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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 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.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.Monitoring;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Archiver;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using Ionic.Zlib;
using GZipStream = Ionic.Zlib.GZipStream;
using CompressionMode = Ionic.Zlib.CompressionMode;
using CompressionLevel = Ionic.Zlib.CompressionLevel;
using PermissionMask = OpenSim.Framework.PermissionMask;
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
{
public class InventoryArchiveWriteRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Determine whether this archive will save assets. Default is true.
/// </summary>
public bool SaveAssets { get; set; }
/// <summary>
/// Determines which items will be included in the archive, according to their permissions.
/// Default is null, meaning no permission checks.
/// </summary>
public string FilterContent { get; set; }
/// <summary>
/// Counter for inventory items saved to archive for passing to compltion event
/// </summary>
public int CountItems { get; set; }
/// <summary>
/// Counter for inventory items skipped due to permission filter option for passing to compltion event
/// </summary>
public int CountFiltered { get; set; }
/// <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 UserAccount m_userInfo;
private string m_invPath;
protected TarArchiveWriter m_archiveWriter;
protected UuidGatherer m_assetGatherer;
/// <value>
/// We only use this to request modules
/// </value>
protected Scene m_scene;
/// <value>
/// ID of this request
/// </value>
protected UUID m_id;
/// <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(
UUID id, InventoryArchiverModule module, Scene scene,
UserAccount userInfo, string invPath, string savePath)
: this(
id,
module,
scene,
userInfo,
invPath,
new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression))
{
}
/// <summary>
/// Constructor
/// </summary>
public InventoryArchiveWriteRequest(
UUID id, InventoryArchiverModule module, Scene scene,
UserAccount userInfo, string invPath, Stream saveStream)
{
m_id = id;
m_module = module;
m_scene = scene;
m_userInfo = userInfo;
m_invPath = invPath;
m_saveStream = saveStream;
m_assetGatherer = new UuidGatherer(m_scene.AssetService);
SaveAssets = true;
FilterContent = null;
}
protected void ReceivedAllAssets(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids, bool timedOut)
{
Exception reportedException = null;
bool succeeded = true;
try
{
m_archiveWriter.Close();
}
catch (Exception e)
{
reportedException = e;
succeeded = false;
}
finally
{
m_saveStream.Close();
}
if (timedOut)
{
succeeded = false;
reportedException = new Exception("Loading assets timed out");
}
m_module.TriggerInventoryArchiveSaved(
m_id, succeeded, m_userInfo, m_invPath, m_saveStream, reportedException, CountItems, CountFiltered);
}
protected void SaveInvItem(InventoryItemBase inventoryItem, string path, Dictionary<string, object> options, IUserAccountService userAccountService)
{
if (options.ContainsKey("exclude"))
{
if (((List<String>)options["exclude"]).Contains(inventoryItem.Name) ||
((List<String>)options["exclude"]).Contains(inventoryItem.ID.ToString()))
{
if (options.ContainsKey("verbose"))
{
m_log.InfoFormat(
"[INVENTORY ARCHIVER]: Skipping inventory item {0} {1} at {2}",
inventoryItem.Name, inventoryItem.ID, path);
}
CountFiltered++;
return;
}
}
// Check For Permissions Filter Flags
if (!CanUserArchiveObject(m_userInfo.PrincipalID, inventoryItem))
{
m_log.InfoFormat(
"[INVENTORY ARCHIVER]: Insufficient permissions, skipping inventory item {0} {1} at {2}",
inventoryItem.Name, inventoryItem.ID, path);
// Count Items Excluded
CountFiltered++;
return;
}
if (options.ContainsKey("verbose"))
m_log.InfoFormat(
"[INVENTORY ARCHIVER]: Saving item {0} {1} (asset UUID {2})",
inventoryItem.ID, inventoryItem.Name, inventoryItem.AssetID);
string filename = path + CreateArchiveItemName(inventoryItem);
// Record the creator of this item for user record purposes (which might go away soon)
m_userUuids[inventoryItem.CreatorIdAsUuid] = 1;
string serialization = UserInventoryItemSerializer.Serialize(inventoryItem, options, userAccountService);
m_archiveWriter.WriteFile(filename, serialization);
AssetType itemAssetType = (AssetType)inventoryItem.AssetType;
// Count inventory items (different to asset count)
CountItems++;
// Don't chase down link asset items as they actually point to their target item IDs rather than an asset
if (SaveAssets && itemAssetType != AssetType.Link && itemAssetType != AssetType.LinkFolder)
