/* * 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.Net; using System.Reflection; using System.Text; using System.Xml; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Serialization; using OpenSim.Framework.Serialization.External; using OpenSim.Region.CoreModules.World.Terrain; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Services.Interfaces; using System.Threading; namespace OpenSim.Region.CoreModules.World.Archiver { /// /// Handles an individual archive read request /// public class ArchiveReadRequest { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Contains data used while dearchiving a single scene. /// private class DearchiveContext { public Scene Scene { get; set; } public List SerialisedSceneObjects { get; set; } public List SerialisedParcels { get; set; } public List SceneObjects { get; set; } public DearchiveContext(Scene scene) { Scene = scene; SerialisedSceneObjects = new List(); SerialisedParcels = new List(); SceneObjects = new List(); } } /// /// The maximum major version of OAR that we can read. Minor versions shouldn't need a max number since version /// bumps here should be compatible. /// public static int MAX_MAJOR_VERSION = 1; /// /// Has the control file been loaded for this archive? /// public bool ControlFileLoaded { get; private set; } protected string m_loadPath; protected Scene m_rootScene; protected Stream m_loadStream; protected Guid m_requestId; protected string m_errorMessage; /// /// Should the archive being loaded be merged with what is already on the region? /// Merging usually suppresses terrain and parcel loading /// protected bool m_merge; /// /// If true, force the loading of terrain from the oar file /// protected bool m_forceTerrain; /// /// If true, force the loading of parcels from the oar file /// protected bool m_forceParcels; /// /// Should we ignore any assets when reloading the archive? /// protected bool m_skipAssets; /// /// Displacement added to each object as it is added to the world /// protected Vector3 m_displacement = Vector3.Zero; /// /// Rotation (in radians) to apply to the objects as they are loaded. /// protected float m_rotation = 0f; /// /// Center around which to apply the rotation relative to the origional oar position /// protected Vector3 m_rotationCenter = new Vector3(Constants.RegionSize / 2f, Constants.RegionSize / 2f, 0f); protected bool m_noObjects = false; /// /// Used to cache lookups for valid uuids. /// private IDictionary m_validUserUuids = new Dictionary(); private IUserManagement m_UserMan; private IUserManagement UserManager { get { if (m_UserMan == null) { m_UserMan = m_rootScene.RequestModuleInterface(); } return m_UserMan; } } /// /// Used to cache lookups for valid groups. /// private IDictionary m_validGroupUuids = new Dictionary(); private IGroupsModule m_groupsModule; private IAssetService m_assetService = null; public ArchiveReadRequest(Scene scene, string loadPath, Guid requestId, Dictionaryoptions) { m_rootScene = scene; m_loadPath = loadPath; try { m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress); } catch (EntryPointNotFoundException e) { m_log.ErrorFormat( "[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream." + "If you've manually installed Mono, have you appropriately updated zlib1g as well?"); m_log.Error(e); } m_errorMessage = String.Empty; m_merge = options.ContainsKey("merge"); m_forceTerrain = options.ContainsKey("force-terrain"); m_forceParcels = options.ContainsKey("force-parcels"); m_noObjects = options.ContainsKey("no-objects"); m_skipAssets = options.ContainsKey("skipAssets"); m_requestId = requestId; m_displacement = options.ContainsKey("displacement") ? (Vector3)options["displacement"] : Vector3.Zero; m_rotation = options.ContainsKey("rotation") ? (float)options["rotation"] : 0f; m_rotationCenter = options.ContainsKey("rotation-center") ? (Vector3)options["rotation-center"] : new Vector3(scene.RegionInfo.RegionSizeX / 2f, scene.RegionInfo.RegionSizeY / 2f, 0f); // Zero can never be a valid user or group id m_validUserUuids[UUID.Zero] = false; m_validGroupUuids[UUID.Zero] = false; m_groupsModule = m_rootScene.RequestModuleInterface(); m_assetService = m_rootScene.AssetService; } public ArchiveReadRequest(Scene scene, Stream loadStream, Guid requestId, Dictionaryoptions) { m_rootScene = scene; m_loadPath = null; m_loadStream = loadStream; m_skipAssets = options.ContainsKey("skipAssets"); m_merge = options.ContainsKey("merge"); m_requestId = requestId; // Zero can never be a valid