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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.Framework.Communications.Cache;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Scenes;
using System.Collections.Generic;
using System.Reflection;
using libsecondlife;
using log4net;
using Nini.Config;
namespace OpenSim.Region.Environment
{
/// <summary>
/// Method called when all the necessary assets for an archive request have been received.
/// </summary>
public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
/// <summary>
/// Handles an individual archive request
/// </summary>
public class ArchiveRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private string m_savePath;
private string m_serializedEntities;
public ArchiveRequest(Scene scene, string savePath)
{
m_scene = scene;
m_savePath = savePath;
ArchiveRegion();
}
protected void ArchiveRegion()
{
m_log.Warn("[ARCHIVER]: Archive region not yet implemented");
Dictionary<LLUUID, int> textureUuids = new Dictionary<LLUUID, int>();
List<EntityBase> entities = m_scene.GetEntities();
foreach (EntityBase entity in entities)
{
if (entity is SceneObjectGroup)
{
SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
foreach (SceneObjectPart part in sceneObject.GetParts())
{
LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0);
textureUuids[texture] = 1;
}
}
}
m_serializedEntities = SerializeObjects(entities);
if (m_serializedEntities != null && m_serializedEntities.Length > 0)
{
m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", textureUuids.Count);
// Asynchronously request all the assets required to perform this archive operation
new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, textureUuids.Keys);
}
}
protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
{
m_log.DebugFormat("[ARCHIVER]: Received all {0} textures required", assets.Count);
// XXX: Shouldn't hijack the asset async callback thread like this - this is only temporary
TarArchive archive = new TarArchive();
archive.AddFile("prims.xml", m_serializedEntities);
foreach (LLUUID uuid in assets.Keys)
{
archive.AddFile(uuid.ToString() + ".jp2", assets[uuid].Data);
}
archive.WriteTar(m_savePath);
}
/// <summary>
/// Get an xml representation of the given scene objects.
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
protected static string SerializeObjects(List<EntityBase> entities)
{
string serialization = "<scene>";
List<string> serObjects = new List<string>();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
{
serObjects.Add(((SceneObjectGroup) ent).ToXmlString2());
}
}
foreach (string serObject in serObjects)
serialization += serObject;
serialization += "</scene>";
return serialization;
}
}
/// <summary>
/// Encapsulate the asynchronous requests for the assets required for an archive operation
/// </summary>
class AssetsRequest
{
/// <summary>
/// Callback used when all the assets requested have been received.
/// </summary>
protected AssetsRequestCallback m_assetsRequestCallback;
/// <summary>
/// Assets retrieved in this request
/// </summary>
protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>();
/// <summary>
/// Record the number of asset replies required so we know when we've finished
/// </summary>
private int m_repliesRequired;
/// <summary>
/// Asset cache used to request the assets
/// </summary>
protected AssetCache m_assetCache;
protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids)
{
m_assetsRequestCallback = assetsRequestCallback;
m_assetCache = assetCache;
m_repliesRequired = uuids.Count;
// We can stop here if there are no assets to fetch
if (m_repliesRequired == 0)
m_assetsRequestCallback(m_assets);
foreach (LLUUID uuid in uuids)
{
m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
}
}
/// <summary>
/// Called back by the asset cache when it has the asset
/// </summary>
/// <param name="assetID"></param>
/// <param name="asset"></param>
public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
{
m_assets[assetID] = asset;
if (m_assets.Count == m_repliesRequired)
{
m_assetsRequestCallback(m_assets);
}
}
}
}
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