m_assetGatherer.AddForInspection(inventoryItem.AssetID);
}
/// <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>
/// <param name="options"></param>
/// <param name="userAccountService"></param>
protected void SaveInvFolder(
InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself,
Dictionary<string, object> options, IUserAccountService userAccountService)
{
if (options.ContainsKey("excludefolders"))
{
if (((List<String>)options["excludefolders"]).Contains(inventoryFolder.Name) ||
((List<String>)options["excludefolders"]).Contains(inventoryFolder.ID.ToString()))
{
if (options.ContainsKey("verbose"))
{
m_log.InfoFormat(
"[INVENTORY ARCHIVER]: Skipping folder {0} at {1}",
inventoryFolder.Name, path);
}
return;
}
}
if (options.ContainsKey("verbose"))
m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving folder {0}", inventoryFolder.Name);
if (saveThisFolderItself)
{
path += CreateArchiveFolderName(inventoryFolder);
// We need to make sure that we record empty folders
m_archiveWriter.WriteDir(path);
}
InventoryCollection contents
= m_scene.InventoryService.GetFolderContent(inventoryFolder.Owner, inventoryFolder.ID);
foreach (InventoryFolderBase childFolder in contents.Folders)
{
SaveInvFolder(childFolder, path, true, options, userAccountService);
}
foreach (InventoryItemBase item in contents.Items)
{
SaveInvItem(item, path, options, userAccountService);
}
}
/// <summary>
/// Checks whether the user has permission to export an inventory item to an IAR.
/// </summary>
/// <param name="UserID">The user</param>
/// <param name="InvItem">The inventory item</param>
/// <returns>Whether the user is allowed to export the object to an IAR</returns>
private bool CanUserArchiveObject(UUID UserID, InventoryItemBase InvItem)
{
if (FilterContent == null)
return true;// Default To Allow Export
bool permitted = true;
bool canCopy = (InvItem.CurrentPermissions & (uint)PermissionMask.Copy) != 0;
bool canTransfer = (InvItem.CurrentPermissions & (uint)PermissionMask.Transfer) != 0;
bool canMod = (InvItem.CurrentPermissions & (uint)PermissionMask.Modify) != 0;
if (FilterContent.Contains("C") && !canCopy)
permitted = false;
if (FilterContent.Contains("T") && !canTransfer)
permitted = false;
if (FilterContent.Contains("M") && !canMod)
permitted = false;
return permitted;
}
/// <summary>
/// Execute the inventory write request
/// </summary>
public void Execute(Dictionary<string, object> options, IUserAccountService userAccountService)
{
if (options.ContainsKey("noassets") && (bool)options["noassets"])
SaveAssets = false;
// Set Permission filter if flag is set
if (options.ContainsKey("checkPermissions"))
{
Object temp;
if (options.TryGetValue("checkPermissions", out temp))
FilterContent = temp.ToString().ToUpper();
}
try
{
InventoryFolderBase inventoryFolder = null;
InventoryItemBase inventoryItem = null;
InventoryFolderBase rootFolder = m_scene.InventoryService.GetRootFolder(m_userInfo.PrincipalID);
bool saveFolderContentsOnly = false;
// Eliminate double slashes and any leading / on the path.
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)
{
saveFolderContentsOnly = true;
maxComponentIndex--;
}
else if (maxComponentIndex == -1)
{
// If the user has just specified "/", then don't save the root "My Inventory" folder. This is
// more intuitive then requiring the user to specify "/*" for this.
saveFolderContentsOnly = true;
}
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 = rootFolder;
}
else
{
m_invPath = m_invPath.Remove(m_invPath.LastIndexOf(InventoryFolderImpl.PATH_DELIMITER));
List<InventoryFolderBase> candidateFolders
= InventoryArchiveUtils.FindFoldersByPath(m_scene.InventoryService, rootFolder, m_invPath);
if (candidateFolders.Count > 0)
inventoryFolder = candidateFolders[0];
}
// The path may point to an item instead
if (inventoryFolder == null)
inventoryItem = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, rootFolder, m_invPath);
if (null == inventoryFolder && null == inventoryItem)
{
// We couldn't find the path indicated
string errorMessage = string.Format("Aborted save. Could not find inventory path {0}", m_invPath);
Exception e = new InventoryArchiverException(errorMessage);
m_module.TriggerInventoryArchiveSaved(m_id, false, m_userInfo, m_invPath, m_saveStream, e, 0, 0);
throw e;
}
m_archiveWriter = new TarArchiveWriter(m_saveStream);
m_log.InfoFormat("[INVENTORY ARCHIVER]: Adding control file to archive.");
// Write out control file. This has to be done first so that subsequent loaders will see this file first
// XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this
// not sure how to fix this though, short of going with a completely different file format.
