/* * 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 OpenSimulator 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.IO; using System.Timers; using System.Diagnostics; using System.Reflection; using System.Collections.Generic; using log4net; using Nini; using Nini.Config; using OpenSim.Framework; using OpenSim.Framework.Statistics; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; /* * Config Settings Documentation. * At the TOP LEVEL, e.g. in OpenSim.ini, we have the following options: * In the [Modules] section: * AutoBackupModule: True/False. Default: False. If True, use the auto backup module. Otherwise it will be disabled regardless of what settings are in Regions.ini! * EACH REGION, in OpenSim.ini, can have the following settings under the [AutoBackupModule] section. * VERY IMPORTANT: You must create the key name as follows: . * Example: My region is named Foo. * If I wanted to specify the "AutoBackupInterval" key below, I would name my key "Foo.AutoBackupInterval", under the [AutoBackupModule] section of OpenSim.ini. * AutoBackup: True/False. Default: False. If True, activate auto backup functionality. * This is the only required option for enabling auto-backup; the other options have sane defaults. * If False, the auto-backup module becomes a no-op for the region, and all other AutoBackup* settings are ignored. * AutoBackupInterval: Double, non-negative value. Default: 720 (12 hours). * The number of minutes between each backup attempt. * If a negative or zero value is given, it is equivalent to setting AutoBackup = False. * AutoBackupBusyCheck: True/False. Default: True. * If True, we will only take an auto-backup if a set of conditions are met. * These conditions are heuristics to try and avoid taking a backup when the sim is busy. * AutoBackupScript: String. Default: not specified (disabled). * File path to an executable script or binary to run when an automatic backup is taken. * The file should really be (Windows) an .exe or .bat, or (Linux/Mac) a shell script or binary. * Trying to "run" directories, or things with weird file associations on Win32, might cause unexpected results! * argv[1] of the executed file/script will be the file name of the generated OAR. * If the process can't be spawned for some reason (file not found, no execute permission, etc), write a warning to the console. * AutoBackupNaming: string. Default: Time. * One of three strings (case insensitive): * "Time": Current timestamp is appended to file name. An existing file will never be overwritten. * "Sequential": A number is appended to the file name. So if RegionName_x.oar exists, we'll save to RegionName_{x+1}.oar next. An existing file will never be overwritten. * "Overwrite": Always save to file named "${AutoBackupDir}/RegionName.oar", even if we have to overwrite an existing file. * AutoBackupDir: String. Default: "." (the current directory). * A directory (absolute or relative) where backups should be saved. * */ namespace OpenSim.Region.OptionalModules.World.AutoBackup { public enum NamingType { TIME, SEQUENTIAL, OVERWRITE } public class AutoBackupModule : ISharedRegionModule, IRegionModuleBase { private static readonly ILog m_log = LogManager.GetLogger (MethodBase.GetCurrentMethod ().DeclaringType); //AutoBackupModuleState: Auto-Backup state for one region (scene). public class AutoBackupModuleState { private readonly IScene m_scene; private bool m_enabled = false; private NamingType m_naming = NamingType.TIME; private Timer m_timer = null; private bool m_busycheck = true; private string m_script = null; private string m_dir = "."; public AutoBackupModuleState (IScene scene) { m_scene = scene; if (scene == null) throw new NullReferenceException ("Required parameter missing for AutoBackupModuleState constructor"); } public void SetEnabled (bool b) { m_enabled = b; } public bool