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/*
* 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.IO.Compression;
using System.Reflection;
using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.CoreModules.World.Archiver;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
{
public class InventoryArchiveWriteRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <value>
/// Used to select all inventory nodes in a folder but not the folder itself
/// </value>
private const string STAR_WILDCARD = "*";
private InventoryArchiverModule m_module;
private CachedUserInfo m_userInfo;
private string m_invPath;
protected TarArchiveWriter m_archive;
protected UuidGatherer m_assetGatherer;
/// <value>
/// Used to collect the uuids of the assets that we need to save into the archive
/// </value>
protected Dictionary<UUID, int> m_assetUuids = new Dictionary<UUID, int>();
/// <value>
/// Used to collect the uuids of the users that we need to save into the archive
/// </value>
protected Dictionary<UUID, int> m_userUuids = new Dictionary<UUID, int>();
/// <value>
/// The stream to which the inventory archive will be saved.
/// </value>
private Stream m_saveStream;
/// <summary>
/// Constructor
/// </summary>
public InventoryArchiveWriteRequest(
InventoryArchiverModule module, CachedUserInfo userInfo, string invPath, string savePath)
: this(
module,
userInfo,
invPath,
new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress))
{
}
/// <summary>
/// Constructor
/// </summary>
public InventoryArchiveWriteRequest(
InventoryArchiverModule module, CachedUserInfo userInfo, string invPath, Stream saveStream)
{
m_module = module;
m_userInfo = userInfo;
m_invPath = invPath;
m_saveStream = saveStream;
m_assetGatherer = new UuidGatherer(m_module.CommsManager.AssetCache);
}
protected void ReceivedAllAssets(IDictionary<UUID, AssetBase> assetsFound, ICollection<UUID> assetsNotFoundUuids)
{
AssetsArchiver assetsArchiver = new AssetsArchiver(assetsFound);
assetsArchiver.Archive(m_archive);
Exception reportedException = null;
bool succeeded = true;
try
{
m_archive.Close();
}
catch (IOException e)
{
m_saveStream.Close();
reportedException = e;
succeeded = false;
}
m_module.TriggerInventoryArchiveSaved(succeeded, m_userInfo, m_invPath, m_saveStream, reportedException);
}
protected void SaveInvItem(InventoryItemBase inventoryItem, string path)
{
string filename = string.Format("{0}{1}_{2}.xml", path, inventoryItem.Name, inventoryItem.ID);
string serialization = UserInventoryItemSerializer.Serialize(inventoryItem);
m_archive.WriteFile(filename, serialization);
// Record the creator of this item for user record purposes (which might go away soon)
m_userUuids[inventoryItem.CreatorIdAsUuid] = 1;
m_assetGatherer.GatherAssetUuids(inventoryItem.AssetID, (AssetType)inventoryItem.AssetType, m_assetUuids);
}
/// <summary>
/// Save an inventory folder
/// </summary>
/// <param name="inventoryFolder">The inventory folder to save</param>
/// <param name="path">The path to which the folder should be saved</param>
/// <param name="saveThisFolderItself">If true, save this folder itself. If false, only saves contents</param>
protected void SaveInvFolder(InventoryFolderImpl inventoryFolder, string path, bool saveThisFolderItself)
{
if (saveThisFolderItself)
{
path +=
string.Format(
"{0}{1}{2}/",
inventoryFolder.Name,
ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR,
inventoryFolder.ID);
// We need to make sure that we record empty folders
m_archive.WriteDir(path);
}
List<InventoryFolderImpl> childFolders = inventoryFolder.RequestListOfFolderImpls();
List<InventoryItemBase> items = inventoryFolder.RequestListOfItems();
/*
Dictionary identicalFolderNames = new Dictionary<string, int>();
foreach (InventoryFolderImpl folder in inventories)
{
if (!identicalFolderNames.ContainsKey(folder.Name))
identicalFolderNames[folder.Name] = 0;
else
identicalFolderNames[folder.Name] = identicalFolderNames[folder.Name]++;
int folderNameNumber = identicalFolderName[folder.Name];
SaveInvDir(
folder,
string.Format(
"{0}{1}{2}/",
path, ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR, folderNameNumber));
}
*/
foreach (InventoryFolderImpl childFolder in childFolders)
{
SaveInvFolder(childFolder, path, true);
}
foreach (InventoryItemBase item in items)
{
SaveInvItem(item, path);
}
}
/// <summary>
/// Execute the inventory write request
/// </summary>
public void Execute()
{
InventoryFolderImpl inventoryFolder = null;
InventoryItemBase inventoryItem = null;
if (!m_userInfo.HasReceivedInventory)
{
// If the region server has access to the user admin service (by which users are created),
// then we'll assume that it's okay to fiddle with the user's inventory even if they are not on the
// server.
