ArchiveWriteRequest.cs 28 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.IO;
  30. using System.IO.Compression;
  31. using System.Reflection;
  32. using System.Runtime;
  33. using System.Text.RegularExpressions;
  34. using System.Threading;
  35. using System.Xml;
  36. using log4net;
  37. using OpenMetaverse;
  38. using OpenSim.Framework;
  39. using OpenSim.Framework.Monitoring;
  40. using OpenSim.Framework.Serialization;
  41. using OpenSim.Region.CoreModules.World.Terrain;
  42. using OpenSim.Region.Framework.Interfaces;
  43. using OpenSim.Region.Framework.Scenes;
  44. using Ionic.Zlib;
  45. using GZipStream = Ionic.Zlib.GZipStream;
  46. using CompressionMode = Ionic.Zlib.CompressionMode;
  47. using CompressionLevel = Ionic.Zlib.CompressionLevel;
  48. using OpenSim.Framework.Serialization.External;
  49. using PermissionMask = OpenSim.Framework.PermissionMask;
  50. namespace OpenSim.Region.CoreModules.World.Archiver
  51. {
  52. /// <summary>
  53. /// Prepare to write out an archive.
  54. /// </summary>
  55. public class ArchiveWriteRequest
  56. {
  57. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  58. /// <summary>
  59. /// The minimum major version of OAR that we can write.
  60. /// </summary>
  61. public static int MIN_MAJOR_VERSION = 0;
  62. /// <summary>
  63. /// The maximum major version of OAR that we can write.
  64. /// </summary>
  65. public static int MAX_MAJOR_VERSION = 1;
  66. /// <summary>
  67. /// Whether we're saving a multi-region archive.
  68. /// </summary>
  69. public bool MultiRegionFormat { get; set; }
  70. /// <summary>
  71. /// Determine whether this archive will save assets. Default is true.
  72. /// </summary>
  73. public bool SaveAssets { get; set; }
  74. /// <summary>
  75. /// Determines which objects will be included in the archive, according to their permissions.
  76. /// Default is null, meaning no permission checks.
  77. /// </summary>
  78. public string FilterContent { get; set; }
  79. protected Scene m_rootScene;
  80. protected Stream m_saveStream;
  81. protected TarArchiveWriter m_archiveWriter;
  82. protected Guid m_requestId;
  83. protected Dictionary<string, object> m_options;
  84. /// <summary>
  85. /// Constructor
  86. /// </summary>
  87. /// <param name="module">Calling module</param>
  88. /// <param name="savePath">The path to which to save data.</param>
  89. /// <param name="requestId">The id associated with this request</param>
  90. /// <exception cref="System.IO.IOException">
  91. /// If there was a problem opening a stream for the file specified by the savePath
  92. /// </exception>
  93. public ArchiveWriteRequest(Scene scene, string savePath, Guid requestId) : this(scene, requestId)
  94. {
  95. try
  96. {
  97. m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression);
  98. }
  99. catch (EntryPointNotFoundException e)
  100. {
  101. m_log.ErrorFormat(
  102. "[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream."
  103. + "If you've manually installed Mono, have you appropriately updated zlib1g as well?");
  104. m_log.ErrorFormat("{0} {1}", e.Message, e.StackTrace);
  105. }
  106. }
  107. /// <summary>
  108. /// Constructor.
  109. /// </summary>
  110. /// <param name="scene">The root scene to archive</param>
  111. /// <param name="saveStream">The stream to which to save data.</param>
  112. /// <param name="requestId">The id associated with this request</param>
  113. public ArchiveWriteRequest(Scene scene, Stream saveStream, Guid requestId) : this(scene, requestId)
  114. {
  115. m_saveStream = saveStream;
  116. }
  117. protected ArchiveWriteRequest(Scene scene, Guid requestId)
  118. {
  119. m_rootScene = scene;
  120. m_requestId = requestId;
  121. m_archiveWriter = null;
  122. MultiRegionFormat = false;
  123. SaveAssets = true;
  124. FilterContent = null;
  125. }
  126. /// <summary>
  127. /// Archive the region requested.
