/* * 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 System.Threading; using libsecondlife; using log4net; using Nini.Config; namespace OpenSim.Region.Environment.Modules.World.Archiver { /// /// Prepare to write out an archive. /// public class ArchiveWriteRequestPreparation { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected Scene m_scene; protected string m_savePath; public ArchiveWriteRequestPreparation(Scene scene, string savePath) { m_scene = scene; m_savePath = savePath; } public 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; } else { // TODO: Need to unpack every tit and go through its textures & items, recursively // this will mean going through the 'assets' received multiple times so that we can // unpack objects within objects before recursively requesting the inner assets } } } } } string serializedEntities = SerializeObjects(entities); if (serializedEntities != null && 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 ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution(serializedEntities, m_savePath); new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute(); } } /// /// 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; } } }