//
// FIXME: FetchInventory should probably be assumed to by async anyway, since even standalones might
// use a remote inventory service, though this is vanishingly rare at the moment.
if (null == m_module.CommsManager.UserAdminService)
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Have not yet received inventory info for user {0} {1}",
m_userInfo.UserProfile.Name, m_userInfo.UserProfile.ID);
return;
}
else
{
m_userInfo.FetchInventory();
}
}
bool foundStar = false;
// Eliminate double slashes and any leading / on the path. This might be better done within InventoryFolderImpl
// itself (possibly at a small loss in efficiency).
string[] components
= m_invPath.Split(new string[] { InventoryFolderImpl.PATH_DELIMITER }, StringSplitOptions.RemoveEmptyEntries);
int maxComponentIndex = components.Length - 1;
// If the path terminates with a STAR then later on we want to archive all nodes in the folder but not the
// folder itself. This may get more sophisicated later on
if (maxComponentIndex >= 0 && components[maxComponentIndex] == STAR_WILDCARD)
{
foundStar = true;
maxComponentIndex--;
}
m_invPath = String.Empty;
for (int i = 0; i <= maxComponentIndex; i++)
{
m_invPath += components[i] + InventoryFolderImpl.PATH_DELIMITER;
}
// Annoyingly Split actually returns the original string if the input string consists only of delimiters
// Therefore if we still start with a / after the split, then we need the root folder
if (m_invPath.Length == 0)
{
inventoryFolder = m_userInfo.RootFolder;
}
else
{
m_invPath = m_invPath.Remove(m_invPath.LastIndexOf(InventoryFolderImpl.PATH_DELIMITER));
inventoryFolder = m_userInfo.RootFolder.FindFolderByPath(m_invPath);
}
// The path may point to an item instead
if (inventoryFolder == null)
{
inventoryItem = m_userInfo.RootFolder.FindItemByPath(m_invPath);
}
m_archive = new TarArchiveWriter(m_saveStream);
if (null == inventoryFolder)
{
if (null == inventoryItem)
{
// We couldn't find the path indicated
m_saveStream.Close();
m_module.TriggerInventoryArchiveSaved(
false, m_userInfo, m_invPath, m_saveStream,
new Exception(string.Format("Could not find inventory entry at path {0}", m_invPath)));
return;
}
else
{
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Found item {0} {1} at {2}",
inventoryItem.Name, inventoryItem.ID, m_invPath);
SaveInvItem(inventoryItem, ArchiveConstants.INVENTORY_PATH);
}
}
else
{
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Found folder {0} {1} at {2}",
inventoryFolder.Name, inventoryFolder.ID, m_invPath);
//recurse through all dirs getting dirs and files
SaveInvFolder(inventoryFolder, ArchiveConstants.INVENTORY_PATH, !foundStar);
}
SaveUsers();
new AssetsRequest(m_assetUuids.Keys, m_module.CommsManager.AssetCache, ReceivedAllAssets).Execute();
}
/// <summary>
/// Save information for the users that we've collected.
/// </summary>
protected void SaveUsers()
{
m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving user information for {0} users", m_userUuids.Count);
foreach (UUID creatorId in m_userUuids.Keys)
{
// Record the creator of this item
CachedUserInfo creator
= m_module.CommsManager.UserProfileCacheService.GetUserDetails(creatorId);
if (creator != null)
{
m_archive.WriteFile(
ArchiveConstants.USERS_PATH + creator.UserProfile.Name + ".xml",
UserProfileSerializer.Serialize(creator.UserProfile));
}
else
{
m_log.WarnFormat("[INVENTORY ARCHIVER]: Failed to get creator profile for {0}", creatorId);
}
}
}
}
}
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