/* * 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; /// /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate /// asset was found by the asset service. /// protected AssetBase m_requestedObjectAsset; /// /// Signal whether we are currently waiting for the asset service to deliver an asset. /// protected bool m_waitingForObjectAsset; /// /// Constructor /// public ArchiveWriteRequestPreparation(Scene scene, string savePath) { m_scene = scene; m_savePath = savePath; } /// /// The callback made when we request the asset for an object from the asset service. /// public void AssetRequestCallback(LLUUID assetID, AssetBase asset) { lock (this) { m_requestedObjectAsset = asset; m_waitingForObjectAsset = false; Monitor.Pulse(this); } } /// /// Get all the asset uuids associated with a given object. This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// /// /// protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids) { m_log.DebugFormat( "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.RootPart.Name, sceneObject.UUID); foreach (SceneObjectPart part in sceneObject.GetParts()) { m_log.DebugFormat( "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); LLObject.TextureEntry textureEntry = part.Shape.Textures; // Get the prim's default texture. This will be used for faces which don't have their own texture assetUuids[textureEntry.DefaultTexture.TextureID] = 1; // XXX: Not a great way to iterate through face textures, but there's no // other method available to tell how many faces there actually are int i = 0; foreach (LLObject.TextureEntryFace texture in textureEntry.FaceTextures) { if (texture != null) { m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); assetUuids[texture.TextureID] = 1; } } foreach (TaskInventoryItem tii in part.TaskInventory.Values) { if (!assetUuids.ContainsKey(tii.AssetID)) { assetUuids[tii.AssetID] = 1; if (tii.Type != (int)InventoryType.Object) { m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); } else { m_waitingForObjectAsset = true; m_scene.AssetCache.GetAsset(tii.AssetID, AssetRequestCallback, true); // The asset cache callback can either // // 1. Complete on the same thread (if the asset is already in the cache) or // 2. Come in via a different thread (if we need to go fetch it). // // The code below handles both these alternatives. lock (this) { if (m_waitingForObjectAsset) { Monitor.Wait(this); m_waitingForObjectAsset = false; } } if (null != m_requestedObjectAsset) { string xml = Helpers.FieldToUTF8String(m_requestedObjectAsset.Data); SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml); GetSceneObjectAssetUuids(sog, assetUuids); } } } } } } public void ArchiveRegion() { Dictionary assetUuids = new Dictionary(); List entities = m_scene.GetEntities(); List sceneObjects = new List(); // Filter entities so that we only have scene objects. // FIXME: Would be nicer to have this as a proper list in InnerScene, since lots of methods // end up having to do this foreach (EntityBase entity in entities) { if (entity is SceneObjectGroup) sceneObjects.Add((SceneObjectGroup)entity); } foreach (SceneObjectGroup sceneObject in sceneObjects) { GetSceneObjectAssetUuids(sceneObject, assetUuids); } if (sceneObjects.Count > 0) { m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} scene objects", sceneObjects.Count); m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} assets", assetUuids.Count); // Asynchronously request all the assets required to perform this archive operation ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution( sceneObjects, m_scene.RequestModuleInterface(), m_savePath); new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute(); } } } }