  128. /// </summary>
  129. /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
  130. public void ArchiveRegion(Dictionary<string, object> options)
  131. {
  132. m_options = options;
  133. if (options.ContainsKey("all") && (bool)options["all"])
  134. MultiRegionFormat = true;
  135. if (options.ContainsKey("noassets") && (bool)options["noassets"])
  136. SaveAssets = false;
  137. if (options.TryGetValue("checkPermissions", out Object temp))
  138. FilterContent = (string)temp;
  139. // Find the regions to archive
  140. ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup();
  141. if (MultiRegionFormat)
  142. {
  143. m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count);
  144. SceneManager.Instance.ForEachScene(delegate(Scene scene)
  145. {
  146. scenesGroup.AddScene(scene);
  147. });
  148. }
  149. else
  150. {
  151. scenesGroup.AddScene(m_rootScene);
  152. }
  153. scenesGroup.CalcSceneLocations();
  154. m_archiveWriter = new TarArchiveWriter(m_saveStream);
  155. try
  156. {
  157. // Write out control file. It should be first so that it will be found ASAP when loading the file.
  158. m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup));
  159. m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
  160. // Archive the regions
  161. Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>();
  162. HashSet<UUID> failedIDs = new HashSet<UUID>();
  163. HashSet<UUID> uncertainAssetsUUIDs = new HashSet<UUID>();
  164. scenesGroup.ForEachScene(delegate(Scene scene)
  165. {
  166. string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : "";
  167. ArchiveOneRegion(scene, regionDir, assetUuids, failedIDs, uncertainAssetsUUIDs);
  168. });
  169. // Archive the assets
  170. if (SaveAssets)
  171. {
  172. m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count);
  173. AssetsRequest ar = new AssetsRequest(
  174. new AssetsArchiver(m_archiveWriter), assetUuids,
  175. failedIDs.Count,
  176. m_rootScene.AssetService, m_rootScene.UserAccountService,
  177. m_rootScene.RegionInfo.ScopeID, options, null);
  178. ar.Execute();
  179. assetUuids = null;
  180. }
  181. else
  182. {
  183. m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified");
  184. // CloseArchive(string.Empty);
  185. }
  186. CloseArchive(string.Empty);
  187. }
  188. catch (Exception e)
  189. {
  190. CloseArchive(e.Message);
  191. throw;
  192. }
  193. GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce;
  194. GC.Collect();
  195. GC.WaitForPendingFinalizers();
  196. GC.Collect();
  197. GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.Default;
  198. }
  199. private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids,
  200. HashSet<UUID> failedIDs, HashSet<UUID> uncertainAssetsUUIDs)
  201. {
  202. m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name);
  203. EntityBase[] entities = scene.GetEntities();
  204. List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
  205. int numObjectsSkippedPermissions = 0;
  206. // Filter entities so that we only have scene objects.
  207. // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
  208. // end up having to do this
  209. IPermissionsModule permissionsModule = scene.RequestModuleInterface<IPermissionsModule>();
  210. foreach (EntityBase entity in entities)
  211. {
  212. if (entity is SceneObjectGroup)
  213. {
  214. SceneObjectGroup sceneObject = entity as SceneObjectGroup;
  215. if (!sceneObject.IsDeleted && !sceneObject.IsAttachment && !sceneObject.IsTemporary && !sceneObject.inTransit)
  216. {
  217. if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, FilterContent, permissionsModule))
  218. {
  219. // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
  220. ++numObjectsSkippedPermissions;
  221. }
  222. else
  223. {
  224. sceneObjects.Add(sceneObject);
  225. }
  226. }
  227. }
  228. }
  229. if (SaveAssets)
  230. {
  231. UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids, failedIDs, uncertainAssetsUUIDs);
  232. int prevAssets = assetUuids.Count;
  233. foreach (SceneObjectGroup sceneObject in sceneObjects)
  234. {
  235. int curErrorCntr = assetGatherer.ErrorCount;
  236. int possible = assetGatherer.possibleNotAssetCount;
  237. assetGatherer.AddForInspection(sceneObject);
  238. assetGatherer.GatherAll();
  239. curErrorCntr = assetGatherer.ErrorCount - curErrorCntr;
