpenSim.Region.Environment.Modules.World.Archiver { /// /// Handles an individual archive read request /// public class ArchiveReadRequest { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding(); protected Scene m_scene; protected string m_loadPath; public ArchiveReadRequest(Scene scene, string loadPath) { m_scene = scene; m_loadPath = loadPath; DearchiveRegion(); } protected void DearchiveRegion() { TarArchiveReader archive = new TarArchiveReader(m_loadPath); //AssetsDearchiver dearchiver = new AssetsDearchiver(m_scene.AssetCache); List serialisedSceneObjects = new List(); string filePath = "ERROR"; byte[] data; while ((data = archive.ReadEntry(out filePath)) != null) { m_log.DebugFormat( "[ARCHIVER]: Successfully read {0} ({1} bytes) from archive {2}", filePath, data.Length, m_loadPath); if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) { serialisedSceneObjects.Add(m_asciiEncoding.GetString(data)); } // else if (filePath.Equals(ArchiveConstants.ASSETS_METADATA_PATH)) // { // string xml = m_asciiEncoding.GetString(data); // dearchiver.AddAssetMetadata(xml); // } else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH)) { LoadAsset(filePath, data); } else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH)) { LoadTerrain(filePath, data); } } m_log.Debug("[ARCHIVER]: Reached end of archive"); archive.Close(); // Reload serialized prims m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects", serialisedSceneObjects.Count); IRegionSerialiser serialiser = m_scene.RequestModuleInterface(); foreach (string serialisedSceneObject in serialisedSceneObjects) { serialiser.LoadGroupFromXml2(m_scene, serialisedSceneObject); } m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive"); } /// /// Load an asset /// /// /// /// true if asset was successfully loaded, false otherwise protected bool LoadAsset(string assetPath, byte[] data) { // Right now we're nastily obtaining the lluuid from the filename string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length); string extension = filename.Substring(filename.LastIndexOf("_")); 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}", filename); AssetBase asset = new AssetBase(new LLUUID(uuid), String.Empty); asset.Type = assetType; asset.Data = data; m_scene.AssetCache.AddAsset(asset); 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 terrain data /// /// /// /// /// true if terrain was resolved successfully, false otherwise. /// protected 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]: Successfully loaded terrain {0}", terrainPath); return true; } } }