GetEnabled () { return m_enabled; } public Timer GetTimer () { return m_timer; } public void SetTimer (Timer t) { m_timer = t; } public bool GetBusyCheck () { return m_busycheck; } public void SetBusyCheck (bool b) { m_busycheck = b; } public string GetScript () { return m_script; } public void SetScript (string s) { m_script = s; } public string GetBackupDir () { return m_dir; } public void SetBackupDir (string s) { m_dir = s; } public NamingType GetNamingType () { return m_naming; } public void SetNamingType (NamingType n) { m_naming = n; } } //Save memory by setting low initial capacities. Minimizes impact in common cases of all regions using same interval, and instances hosting 1 ~ 4 regions. //Also helps if you don't want AutoBackup at all readonly Dictionary states = new Dictionary (4); readonly Dictionary timers = new Dictionary (1); readonly Dictionary> timerMap = new Dictionary> (1); private IConfigSource m_configSource = null; private bool m_Enabled = false; //Whether the shared module should be enabled at all. NOT the same as m_Enabled in AutoBackupModuleState! private bool m_closed = false; //True means IRegionModuleBase.Close() was called on us, and we should stop operation ASAP. //Used to prevent elapsing timers after Close() is called from trying to start an autobackup while the sim is shutting down. public AutoBackupModule () { } #region IRegionModuleBase implementation void IRegionModuleBase.Initialise (Nini.Config.IConfigSource source) { //Determine if we have been enabled at all in OpenSim.ini -- this is part and parcel of being an optional module m_configSource = source; IConfig moduleConfig = source.Configs["Modules"]; if (moduleConfig != null) { m_Enabled = moduleConfig.GetBoolean ("AutoBackupModule", false); if (m_Enabled) { m_log.Info ("[AUTO BACKUP MODULE]: AutoBackupModule enabled"); } } } void IRegionModuleBase.Close () { if (!m_Enabled) return; //We don't want any timers firing while the sim's coming down; strange things may happen. StopAllTimers (); } void IRegionModuleBase.AddRegion (Framework.Scenes.Scene scene) { //NO-OP. Wait for the region to be loaded. } void IRegionModuleBase.RemoveRegion (Framework.Scenes.Scene scene) { if (!m_Enabled) return; AutoBackupModuleState abms = states[scene]; Timer timer = abms.GetTimer (); List list = timerMap[timer]; list.Remove (scene); if (list.Count == 0) { timerMap.Remove (timer); timers.Remove (timer.Interval); timer.Close (); } } void IRegionModuleBase.RegionLoaded (Framework.Scenes.Scene scene) { if (!m_Enabled) return; //This really ought not to happen, but just in case, let's pretend it didn't... if (scene == null) return; string sRegionName = scene.RegionInfo.RegionName; AutoBackupModuleState st = new AutoBackupModuleState (scene); states.Add (scene, st); //Read the config settings and set variables. IConfig config = m_configSource.Configs["AutoBackupModule"]; if (config == null) { //No config settings for any regions, let's just give up. st.SetEnabled (false); m_log.Info ("[AUTO BACKUP MODULE]: Region " + sRegionName + " is NOT AutoBackup enabled."); return; } st.SetEnabled (config.GetBoolean (sRegionName + ".AutoBackup", false)); //If you don't want AutoBackup, we stop. if (!st.GetEnabled ()) { m_log.Info ("[AUTO BACKUP MODULE]: Region " + sRegionName + " is NOT AutoBackup enabled."); return; } else { m_log.Info ("[AUTO BACKUP MODULE]: Region " + sRegionName + " is AutoBackup ENABLED."); } //Borrow an existing timer if one exists for the same interval; otherwise, make a new one. double interval = config.GetDouble (sRegionName + ".AutoBackupInterval", 720) * 60000; if (timers.ContainsKey (interval)) { st.SetTimer (timers[interval]); m_log.Debug ("[AUTO BACKUP MODULE]: Reusing timer for " + interval + " msec for region " + sRegionName); } else { //0 or negative interval == do nothing. if (interval <= 