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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.Reflection;
using libsecondlife;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.World.Archiver
{
/// <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>
/// Execute the write of an archive once we have received all the necessary data
/// </summary>
public class ArchiveWriteRequestExecution
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected IRegionSerialiser m_serialiser;
protected List<EntityBase> m_sceneObjects;
protected string m_savePath;
public ArchiveWriteRequestExecution(
List<EntityBase> sceneObjects, IRegionSerialiser serialiser, string savePath)
{
m_sceneObjects = sceneObjects;
m_serialiser = serialiser;
m_savePath = savePath;
}
protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
{
m_log.DebugFormat("[ARCHIVER]: Received all {0} assets required", assets.Count);
TarArchiveWriter archive = new TarArchiveWriter();
foreach (EntityBase entity in m_sceneObjects)
{
// FIXME: I'm fairly sure that all entities are in fact SceneObjectGroups... must fix this
SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
LLVector3 position = sceneObject.AbsolutePosition;
string serializedObject = m_serialiser.SaveGroupToXml2(sceneObject);
string filename
= string.Format(
"{0}{1}_{2:000}-{3:000}-{4:000}__{5}.xml",
ArchiveConstants.OBJECTS_PATH, sceneObject.Name,
Math.Round(position.X), Math.Round(position.Y), Math.Round(position.Z),
sceneObject.UUID);
archive.AddFile(filename, serializedObject);
}
AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
assetsArchiver.Archive(archive);
archive.WriteTar(m_savePath);
m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath);
}
}
}
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