user id m_validUserUuids[UUID.Zero] = false; m_groupsModule = m_rootScene.RequestModuleInterface(); m_assetService = m_rootScene.AssetService; } /// /// Dearchive the region embodied in this request. /// public void DearchiveRegion() { int successfulAssetRestores = 0; int failedAssetRestores = 0; DearchiveScenesInfo dearchivedScenes; // We dearchive all the scenes at once, because the files in the TAR archive might be mixed. // Therefore, we have to keep track of the dearchive context of all the scenes. Dictionary sceneContexts = new Dictionary(); string fullPath = "NONE"; TarArchiveReader archive = null; byte[] data; TarArchiveReader.TarEntryType entryType; try { FindAndLoadControlFile(out archive, out dearchivedScenes); while ((data = archive.ReadEntry(out fullPath, out entryType)) != null) { //m_log.DebugFormat( // "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length); if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) continue; // Find the scene that this file belongs to Scene scene; string filePath; if (!dearchivedScenes.GetRegionFromPath(fullPath, out scene, out filePath)) continue; // this file belongs to a region that we're not loading DearchiveContext sceneContext = null; if (scene != null) { if (!sceneContexts.TryGetValue(scene.RegionInfo.RegionID, out sceneContext)) { sceneContext = new DearchiveContext(scene); sceneContexts.Add(scene.RegionInfo.RegionID, sceneContext); } } // Process the file if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH) && !m_noObjects) { sceneContext.SerialisedSceneObjects.Add(Encoding.UTF8.GetString(data)); } else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets) { if (LoadAsset(filePath, data)) successfulAssetRestores++; else failedAssetRestores++; if ((successfulAssetRestores + failedAssetRestores) % 250 == 0) m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets..."); } else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH) && (!m_merge || m_forceTerrain)) { LoadTerrain(scene, filePath, data); } else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH)) { LoadRegionSettings(scene, filePath, data, dearchivedScenes); } else if (filePath.StartsWith(ArchiveConstants.LANDDATA_PATH) && (!m_merge || m_forceParcels)) { sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data)); } else if (filePath == ArchiveConstants.CONTROL_FILE_PATH) { // Ignore, because we already read the control file } } //m_log.Debug("[ARCHIVER]: Reached end of archive"); } catch (Exception e) { m_log.Error( String.Format("[ARCHIVER]: Aborting load with error in archive file {0} ", fullPath), e); m_errorMessage += e.ToString(); m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List(), m_errorMessage); return; } finally { if (archive != null) archive.Close(); } if (!m_skipAssets) { m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores); if (failedAssetRestores > 0) { m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores); m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores); } } foreach (DearchiveContext sceneContext in sceneContexts.Values) { m_log.InfoFormat("[ARCHIVER]: Loading region {0}", sceneContext.Scene.RegionInfo.RegionName); if (!m_merge) { m_log.Info("[ARCHIVER]: Clearing all existing scene objects"); sceneContext.Scene.DeleteAllSceneObjects(); } try { LoadParcels(sceneContext.Scene, sceneContext.SerialisedParcels); LoadObjects(sceneContext.Scene, sceneContext.SerialisedSceneObjects, sceneContext.SceneObjects); // Inform any interested parties that the region has changed. We waited until now so that all // of the region's objects will be loaded when we send this notification. IEstateModule estateModule = sceneContext.Scene.RequestModuleInterface(); if (estateModule != null) estateModule.TriggerRegionInfoChange(); } catch (Exception e) { m_log.Error("[ARCHIVER]: Error loading parcels or objects ", e); m_errorMessage += e.ToString(); m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List(), m_errorMessage); return; } } // Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so // that users can enter the scene. If we allow the scripts to start in the loop above // then they significantly increase the time until the OAR finishes loading. Util.FireAndForget(delegate(object o) { Thread.Sleep(15000); m_log.Info("[ARCHIVER]: Starting scripts in scene objects"); foreach (DearchiveContext sceneContext in sceneContexts.Values) { foreach (SceneObjectGroup sceneObject in sceneContext.SceneObjects) { sceneObject.CreateScriptInstances(0, false, sceneContext.Scene.DefaultScriptEngine, 