0.0) { st.SetEnabled (false); return; } Timer tim = new Timer (interval); st.SetTimer (tim); //Milliseconds -> minutes timers.Add (interval, tim); tim.Elapsed += HandleElapsed; tim.AutoReset = true; tim.Start (); //m_log.Debug("[AUTO BACKUP MODULE]: New timer for " + interval + " msec for region " + sRegionName); } //Add the current region to the list of regions tied to this timer. if (timerMap.ContainsKey (st.GetTimer ())) { timerMap[st.GetTimer ()].Add (scene); } else { List scns = new List (1); scns.Add (scene); timerMap.Add (st.GetTimer (), scns); } st.SetBusyCheck (config.GetBoolean (sRegionName + ".AutoBackupBusyCheck", true)); //Set file naming algorithm string namingtype = config.GetString (sRegionName + ".AutoBackupNaming", "Time"); if (namingtype.Equals ("Time", StringComparison.CurrentCultureIgnoreCase)) { st.SetNamingType (NamingType.TIME); } else if (namingtype.Equals ("Sequential", StringComparison.CurrentCultureIgnoreCase)) { st.SetNamingType (NamingType.SEQUENTIAL); } else if (namingtype.Equals ("Overwrite", StringComparison.CurrentCultureIgnoreCase)) { st.SetNamingType (NamingType.OVERWRITE); } else { m_log.Warn ("Unknown naming type specified for region " + scene.RegionInfo.RegionName + ": " + namingtype); st.SetNamingType (NamingType.TIME); } st.SetScript (config.GetString (sRegionName + ".AutoBackupScript", null)); st.SetBackupDir (config.GetString (sRegionName + ".AutoBackupDir", ".")); //Let's give the user *one* convenience and auto-mkdir if (st.GetBackupDir () != ".") { try { DirectoryInfo dirinfo = new DirectoryInfo (st.GetBackupDir ()); if (!dirinfo.Exists) { dirinfo.Create (); } } catch (Exception e) { m_log.Warn ("BAD NEWS. You won't be able to save backups to directory " + st.GetBackupDir () + " because it doesn't exist or there's a permissions issue with it. Here's the exception.", e); } } } void HandleElapsed (object sender, ElapsedEventArgs e) { //TODO?: heuristic thresholds are per-region, so we should probably run heuristics once per region //XXX: Running heuristics once per region could add undue performance penalty for something that's supposed to //check whether the region is too busy! Especially on sims with LOTS of regions. //Alternative: make heuristics thresholds global to the module rather than per-region. Less flexible, // but would allow us to be semantically correct while being easier on perf. //Alternative 2: Run heuristics once per unique set of heuristics threshold parameters! Ay yi yi... if (m_closed) return; bool heuristicsRun = false; bool heuristicsPassed = false; if (!timerMap.ContainsKey ((Timer)sender)) { m_log.Debug ("Code-up error: timerMap doesn't contain timer " + sender.ToString ()); } foreach (IScene scene in timerMap[(Timer)sender]) { AutoBackupModuleState state = states[scene]; bool heuristics = state.GetBusyCheck (); //Fast path: heuristics are on; already ran em; and sim is fine; OR, no heuristics for the region. if ((heuristics && heuristicsRun && heuristicsPassed) || !heuristics) { doRegionBackup (scene); //Heuristics are on; ran but we're too busy -- keep going. Maybe another region will have heuristics off! } else if (heuristics && heuristicsRun && !heuristicsPassed) { m_log.Info ("[AUTO BACKUP MODULE]: Heuristics: too busy to backup " + scene.RegionInfo.RegionName + " right now."); continue; //Logical Deduction: heuristics are on but haven't been run } else { heuristicsPassed = RunHeuristics (scene); heuristicsRun = true; if (!heuristicsPassed) { m_log.Info ("[AUTO BACKUP MODULE]: Heuristics: too busy to backup " + scene.RegionInfo.RegionName + " right now."); continue; } doRegionBackup (scene); } } } void doRegionBackup (IScene scene) { if (scene.RegionStatus != RegionStatus.Up) { //We won't backup a region that isn't operating normally. m_log.Warn ("[AUTO BACKUP MODULE]: Not backing up region " + scene.RegionInfo.RegionName + " because its status is " + scene.RegionStatus.ToString ()); return; } AutoBackupModuleState state = states[scene]; IRegionArchiverModule iram = scene.RequestModuleInterface (); string savePath = BuildOarPath (scene.RegionInfo.RegionName, state.GetBackupDir (), state.GetNamingType ()); //m_log.Debug("[AUTO BACKUP MODULE]: savePath = " + savePath); if (savePath == null) { m_log.Warn ("[AUTO BACKUP MODULE]: savePath is null in HandleElapsed"); return; } iram.ArchiveRegion (savePath, null); ExecuteScript (state.GetScript (), savePath); } string IRegionModuleBase.Name { get { return "AutoBackupModule"; } } Type IRegionModuleBase.ReplaceableInterface { get { return null; } } #endregion #region ISharedRegionModule implementation void ISharedRegionModule.PostInitialise () { //I don't care right now. } #endregion //Is this even needed? public bool IsSharedModule { get { return true; } } private string BuildOarPath (string regionName, string baseDir, NamingType naming) { FileInfo path = null; switch (naming) { case NamingType.OVERWRITE: path = new FileInfo (baseDir + Path.DirectorySeparatorChar + regionName); return path.FullName; case NamingType.TIME: path = new FileInfo (baseDir + Path.DirectorySeparatorChar + regionName + GetTimeString () + ".oar"); return path.FullName; case NamingType.SEQUENTIAL: path = new FileInfo (GetNextFile (baseDir, regionName)); return path.FullName; default: m_log.Warn ("VERY BAD: Unhandled case element " + naming.ToString ()); break; } return path.FullName; } //Welcome to the TIME STRING. 4 CORNER INTEGERS, CUBES 4 QUAD MEMORY -- No 1 Integer God. //(Terrible reference to ) //This format may turn out to be too unwieldy to keep... //Besides, that's what ctimes are for. But then how do I name each file uniquely without using a GUID? //Sequential numbers, right? Ugh. Almost makes TOO much sense. private string GetTimeString () { StringWriter sw = new StringWriter (); sw.Write ("_"); DateTime now = DateTime.Now; sw.Write (now.Year); sw.Write ("y_"); sw.Write (now.Month); sw.Write ("M_"); sw.Write (now.Day); sw.Write ("d_"); sw.Write (now.Hour); sw.Write ("h_"); sw.Write (now.Minute); sw.Write ("m_"); sw.Write (now.Second); sw.Write ("s"); sw.Flush (); string output = sw.ToString (); sw.Close (); return output; } //Get the next logical file name //I really shouldn't put fields here, but for now.... ;) private string m_dirName = null; private string m_regionName = null; private string GetNextFile (string dirName, string regionName) { FileInfo uniqueFile = null; m_dirName = dirName; m_regionName = regionName; long biggestExistingFile = HalfIntervalMaximize (1, FileExistsTest); biggestExistingFile++; //We don't want to overwrite the biggest existing file; we want to write to the NEXT biggest. uniqueFile = new FileInfo (m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + biggestExistingFile + ".oar"); if (uniqueFile.Exists) { //Congratulations, your strange deletion patterns fooled my half-interval search into picking an existing file! //Now you get to pay the performance cost :) uniqueFile = UniqueFileSearchLinear (biggestExistingFile); } return uniqueFile.FullName; } /* * Return value of true ==> not too busy; false ==> too busy to backup an OAR right now, or error. * */ private bool RunHeuristics (IScene region) { try { return RunTimeDilationHeuristic (region) && RunAgentLimitHeuristic (region); } catch (Exception e) { m_log.Warn ("[AUTO BACKUP MODULE]: Exception in RunHeuristics", e); return false; } } /* * If the time dilation right at this instant is less than the threshold specified in AutoBackupDilationThreshold (default 0.5), * then we return false and trip the busy heuristic's "too busy" path (i.e. don't save an OAR). * AutoBackupDilationThreshold is a _LOWER BOUND_. Lower Time Dilation is bad, so if you go lower than our threshold, it's "too busy". * Return value of "true" ==> not too busy. Return value of "false" ==> too busy! * */ private bool RunTimeDilationHeuristic (IScene region) { string regionName = region.RegionInfo.RegionName; return region.TimeDilation >= m_configSource.Configs["AutoBackupModule"].GetFloat (regionName + ".AutoBackupDilationThreshold", 0.5f); } /* * If the root agent count right at this instant is less than the threshold specified in AutoBackupAgentThreshold (default 10), * then we return false and trip the busy heuristic's "too busy" path (i.e., don't save an OAR). * AutoBackupAgentThreshold is an _UPPER BOUND_. Higher Agent Count is bad, so if you go higher than our threshold, it's "too busy". * Return value of "true" ==> not too busy. Return value of "false" ==> too busy! * */ private bool RunAgentLimitHeuristic (IScene region) { string regionName = region.RegionInfo.RegionName; try { Scene scene = (Scene)region; //TODO: Why isn't GetRootAgentCount() a method in the IScene interface? Seems generally useful... return scene.GetRootAgentCount () <= m_configSource.Configs["AutoBackupModule"].GetInt (regionName + ".AutoBackupAgentThreshold", 10); } catch (InvalidCastException ice) { m_log.Debug ("[AUTO BACKUP MODULE]: I NEED MAINTENANCE: IScene is not a Scene; can't get root agent count!"); return true; //Non-obstructionist safest answer... } } private void ExecuteScript (string scriptName, string savePath) { //Fast path out if (scriptName == null || scriptName.Length <= 0) return; try { FileInfo fi = new FileInfo (scriptName); if (fi.Exists) { ProcessStartInfo psi = new ProcessStartInfo (scriptName); psi.Arguments = savePath; psi.CreateNoWindow = true; Process proc = Process.Start (psi); proc.ErrorDataReceived += HandleProcErrorDataReceived; } } catch (Exception e) { m_log.Warn ("Exception encountered when trying to run script for oar backup " + savePath, e); } } void HandleProcErrorDataReceived (object sender, DataReceivedEventArgs e) { m_log.Warn ("ExecuteScript hook " + ((Process)sender).ProcessName + " is yacking on stderr: " + e.Data); } private void StopAllTimers () { foreach (Timer t in timerMap.Keys) { t.Close (); } m_closed = true; } /* Find the largest value for which the predicate returns true. * We use a bisection algorithm (half interval) to make the algorithm scalable. * The worst-case complexity is about O(log(n)^2) in practice. * Only for extremely small values (under 10) do you notice it taking more iterations than a linear search. * The number of predicate invocations only hits a few hundred when the maximized value * is in the tens of millions, so prepare for the predicate to be invoked between 10 and 100 times. * And of course it is fantastic with powers of 2, which are densely packed in values under 100 anyway. * The Predicate parameter must be a function that accepts a long and returns a bool. * */ public long HalfIntervalMaximize (long start, Predicate pred) { long prev = start, curr = start, biggest = 0; if (start < 0) throw new IndexOutOfRangeException ("Start value for HalfIntervalMaximize must be non-negative"); do { if (pred (curr)) { if (curr > biggest) { biggest = curr; } prev = curr; if (curr == 0) { //Special case because 0 * 2 = 0 :) curr = 1; } else { //Look deeper curr *= 2; } } else { // We went too far, back off halfway curr = (curr + prev) / 2; } } while (curr - prev > 0); return biggest; } public bool FileExistsTest (long num) { FileInfo test = new FileInfo (m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + num + ".oar"); return test.Exists; } //Very slow, hence why we try the HalfIntervalMaximize first! public FileInfo UniqueFileSearchLinear (long start) { long l = start; FileInfo retval = null; do { retval = new FileInfo (m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + (l++) + ".oar"); } while (retval.Exists); return retval; } } }