/* * 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.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Environment.Modules.World.Serialiser; using OpenSim.Region.Environment.Modules.World.Terrain; using System; using System.Collections.Generic; using System.IO; using System.IO.Compression; using System.Reflection; using System.Text.RegularExpressions; using System.Threading; using OpenMetaverse; 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 Stream m_saveStream; /// /// 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_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress); } /// /// Constructor. /// /// /// The stream to which to save data. public ArchiveWriteRequestPreparation(Scene scene, Stream saveStream) { m_scene = scene; m_saveStream = saveStream; } /// /// The callback made when we request the asset for an object from the asset service. /// public void AssetRequestCallback(UUID assetID, AssetBase asset) { lock (this) { m_requestedObjectAsset = asset; m_waitingForObjectAsset = false; Monitor.Pulse(this); } } /// /// Get an asset synchronously, potentially using an asynchronous callback. If the /// asynchronous callback is used, we will wait for it to complete. /// /// /// protected AssetBase GetAsset(UUID uuid) { m_waitingForObjectAsset = true; m_scene.AssetCache.GetAsset(uuid, 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; } } return m_requestedObjectAsset; } /// /// Record the asset uuids embedded within the given script. /// /// /// Dictionary in which to record the references protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary assetUuids) { AssetBase scriptAsset = GetAsset(scriptUuid); if (null != scriptAsset) { string script = Utils.BytesToString(scriptAsset.Data); //m_log.DebugFormat("[ARCHIVER]: Script {0}", script); MatchCollection uuidMatches = Util.UUIDPattern.Matches(script); //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count); foreach (Match uuidMatch in uuidMatches) { UUID uuid = new UUID(uuidMatch.Value); //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); assetUuids[uuid] = 1; } } } /// /// Record the uuids referenced by the given wearable asset /// /// /// Dictionary in which to record the references protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary assetUuids) { AssetBase assetBase = GetAsset(wearableAssetUuid); //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data); wearableAsset.Decode(); //m_log.DebugFormat( // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); foreach (UUID uuid in wearableAsset.Textures.Values) { //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); assetUuids[uuid] = 1; } } /// /// 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(UUID sceneObjectUuid, IDictionary assetUuids) { AssetBase objectAsset = GetAsset(sceneObjectUuid); if (null != objectAsset) { string xml = Utils.BytesToString(objectAsset.Data); SceneObjectGroup sog = new SceneObjectGroup(xml, true); GetSceneObjectAssetUuids(sog, assetUuids); } } /// /// 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.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); try { Primitive.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 (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) { if (texture != null) { //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); assetUuids[texture.TextureID] = 1; } } // If the prim is a sculpt then preserve this information too if (part.Shape.SculptTexture != UUID.Zero) assetUuids[part.Shape.SculptTexture] = 1; // Now analyze this prim's inventory items to preserve all the uuids that they reference foreach (TaskInventoryItem tii in part.TaskInventory.Values) { //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); if (!assetUuids.ContainsKey(tii.AssetID)) { assetUuids[tii.AssetID] = 1; if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type)) { GetWearableAssetUuids(tii.AssetID, assetUuids); } else if ((int)AssetType.LSLText == tii.Type) { GetScriptAssetUuids(tii.AssetID, assetUuids); } else if ((int)AssetType.Object == tii.Type) { GetSceneObjectAssetUuids(tii.AssetID, assetUuids); } //else //{ //m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); //} } } } catch (Exception e) { m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e); m_log.DebugFormat("[ARCHIVER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length); } } } /// /// Archive the region requested. /// /// if there was an io problem with creating the file 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 SceneGraph, since lots of methods // end up having to do this foreach (EntityBase entity in entities) { if (entity is SceneObjectGroup) { SceneObjectGroup sceneObject = (SceneObjectGroup)entity; if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) sceneObjects.Add((SceneObjectGroup)entity); } } foreach (SceneObjectGroup sceneObject in sceneObjects) { GetSceneObjectAssetUuids(sceneObject, assetUuids); } m_log.DebugFormat( "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", sceneObjects.Count, assetUuids.Count); // Make sure that we also request terrain texture assets RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) assetUuids[regionSettings.TerrainTexture1] = 1; if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) assetUuids[regionSettings.TerrainTexture2] = 1; if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) assetUuids[regionSettings.TerrainTexture3] = 1; if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) assetUuids[regionSettings.TerrainTexture4] = 1; // Asynchronously request all the assets required to perform this archive operation ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution( sceneObjects, m_scene.RequestModuleInterface(), m_scene.RequestModuleInterface(), m_scene, m_saveStream); new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute(); } } }