/* * 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.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 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 textureUuids = 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()) { LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0); textureUuids[texture] = 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", textureUuids.Count); // Asynchronously request all the assets required to perform this archive operation new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, textureUuids.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); // It appears that gtar, at least, doesn't need the intermediate directory entries in the tar //archive.AddDir("assets"); foreach (LLUUID uuid in assets.Keys) { if (assets[uuid] != null) { archive.AddFile(ArchiveConstants.ASSETS_PATH + uuid.ToString() + ".jp2", assets[uuid].Data); } else { m_log.DebugFormat("[ARCHIVER]: Could not find asset {0} to archive", uuid); } } 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) { m_assetsRequestCallback(m_assets); } } } }