  240. possible = assetGatherer.possibleNotAssetCount - possible;
  241. if(curErrorCntr > 0)
  242. {
  243. m_log.ErrorFormat("[ARCHIVER]: object {0} '{1}', at {2}, contains {3} references to missing or damaged assets",
  244. sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), curErrorCntr);
  245. if(possible > 0)
  246. m_log.WarnFormat("[ARCHIVER Warning]: object also contains {0} references that may not be assets or are missing", possible);
  247. }
  248. else if(possible > 0)
  249. {
  250. m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains {3} references that may not be assets or are missing",
  251. sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), possible);
  252. }
  253. }
  254. assetGatherer.GatherAll();
  255. GC.Collect();
  256. int errors = assetGatherer.FailedUUIDs.Count;
  257. m_log.DebugFormat(
  258. "[ARCHIVER]: {0} region scene objects to save reference {1} possible assets",
  259. sceneObjects.Count, assetUuids.Count - prevAssets + errors);
  260. if(errors > 0)
  261. m_log.DebugFormat("[ARCHIVER]: {0} of these have problems or are not assets and will be ignored", errors);
  262. }
  263. if (numObjectsSkippedPermissions > 0)
  264. {
  265. m_log.DebugFormat(
  266. "[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
  267. numObjectsSkippedPermissions);
  268. }
  269. // Make sure that we also request terrain texture assets
  270. RegionSettings regionSettings = scene.RegionInfo.RegionSettings;
  271. if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
  272. assetUuids[regionSettings.TerrainTexture1] = (sbyte)AssetType.Texture;
  273. if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
  274. assetUuids[regionSettings.TerrainTexture2] = (sbyte)AssetType.Texture;
  275. if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
  276. assetUuids[regionSettings.TerrainTexture3] = (sbyte)AssetType.Texture;
  277. if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
  278. assetUuids[regionSettings.TerrainTexture4] = (sbyte)AssetType.Texture;
  279. if(scene.RegionEnvironment != null)
  280. scene.RegionEnvironment.GatherAssets(assetUuids);
  281. List<ILandObject> landObjects = scene.LandChannel.AllParcels();
  282. foreach (ILandObject lo in landObjects)
  283. {
  284. if(lo.LandData != null && lo.LandData.Environment != null)
  285. lo.LandData.Environment.GatherAssets(assetUuids);
  286. }
  287. Save(scene, sceneObjects, regionDir);
  288. GC.Collect();
  289. }
  290. /// <summary>
  291. /// Checks whether the user has permission to export an object group to an OAR.
  292. /// </summary>
  293. /// <param name="user">The user</param>
  294. /// <param name="objGroup">The object group</param>
  295. /// <param name="filterContent">Which permissions to check: "C" = Copy, "T" = Transfer</param>
  296. /// <param name="permissionsModule">The scene's permissions module</param>
  297. /// <returns>Whether the user is allowed to export the object to an OAR</returns>
  298. private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string filterContent, IPermissionsModule permissionsModule)
  299. {
  300. if (filterContent == null)
  301. return true;
  302. if (permissionsModule == null)
  303. return true; // this shouldn't happen
  304. // Check whether the user is permitted to export all of the parts in the SOG. If any
  305. // part can't be exported then the entire SOG can't be exported.
  306. bool permitted = true;
  307. //int primNumber = 1;
  308. foreach (SceneObjectPart obj in objGroup.Parts)
  309. {
  310. uint perm;
  311. PermissionClass permissionClass = permissionsModule.GetPermissionClass(user, obj);
  312. switch (permissionClass)
  313. {
  314. case PermissionClass.Owner:
  315. perm = obj.BaseMask;
  316. break;
  317. case PermissionClass.Group:
  318. perm = obj.GroupMask | obj.EveryoneMask;
  319. break;
  320. case PermissionClass.Everyone:
  321. default:
  322. perm = obj.EveryoneMask;
  323. break;
  324. }
  325. bool canCopy = (perm & (uint)PermissionMask.Copy) != 0;
  326. bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0;
  327. // Special case: if Everyone can copy the object then this implies it can also be
  328. // Transferred.
  329. // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask
  330. // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer
  331. // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied.