0); // StateSource.RegionStart sceneObject.ResumeScripts(); } sceneContext.SceneObjects.Clear(); } }); m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive"); m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, dearchivedScenes.GetLoadedScenes(), m_errorMessage); } /// /// Searches through the files in the archive for the control file, and reads it. /// We must read the control file first, in order to know which regions are available. /// /// /// In most cases the control file *is* first, since that's how we create archives. However, /// it's possible that someone rewrote the archive externally so we can't rely on this fact. /// /// /// private void FindAndLoadControlFile(out TarArchiveReader archive, out DearchiveScenesInfo dearchivedScenes) { archive = new TarArchiveReader(m_loadStream); dearchivedScenes = new DearchiveScenesInfo(); string filePath; byte[] data; TarArchiveReader.TarEntryType entryType; bool firstFile = true; while ((data = archive.ReadEntry(out filePath, out entryType)) != null) { if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) continue; if (filePath == ArchiveConstants.CONTROL_FILE_PATH) { LoadControlFile(filePath, data, dearchivedScenes); // Find which scenes are available in the simulator ArchiveScenesGroup simulatorScenes = new ArchiveScenesGroup(); SceneManager.Instance.ForEachScene(delegate(Scene scene2) { simulatorScenes.AddScene(scene2); }); simulatorScenes.CalcSceneLocations(); dearchivedScenes.SetSimulatorScenes(m_rootScene, simulatorScenes); // If the control file wasn't the first file then reset the read pointer if (!firstFile) { m_log.Warn("Control file wasn't the first file in the archive"); if (m_loadStream.CanSeek) { m_loadStream.Seek(0, SeekOrigin.Begin); } else if (m_loadPath != null) { archive.Close(); archive = null; m_loadStream.Close(); m_loadStream = null; m_loadStream = new GZipStream(ArchiveHelpers.GetStream(m_loadPath), CompressionMode.Decompress); archive = new TarArchiveReader(m_loadStream); } else { // There isn't currently a scenario where this happens, but it's best to add a check just in case throw new Exception("Error reading archive: control file wasn't the first file, and the input stream doesn't allow seeking"); } } return; } firstFile = false; } throw new Exception("Control file not found"); } /// /// Load serialized scene objects. /// protected void LoadObjects(Scene scene, List serialisedSceneObjects, List sceneObjects) { // Reload serialized prims m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count); OpenMetaverse.Quaternion rot = OpenMetaverse.Quaternion.CreateFromAxisAngle(0, 0, 1, m_rotation); UUID oldTelehubUUID = scene.RegionInfo.RegionSettings.TelehubObject; IRegionSerialiserModule serialiser = scene.RequestModuleInterface(); int sceneObjectsLoadedCount = 0; foreach (string serialisedSceneObject in serialisedSceneObjects) { /* m_log.DebugFormat("[ARCHIVER]: Loading xml with raw size {0}", serialisedSceneObject.Length); // Really large xml files (multi megabyte) appear to cause // memory problems // when loading the xml. But don't enable this check yet if (serialisedSceneObject.Length > 5000000) { m_log.Error("[ARCHIVER]: Ignoring xml since size > 5000000);"); continue; } */ SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); // Happily this does not do much to the object since it hasn't been added to the scene yet if (!sceneObject.IsAttachment) { if (m_displacement != Vector3.Zero || m_rotation != 0f) { Vector3 pos = sceneObject.AbsolutePosition; if (m_rotation != 0f) { // Rotate the object sceneObject.RootPart.RotationOffset = rot * sceneObject.GroupRotation; // Get object position relative to rotation axis Vector3 offset = pos - m_rotationCenter; // Rotate the object position offset *= rot; // Restore the object position back to relative to the region pos = m_rotationCenter + offset; } if (m_displacement != Vector3.Zero) { pos += m_displacement; } sceneObject.AbsolutePosition = pos; } } bool isTelehub = (sceneObject.UUID == oldTelehubUUID) && (oldTelehubUUID != UUID.Zero); // 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(); if (isTelehub) { // Change the Telehub Object to the new UUID scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID; scene.RegionInfo.RegionSettings.Save(); oldTelehubUUID = UUID.Zero; } ModifySceneObject(scene, sceneObject); if (scene.AddRestoredSceneObject(sceneObject, true, false)) { sceneObjectsLoadedCount++; sceneObject.CreateScriptInstances(0, false, scene.DefaultScriptEngine, 