/*
* 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.Reflection;
using System.Xml;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Modules.World.Terrain;
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 assetsFound, 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 Stream m_saveStream;
public ArchiveWriteRequestExecution(
List sceneObjects,
ITerrainModule terrainModule,
IRegionSerialiserModule serialiser,
Scene scene,
Stream saveStream)
{
m_sceneObjects = sceneObjects;
m_terrainModule = terrainModule;
m_serialiser = serialiser;
m_scene = scene;
m_saveStream = saveStream;
}
protected internal void ReceivedAllAssets(
IDictionary assetsFound, 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",
assetsFound.Count, assetsFound.Count + assetsNotFoundUuids.Count);
m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time.");
TarArchiveWriter archive = new TarArchiveWriter();
// Write out control file
archive.AddFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile());
// Write out region settings
string settingsPath
= String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_scene.RegionInfo.RegionName);
archive.AddFile(settingsPath, RegionSettingsSerializer.Serialize(m_scene.RegionInfo.RegionSettings));
// 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);
archive.AddFile(terrainPath, ms.ToArray());
ms.Close();
// 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());
Vector3 position = sceneObject.AbsolutePosition;
string serializedObject = m_serialiser.SaveGroupToXml2(sceneObject);
string filename
= string.Format(
"{0}{1}_{2:000}-{3:000}-{4:000}__{5}.xml",
ArchiveConstants.OBJECTS_PATH, sceneObject.Name,
Math.Round(position.X), Math.Round(position.Y), Math.Round(position.Z),
sceneObject.UUID);
archive.AddFile(filename, serializedObject);
}
// Write out assets
AssetsArchiver assetsArchiver = new AssetsArchiver(assetsFound);
assetsArchiver.Archive(archive);
archive.WriteTar(m_saveStream);
m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive for {0}", m_scene.RegionInfo.RegionName);
m_scene.EventManager.TriggerOarFileSaved(String.Empty);
}
///
/// Create the control file for a 0.2 version archive
///
///
public static string Create0p2ControlFile()
{
StringWriter sw = new StringWriter();
XmlTextWriter xtw = new XmlTextWriter(sw);
xtw.Formatting = Formatting.Indented;
xtw.WriteStartDocument();
xtw.WriteStartElement("archive");
xtw.WriteAttributeString("major_version", "0");
xtw.WriteAttributeString("minor_version", "2");
xtw.WriteEndElement();
xtw.Flush();
xtw.Close();
String s = sw.ToString();
sw.Close();
return s;
}
}
}