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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 OpenSim.Framework;
using OpenSim.Region.Environment.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.Xml;
using libsecondlife;
using log4net;
namespace OpenSim.Region.Environment.Modules.World.Archiver
{
/// <summary>
/// Handles an individual archive read request
/// </summary>
public class ArchiveReadRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding();
protected Scene m_scene;
protected string m_loadPath;
public ArchiveReadRequest(Scene scene, string loadPath)
{
m_scene = scene;
m_loadPath = loadPath;
DearchiveRegion();
}
protected void DearchiveRegion()
{
TarArchiveReader archive
= new TarArchiveReader(
new GZipStream(new FileStream(m_loadPath, FileMode.Open), CompressionMode.Decompress));
//AssetsDearchiver dearchiver = new AssetsDearchiver(m_scene.AssetCache);
List<string> serialisedSceneObjects = new List<string>();
string filePath = "ERROR";
int successfulAssetRestores = 0;
int failedAssetRestores = 0;
byte[] data;
while ((data = archive.ReadEntry(out filePath)) != null)
{
//m_log.DebugFormat(
// "[ARCHIVER]: Successfully read {0} ({1} bytes)}", filePath, data.Length);
if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
{
serialisedSceneObjects.Add(m_asciiEncoding.GetString(data));
}
// else if (filePath.Equals(ArchiveConstants.ASSETS_METADATA_PATH))
// {
// string xml = m_asciiEncoding.GetString(data);
// dearchiver.AddAssetMetadata(xml);
// }
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
{
if (LoadAsset(filePath, data))
successfulAssetRestores++;
else
failedAssetRestores++;
}
else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
{
LoadTerrain(filePath, data);
}
}
//m_log.Debug("[ARCHIVER]: Reached end of archive");
archive.Close();
m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
if (failedAssetRestores > 0)
m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
m_scene.DeleteAllSceneObjects();
// Reload serialized prims
m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
IRegionSerialiser serialiser = m_scene.RequestModuleInterface<IRegionSerialiser>();
ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
foreach (string serialisedSceneObject in serialisedSceneObjects)
{
SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
// For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
// on the same region server and multiple examples a single object archive to be imported
// to the same scene (when this is possible).
sceneObject.ResetIDs();
// Make the master the owner/creator of everything imported for now
LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID;
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
part.CreatorID = masterAvatarId;
part.OwnerID = masterAvatarId;
part.LastOwnerID = masterAvatarId;
}
if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
{
sceneObjects.Add(sceneObject);
}
}
m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjects.Count);
int ignoredObjects = serialisedSceneObjects.Count - sceneObjects.Count;
if (ignoredObjects > 0)
m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
m_log.Debug("[ARCHIVER]: Starting scripts");
foreach (SceneObjectGroup sceneObject in sceneObjects)
{
sceneObject.CreateScriptInstances(0, true);
}
}
/// <summary>
/// Load an asset
/// </summary>
/// <param name="assetFilename"></param>
/// <param name="data"></param>
/// <returns>true if asset was successfully loaded, false otherwise</returns>
protected bool LoadAsset(string assetPath, byte[] data)
{
// Right now we're nastily obtaining the lluuid from the filename
string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
string extension = filename.Substring(filename.LastIndexOf("_"));
string uuid = filename.Remove(filename.Length - extension.Length);
if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
{
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new LLUUID(uuid), String.Empty);
asset.Type = assetType;
asset.Data = data;
m_scene.AssetCache.AddAsset(asset);
return true;
}
else
{
m_log.ErrorFormat(
"[ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
assetPath, extension);
return false;
}
}
/// <summary>
/// Load terrain data
/// </summary>
/// <param name="terrainPath"></param>
/// <param name="data"></param>
/// <returns>
/// true if terrain was resolved successfully, false otherwise.
/// </returns>
protected bool LoadTerrain(string terrainPath, byte[] data)
{
ITerrainModule terrainModule = m_scene.RequestModuleInterface<ITerrainModule>();
MemoryStream ms = new MemoryStream(data);
terrainModule.LoadFromStream(terrainPath, ms);
ms.Close();
m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath);
return true;
}
}
}
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