0); sceneObject.ResumeScripts(); } } m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjectsLoadedCount); int ignoredObjects = serialisedSceneObjects.Count - sceneObjectsLoadedCount; if (ignoredObjects > 0) m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects); if (oldTelehubUUID != UUID.Zero) { m_log.WarnFormat("Telehub object not found: {0}", oldTelehubUUID); scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero; scene.RegionInfo.RegionSettings.ClearSpawnPoints(); } } /// /// Optionally modify a loaded SceneObjectGroup. Currently this just ensures that the /// User IDs and Group IDs are valid, but other manipulations could be done as well. /// private void ModifySceneObject(Scene scene, SceneObjectGroup sceneObject) { // Try to retain the original creator/owner/lastowner if their uuid is present on this grid // or creator data is present. Otherwise, use the estate owner instead. foreach (SceneObjectPart part in sceneObject.Parts) { if (string.IsNullOrEmpty(part.CreatorData)) { if (!ResolveUserUuid(scene, part.CreatorID)) part.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner; } if (UserManager != null) UserManager.AddUser(part.CreatorID, part.CreatorData); if (!(ResolveUserUuid(scene, part.OwnerID) || ResolveGroupUuid(part.OwnerID))) part.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner; if (!(ResolveUserUuid(scene, part.LastOwnerID) || ResolveGroupUuid(part.LastOwnerID))) part.LastOwnerID = scene.RegionInfo.EstateSettings.EstateOwner; if (!ResolveGroupUuid(part.GroupID)) part.GroupID = UUID.Zero; // And zap any troublesome sit target information // part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); // part.SitTargetPosition = new Vector3(0, 0, 0); // Fix ownership/creator of inventory items // Not doing so results in inventory items // being no copy/no mod for everyone lock (part.TaskInventory) { TaskInventoryDictionary inv = part.TaskInventory; foreach (KeyValuePair kvp in inv) { if (!(ResolveUserUuid(scene, kvp.Value.OwnerID) || ResolveGroupUuid(kvp.Value.OwnerID))) { kvp.Value.OwnerID = scene.RegionInfo.EstateSettings.EstateOwner; } if (string.IsNullOrEmpty(kvp.Value.CreatorData)) { if (!ResolveUserUuid(scene, kvp.Value.CreatorID)) kvp.Value.CreatorID = scene.RegionInfo.EstateSettings.EstateOwner; } if (UserManager != null) UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); if (!ResolveGroupUuid(kvp.Value.GroupID)) kvp.Value.GroupID = UUID.Zero; } } } } /// /// Load serialized parcels. /// /// /// protected void LoadParcels(Scene scene, List serialisedParcels) { // Reload serialized parcels m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count); List landData = new List(); foreach (string serialisedParcel in serialisedParcels) { LandData parcel = LandDataSerializer.Deserialize(serialisedParcel); if (m_displacement != Vector3.Zero) { Vector3 parcelDisp = new Vector3(m_displacement.X, m_displacement.Y, 0f); parcel.AABBMin += parcelDisp; parcel.AABBMax += parcelDisp; } // Validate User and Group UUID's if (parcel.IsGroupOwned) { if (!ResolveGroupUuid(parcel.GroupID)) { parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner; parcel.GroupID = UUID.Zero; parcel.IsGroupOwned = false; } } else { if (!ResolveUserUuid(scene, parcel.OwnerID)) parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner; if (!ResolveGroupUuid(parcel.GroupID)) parcel.GroupID = UUID.Zero; } List accessList = new List(); foreach (LandAccessEntry entry in parcel.ParcelAccessList) { if (ResolveUserUuid(scene, entry.AgentID)) accessList.Add(entry); // else, drop this access rule } parcel.ParcelAccessList = accessList; // m_log.DebugFormat( // "[ARCHIVER]: Adding parcel {0}, local id {1}, owner {2}, group {3}, isGroupOwned {4}, area {5}", // parcel.Name, parcel.LocalID, parcel.OwnerID, parcel.GroupID, parcel.IsGroupOwned, parcel.Area); landData.Add(parcel); } if (!m_merge) { bool setupDefaultParcel = (landData.Count == 0); scene.LandChannel.Clear(setupDefaultParcel); } scene.EventManager.TriggerIncomingLandDataFromStorage(landData); m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count); } /// /// Look up the given user id to check whether it's one that is valid for this grid. /// /// /// /// private bool ResolveUserUuid(Scene scene, UUID uuid) { lock (m_validUserUuids) { if (!m_validUserUuids.ContainsKey(uuid)) { // Note: we call GetUserAccount() inside the lock because this UserID is likely // to occur many times, and we only want to query the users service once. UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, uuid); m_validUserUuids.Add(uuid, account != null); } return m_validUserUuids[uuid]; } } /// /// Look up the given group id to check whether it's one that is valid for this grid. /// /// /// private bool ResolveGroupUuid(UUID uuid) { lock (m_validGroupUuids) { if (!m_validGroupUuids.ContainsKey(uuid)) { bool exists; if (m_groupsModule == null) { exists = false; } else { // Note: we call GetGroupRecord() inside the lock because this GroupID is likely // to occur many times, and we only want to query the groups service once. exists = (m_groupsModule.GetGroupRecord(uuid) != null); } m_validGroupUuids.Add(uuid, exists); } return m_validGroupUuids[uuid]; } } /// Load an asset /// /// /// /// true if asset was successfully loaded, false otherwise private bool LoadAsset(string assetPath, byte[] data) { // Right now we're nastily obtaining the UUID from the filename string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length); int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR); if (i == -1) { m_log.ErrorFormat( "[ARCHIVER]: Could not find extension information in asset path {0} since it's missing the separator {1}. Skipping", assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR); return false; } string extension = filename.Substring(i); string uuid = filename.Remove(filename.Length - extension.Length); if (m_assetService.GetMetadata(uuid) != null) { // m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid); return true; } if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension)) { sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension]; if (assetType == (sbyte)AssetType.Unknown) { m_log.WarnFormat("[ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid); } else if (assetType == (sbyte)AssetType.Object) { data = SceneObjectSerializer.ModifySerializedObject(UUID.Parse(uuid), data, sog => { ModifySceneObject(m_rootScene, sog); return true; }); if (data == null) return false; } //m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType); AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType, UUID.Zero.ToString()); asset.Data = data; // We're relying on the asset service to do the sensible thing and not store the asset if it already // exists. m_assetService.Store(asset); /** * Create layers on decode for image assets. This is likely to significantly increase the time to load archives so * it might be best done when dearchive takes place on a separate thread if (asset.Type=AssetType.Texture) { IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface(); if (cacheLayerDecode != null) cacheLayerDecode.syncdecode(asset.FullID, asset.Data); } */ return true; } else { m_log.ErrorFormat( "[ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}", assetPath, extension); return false; } } /// /// Load region settings data /// /// /// /// /// /// /// true if settings were loaded successfully, false otherwise /// private bool LoadRegionSettings(Scene scene, string settingsPath, byte[] data, DearchiveScenesInfo dearchivedScenes) { RegionSettings loadedRegionSettings; try { loadedRegionSettings = RegionSettingsSerializer.Deserialize(data); } catch (Exception e) { m_log.ErrorFormat( "[ARCHIVER]: Could not parse region settings file {0}. Ignoring. Exception was {1}", settingsPath, e); return false; } RegionSettings currentRegionSettings = scene.RegionInfo.RegionSettings; currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit; currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage; currentRegionSettings.AllowLandJoinDivide = loadedRegionSettings.AllowLandJoinDivide; currentRegionSettings.AllowLandResell = loadedRegionSettings.AllowLandResell; currentRegionSettings.BlockFly = loadedRegionSettings.BlockFly; currentRegionSettings.BlockShowInSearch = loadedRegionSettings.BlockShowInSearch; currentRegionSettings.BlockTerraform = loadedRegionSettings.BlockTerraform; currentRegionSettings.DisableCollisions = loadedRegionSettings.DisableCollisions; currentRegionSettings.DisablePhysics = loadedRegionSettings.DisablePhysics; currentRegionSettings.DisableScripts = loadedRegionSettings.DisableScripts; currentRegionSettings.Elevation1NE = loadedRegionSettings.Elevation1NE; currentRegionSettings.Elevation1NW = loadedRegionSettings.Elevation1NW; currentRegionSettings.Elevation1SE = loadedRegionSettings.Elevation1SE; currentRegionSettings.Elevation1SW = loadedRegionSettings.Elevation1SW; currentRegionSettings.Elevation2NE = loadedRegionSettings.Elevation2NE; currentRegionSettings.Elevation2NW = loadedRegionSettings.Elevation2NW; currentRegionSettings.Elevation2SE = loadedRegionSettings.Elevation2SE; currentRegionSettings.Elevation2SW = loadedRegionSettings.Elevation2SW; currentRegionSettings.FixedSun = loadedRegionSettings.FixedSun; currentRegionSettings.SunPosition = loadedRegionSettings.SunPosition; currentRegionSettings.ObjectBonus = loadedRegionSettings.ObjectBonus; currentRegionSettings.RestrictPushing = loadedRegionSettings.RestrictPushing; currentRegionSettings.TerrainLowerLimit = loadedRegionSettings.TerrainLowerLimit; currentRegionSettings.TerrainRaiseLimit = loadedRegionSettings.TerrainRaiseLimit; currentRegionSettings.TerrainTexture1 = loadedRegionSettings.TerrainTexture1; currentRegionSettings.TerrainTexture2 = loadedRegionSettings.TerrainTexture2; currentRegionSettings.TerrainTexture3 = loadedRegionSettings.TerrainTexture3; currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4; currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun; currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight; currentRegionSettings.TelehubObject = loadedRegionSettings.TelehubObject; currentRegionSettings.ClearSpawnPoints(); foreach (SpawnPoint sp in loadedRegionSettings.SpawnPoints()) currentRegionSettings.AddSpawnPoint(sp); currentRegionSettings.LoadedCreationDateTime = dearchivedScenes.LoadedCreationDateTime; currentRegionSettings.LoadedCreationID = dearchivedScenes.GetOriginalRegionID(scene.RegionInfo.RegionID).ToString(); currentRegionSettings.Save(); scene.TriggerEstateSunUpdate(); IEstateModule estateModule = scene.RequestModuleInterface(); if (estateModule != null) estateModule.sendRegionHandshakeToAll(); return true; } /// /// Load terrain data /// /// /// /// /// /// true if terrain was resolved successfully, false otherwise. /// private bool LoadTerrain(Scene scene, string terrainPath, byte[] data) { ITerrainModule terrainModule = scene.RequestModuleInterface(); MemoryStream ms = new MemoryStream(data); if (m_displacement != Vector3.Zero || m_rotation != 0f) { Vector2 rotationCenter = new Vector2(m_rotationCenter.X, m_rotationCenter.Y); terrainModule.LoadFromStream(terrainPath, m_displacement, m_rotation, rotationCenter, ms); } else { terrainModule.LoadFromStream(terrainPath, ms); } ms.Close(); m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath); return true; } /// /// Load oar control file /// /// /// /// public DearchiveScenesInfo LoadControlFile(string path, byte[] data, DearchiveScenesInfo dearchivedScenes) { XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable()); XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None); XmlTextReader xtr = new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context); // Loaded metadata will be empty if no information exists in the archive dearchivedScenes.LoadedCreationDateTime = 0; dearchivedScenes.DefaultOriginalID = ""; bool multiRegion = false; while (xtr.Read()) { if (xtr.NodeType == XmlNodeType.Element) { if (xtr.Name.ToString() == "archive") { int majorVersion = int.Parse(xtr["major_version"]); int minorVersion = int.Parse(xtr["minor_version"]); string version = string.Format("{0}.{1}", majorVersion, minorVersion); if (majorVersion > MAX_MAJOR_VERSION) { throw new Exception( string.Format( "The OAR you are trying to load has major version number of {0} but this version of OpenSim can only load OARs with major version number {1} and below", majorVersion, MAX_MAJOR_VERSION)); } m_log.InfoFormat("[ARCHIVER]: Loading OAR with version {0}", version); } if (xtr.Name.ToString() == "datetime") { int value; if (Int32.TryParse(xtr.ReadElementContentAsString(), out value)) dearchivedScenes.LoadedCreationDateTime = value; } else if (xtr.Name.ToString() == "row") { multiRegion = true; dearchivedScenes.StartRow(); } else if (xtr.Name.ToString() == "region") { dearchivedScenes.StartRegion(); } else if (xtr.Name.ToString() == "id") { string id = xtr.ReadElementContentAsString(); dearchivedScenes.DefaultOriginalID = id; if (multiRegion) dearchivedScenes.SetRegionOriginalID(id); } else if (xtr.Name.ToString() == "dir") { dearchivedScenes.SetRegionDirectory(xtr.ReadElementContentAsString()); } } } dearchivedScenes.MultiRegionFormat = multiRegion; if (!multiRegion) { // Add the single scene dearchivedScenes.StartRow(); dearchivedScenes.StartRegion(); dearchivedScenes.SetRegionOriginalID(dearchivedScenes.DefaultOriginalID); dearchivedScenes.SetRegionDirectory(""); } ControlFileLoaded = true; return dearchivedScenes; } } }