/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
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* 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
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*/
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Scenes;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using libsecondlife;
using log4net;
using Nini.Config;
namespace OpenSim.Region.Environment.Modules.World.Archiver
{
///
/// Method called when all the necessary assets for an archive request have been received.
///
public delegate void AssetsRequestCallback(IDictionary assets);
///
/// Handles an individual archive write request
///
public class ArchiveWriteRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private string m_savePath;
private string m_serializedEntities;
public ArchiveWriteRequest(Scene scene, string savePath)
{
m_scene = scene;
m_savePath = savePath;
ArchiveRegion();
}
protected void ArchiveRegion()
{
Dictionary assetUuids = new Dictionary();
List entities = m_scene.GetEntities();
foreach (EntityBase entity in entities)
{
if (entity is SceneObjectGroup)
{
SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
foreach (SceneObjectPart part in sceneObject.GetParts())
{
// XXX: Not a great way to iterate through face textures, but there's no
// other way to tell how many faces there actually are
//int i = 0;
foreach (LLObject.TextureEntryFace texture in part.Shape.Textures.FaceTextures)
{
if (texture != null)
{
//m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
assetUuids[texture.TextureID] = 1;
}
}
foreach (TaskInventoryItem tit in part.TaskInventory.Values)
{
if (tit.Type != (int)InventoryType.Object)
{
m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tit.AssetID, part.UUID);
assetUuids[tit.AssetID] = 1;
}
}
}
}
}
m_serializedEntities = SerializeObjects(entities);
if (m_serializedEntities != null && m_serializedEntities.Length > 0)
{
m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", assetUuids.Count);
// Asynchronously request all the assets required to perform this archive operation
new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, assetUuids.Keys);
}
}
protected internal void ReceivedAllAssets(IDictionary assets)
{
m_log.DebugFormat("[ARCHIVER]: Received all {0} textures required", assets.Count);
// XXX: Shouldn't hijack the asset async callback thread like this - this is only temporary
TarArchiveWriter archive = new TarArchiveWriter();
archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities);
AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
assetsArchiver.Archive(archive);
archive.WriteTar(m_savePath);
m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath);
}
///
/// Get an xml representation of the given scene objects.
///
///
///
protected static string SerializeObjects(List entities)
{
string serialization = "";
List serObjects = new List();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
{
serObjects.Add(((SceneObjectGroup) ent).ToXmlString2());
}
}
foreach (string serObject in serObjects)
serialization += serObject;
serialization += "";
return serialization;
}
}
///
/// Encapsulate the asynchronous requests for the assets required for an archive operation
///
class AssetsRequest
{
///
/// Callback used when all the assets requested have been received.
///
protected AssetsRequestCallback m_assetsRequestCallback;
///
/// Assets retrieved in this request
///
protected Dictionary m_assets = new Dictionary();
///
/// Record the number of asset replies required so we know when we've finished
///
private int m_repliesRequired;
///
/// Asset cache used to request the assets
///
protected AssetCache m_assetCache;
protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection uuids)
{
m_assetsRequestCallback = assetsRequestCallback;
m_assetCache = assetCache;
m_repliesRequired = uuids.Count;
// We can stop here if there are no assets to fetch
if (m_repliesRequired == 0)
m_assetsRequestCallback(m_assets);
foreach (LLUUID uuid in uuids)
{
m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
}
}
///
/// Called back by the asset cache when it has the asset
///
///
///
public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
{
m_assets[assetID] = asset;
if (m_assets.Count == m_repliesRequired)
{
// We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive
Thread newThread = new Thread(PerformAssetsRequestCallback);
newThread.Name = "OpenSimulator archiving thread post assets receipt";
newThread.Start();
}
}
///
/// Perform the callback on the original requester of the assets
///
protected void PerformAssetsRequestCallback()
{
m_assetsRequestCallback(m_assets);
}
}
}