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path: root/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs
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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 System;
using System.IO;
using System.Reflection;
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();        
        
        private Scene m_scene;
        private string m_loadPath;

        public ArchiveReadRequest(Scene scene, string loadPath)
        {
            m_scene = scene;
            m_loadPath = loadPath;

            DearchiveRegion();
        }
        
        protected void DearchiveRegion()
        {   
            TarArchiveReader archive = new TarArchiveReader(m_loadPath);
            
            string serializedPrims = string.Empty;
            
            // Just test for now by reading first file
            string filePath = "ERROR";
            
            byte[] data;
            while ((data = archive.ReadEntry(out filePath)) != null)
            {                            
                m_log.DebugFormat(
                    "[ARCHIVER]: Successfully read {0} ({1} bytes) from archive {2}", filePath, data.Length, m_loadPath);
                
                if (filePath.Equals(ArchiveConstants.PRIMS_PATH))
                {
                    serializedPrims = m_asciiEncoding.GetString(data);
                }
                else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
                {
                    // Right now we're nastily obtaining the lluuid from the filename
                    string rawId = filePath.Remove(0, ArchiveConstants.ASSETS_PATH.Length); 
                    rawId = rawId.Remove(rawId.Length - ArchiveConstants.TEXTURE_EXTENSION.Length);
                    
                    m_log.DebugFormat("[ARCHIVER]: Importing asset {0}", rawId);
                    
                    // Not preserving asset name or description as of yet
                    AssetBase asset = new AssetBase(new LLUUID(rawId), "imported name");
                    asset.Description = "imported description";
                    
                    // Only importing textures right now
                    asset.Type = (sbyte)AssetType.Texture;
                    asset.InvType = (sbyte)InventoryType.Texture;
                    
                    asset.Data = data;
                                        
                    m_scene.AssetCache.AddAsset(asset);                    
                }
            }
            
            m_log.DebugFormat("[ARCHIVER]: Reached end of archive");                        
            
            archive.Close();
            
            if (serializedPrims.Equals(string.Empty))
            {
                m_log.ErrorFormat("[ARCHIVER]: Archive did not contain a {0} file", ArchiveConstants.PRIMS_PATH);
                return;
            }
            
            // Reload serialized prims
            m_log.InfoFormat("[ARCHIVER]: Loading prim data");
            
            IRegionSerialiser serialiser = m_scene.RequestModuleInterface<IRegionSerialiser>();
            serialiser.LoadPrimsFromXml2(m_scene, new StringReader(serializedPrims));
        }
    }
}