  332. if (permissionClass != PermissionClass.Owner)
  333. canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0;
  334. bool partPermitted = true;
  335. if (filterContent.Contains("C") && !canCopy)
  336. partPermitted = false;
  337. if (filterContent.Contains("T") && !canTransfer)
  338. partPermitted = false;
  339. // If the user is the Creator of the object then it can always be included in the OAR
  340. bool creator = (obj.CreatorID.Guid == user.Guid);
  341. if (creator)
  342. partPermitted = true;
  343. //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount);
  344. //m_log.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, creator={8}, permitted={9}",
  345. // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask,
  346. // permissionClass, checkPermissions, canCopy, canTransfer, creator, partPermitted);
  347. if (!partPermitted)
  348. {
  349. permitted = false;
  350. break;
  351. }
  352. //++primNumber;
  353. }
  354. return permitted;
  355. }
  356. /// <summary>
  357. /// Create the control file.
  358. /// </summary>
  359. /// <returns></returns>
  360. public string CreateControlFile(ArchiveScenesGroup scenesGroup)
  361. {
  362. int majorVersion;
  363. int minorVersion;
  364. if (MultiRegionFormat)
  365. {
  366. majorVersion = MAX_MAJOR_VERSION;
  367. minorVersion = 0;
  368. }
  369. else
  370. {
  371. // To support older versions of OpenSim, we continue to create single-region OARs
  372. // using the old file format. In the future this format will be discontinued.
  373. majorVersion = 0;
  374. minorVersion = 8;
  375. }
  376. //
  377. // if (m_options.ContainsKey("version"))
  378. // {
  379. // string[] parts = m_options["version"].ToString().Split('.');
  380. // if (parts.Length >= 1)
  381. // {
  382. // majorVersion = Int32.Parse(parts[0]);
  383. //
  384. // if (parts.Length >= 2)
  385. // minorVersion = Int32.Parse(parts[1]);
  386. // }
  387. // }
  388. //
  389. // if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION)
  390. // {
  391. // throw new Exception(
  392. // string.Format(
  393. // "OAR version number for save must be between {0} and {1}",
  394. // MIN_MAJOR_VERSION, MAX_MAJOR_VERSION));
  395. // }
  396. // else if (majorVersion == MAX_MAJOR_VERSION)
  397. // {
  398. // // Force 1.0
  399. // minorVersion = 0;
  400. // }
  401. // else if (majorVersion == MIN_MAJOR_VERSION)
  402. // {
  403. // // Force 0.4
  404. // minorVersion = 4;
  405. // }
  406. m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion);
  407. if (majorVersion == 1)
  408. {
  409. m_log.WarnFormat("[ARCHIVER]: Please be aware that version 1.0 OARs are not compatible with OpenSim versions prior to 0.7.4. Do not use the --all option if you want to produce a compatible OAR");
  410. }
  411. String s;
  412. using (StringWriter sw = new StringWriter())
  413. {
  414. using (XmlTextWriter xtw = new XmlTextWriter(sw))
  415. {
  416. xtw.Formatting = Formatting.Indented;
  417. xtw.WriteStartDocument();
  418. xtw.WriteStartElement("archive");
  419. xtw.WriteAttributeString("major_version", majorVersion.ToString());
  420. xtw.WriteAttributeString("minor_version", minorVersion.ToString());
  421. xtw.WriteStartElement("creation_info");
  422. DateTime now = DateTime.UtcNow;
  423. TimeSpan t = now - new DateTime(1970, 1, 1);
  424. xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString());
  425. if (!MultiRegionFormat)
  426. xtw.WriteElementString("id", m_rootScene.RegionInfo.RegionID.ToString());
  427. xtw.WriteEndElement();
  428. xtw.WriteElementString("assets_included", SaveAssets.ToString());
  429. if (MultiRegionFormat)
  430. {
  431. WriteRegionsManifest(scenesGroup, xtw);
  432. }
  433. else
  434. {
  435. xtw.WriteStartElement("region_info");
  436. WriteRegionInfo(m_rootScene, xtw);
  437. xtw.WriteEndElement();
  438. }
  439. xtw.WriteEndElement();
  440. xtw.Flush();
  441. }
  442. s = sw.ToString();
  443. }
  444. return s;
  445. }
  446. /// <summary>
  447. /// Writes the list of regions included in a multi-region OAR.
  448. /// </summary>
  449. private static void WriteRegionsManifest(ArchiveScenesGroup scenesGroup, XmlTextWriter xtw)
  450. {
  451. xtw.WriteStartElement("regions");
  452. // Write the regions in order: rows from South to North, then regions from West to East.
  453. // The list of regions can have "holes"; we write empty elements in their position.
