/* * 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; } } }