m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options));
if (inventoryFolder != null)
{
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Found folder {0} {1} at {2}",
inventoryFolder.Name,
inventoryFolder.ID,
m_invPath == String.Empty ? InventoryFolderImpl.PATH_DELIMITER : m_invPath);
//recurse through all dirs getting dirs and files
SaveInvFolder(inventoryFolder, ArchiveConstants.INVENTORY_PATH, !saveFolderContentsOnly, options, userAccountService);
}
else if (inventoryItem != null)
{
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Found item {0} {1} at {2}",
inventoryItem.Name, inventoryItem.ID, m_invPath);
SaveInvItem(inventoryItem, ArchiveConstants.INVENTORY_PATH, options, userAccountService);
}
// Don't put all this profile information into the archive right now.
//SaveUsers();
if (SaveAssets)
{
m_assetGatherer.GatherAll();
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetGatherer.GatheredUuids.Count);
AssetsRequest ar = new AssetsRequest(
new AssetsArchiver(m_archiveWriter),
m_assetGatherer.GatheredUuids, m_scene.AssetService,
m_scene.UserAccountService, m_scene.RegionInfo.ScopeID,
options, ReceivedAllAssets);
ar.Execute();
}
else
{
m_log.DebugFormat("[INVENTORY ARCHIVER]: Not saving assets since --noassets was specified");
ReceivedAllAssets(new List<UUID>(), new List<UUID>(), false);
}
}
catch (Exception)
{
m_saveStream.Close();
throw;
}
}
/// <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
UserAccount creator = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, creatorId);
if (creator != null)
{
m_archiveWriter.WriteFile(
ArchiveConstants.USERS_PATH + creator.FirstName + " " + creator.LastName + ".xml",
UserProfileSerializer.Serialize(creator.PrincipalID, creator.FirstName, creator.LastName));
}
else
{
m_log.WarnFormat("[INVENTORY ARCHIVER]: Failed to get creator profile for {0}", creatorId);
}
}
}
/// <summary>
/// Create the archive name for a particular folder.
/// </summary>
///
/// These names are prepended with an inventory folder's UUID so that more than one folder can have the
/// same name
///
/// <param name="folder"></param>
/// <returns></returns>
public static string CreateArchiveFolderName(InventoryFolderBase folder)
{
return CreateArchiveFolderName(folder.Name, folder.ID);
}
/// <summary>
/// Create the archive name for a particular item.
/// </summary>
///
/// These names are prepended with an inventory item's UUID so that more than one item can have the
/// same name
///
/// <param name="item"></param>
/// <returns></returns>
public static string CreateArchiveItemName(InventoryItemBase item)
{
return CreateArchiveItemName(item.Name, item.ID);
}
/// <summary>
/// Create an archive folder name given its constituent components
/// </summary>
/// <param name="name"></param>
/// <param name="id"></param>
/// <returns></returns>
public static string CreateArchiveFolderName(string name, UUID id)
{
return string.Format(
"{0}{1}{2}/",
InventoryArchiveUtils.EscapeArchivePath(name),
ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR,
id);
}
/// <summary>
/// Create an archive item name given its constituent components
/// </summary>
/// <param name="name"></param>
/// <param name="id"></param>
/// <returns></returns>
public static string CreateArchiveItemName(string name, UUID id)
{
return string.Format(
"{0}{1}{2}.xml",
InventoryArchiveUtils.EscapeArchivePath(name),
ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR,
id);
}
/// <summary>
/// Create the control file for the archive
/// </summary>
/// <param name="options"></param>
/// <returns></returns>
public string CreateControlFile(Dictionary<string, object> options)
{
int majorVersion, minorVersion;
if (options.ContainsKey("home"))
{
majorVersion = 1;
minorVersion = 2;
}
else
{
majorVersion = 0;
minorVersion = 3;
}
m_log.InfoFormat("[INVENTORY ARCHIVER]: Creating version {0}.{1} IAR", majorVersion, minorVersion);
StringWriter sw = new StringWriter();
XmlTextWriter xtw = new XmlTextWriter(sw);
xtw.Formatting = Formatting.Indented;
xtw.WriteStartDocument();
xtw.WriteStartElement("archive");
xtw.WriteAttributeString("major_version", majorVersion.ToString());
xtw.WriteAttributeString("minor_version", minorVersion.ToString());
xtw.WriteElementString("assets_included", SaveAssets.ToString());
xtw.WriteEndElement();
xtw.Flush();
xtw.Close();
String s = sw.ToString();
sw.Close();
return s;
}
}
}
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