  454. for (uint y = (uint)scenesGroup.Rect.Top; y < scenesGroup.Rect.Bottom; ++y)
  455. {
  456. if (scenesGroup.Regions.TryGetValue(y, out SortedDictionary<uint, Scene> row))
  457. {
  458. xtw.WriteStartElement("row");
  459. for (uint x = (uint)scenesGroup.Rect.Left; x < scenesGroup.Rect.Right; ++x)
  460. {
  461. if (row.TryGetValue(x, out Scene scene))
  462. {
  463. xtw.WriteStartElement("region");
  464. xtw.WriteElementString("id", scene.RegionInfo.RegionID.ToString());
  465. xtw.WriteElementString("dir", scenesGroup.GetRegionDir(scene.RegionInfo.RegionID));
  466. WriteRegionInfo(scene, xtw);
  467. xtw.WriteEndElement();
  468. }
  469. else
  470. {
  471. // Write a placeholder for a missing region
  472. xtw.WriteElementString("region", "");
  473. }
  474. }
  475. xtw.WriteEndElement();
  476. }
  477. else
  478. {
  479. // Write a placeholder for a missing row
  480. xtw.WriteElementString("row", "");
  481. }
  482. }
  483. xtw.WriteEndElement(); // "regions"
  484. }
  485. protected static void WriteRegionInfo(Scene scene, XmlTextWriter xtw)
  486. {
  487. Vector2 size;
  488. size = new Vector2((float)scene.RegionInfo.RegionSizeX, (float)scene.RegionInfo.RegionSizeY);
  489. xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y));
  490. }
  491. protected void Save(Scene scene, List<SceneObjectGroup> sceneObjects, string regionDir)
  492. {
  493. if (regionDir != string.Empty)
  494. regionDir = ArchiveConstants.REGIONS_PATH + regionDir + "/";
  495. m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive.");
  496. // Write out region settings
  497. string settingsPath = String.Format("{0}{1}{2}.xml",
  498. regionDir, ArchiveConstants.SETTINGS_PATH, scene.RegionInfo.RegionName);
  499. m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(scene.RegionInfo.RegionSettings, scene.RegionEnvironment, scene.RegionInfo.EstateSettings));
  500. m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive.");
  501. // Write out land data (aka parcel) settings
  502. List<ILandObject> landObjects = scene.LandChannel.AllParcels();
  503. foreach (ILandObject lo in landObjects)
  504. {
  505. LandData landData = lo.LandData;
  506. string landDataPath
  507. = String.Format("{0}{1}", regionDir, ArchiveConstants.CreateOarLandDataPath(landData));
  508. m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
  509. }
  510. m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");
  511. // Write out terrain
  512. string terrainPath = String.Format("{0}{1}{2}.r32",
  513. regionDir, ArchiveConstants.TERRAINS_PATH, scene.RegionInfo.RegionName);
  514. using (MemoryStream ms = new MemoryStream())
  515. {
  516. scene.RequestModuleInterface<ITerrainModule>().SaveToStream(terrainPath, ms);
  517. m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
  518. }
  519. m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive.");
  520. // Write out scene object metadata
  521. IRegionSerialiserModule serializer = scene.RequestModuleInterface<IRegionSerialiserModule>();
  522. foreach (SceneObjectGroup sceneObject in sceneObjects)
  523. {
  524. //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
  525. if(sceneObject.IsDeleted || sceneObject.inTransit)
  526. continue;
  527. string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options);
  528. string objectPath = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject));
  529. m_archiveWriter.WriteFile(objectPath, serializedObject);
  530. }
  531. }
  532. protected void ReceivedAllAssets(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids, bool timedOut)
  533. {
  534. string errorMessage;
  535. if (timedOut)
  536. {
  537. errorMessage = "Loading assets timed out";
  538. }
  539. else
  540. {
  541. foreach (UUID uuid in assetsNotFoundUuids)
  542. {
  543. m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
  544. }
  545. // m_log.InfoFormat(
  546. // "[ARCHIVER]: Received {0} of {1} assets requested",
  547. // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count);
  548. errorMessage = String.Empty;
  549. }
  550. CloseArchive(errorMessage);
  551. }
  552. /// <summary>
  553. /// Closes the archive and notifies that we're done.
  554. /// </summary>
  555. /// <param name="errorMessage">The error that occurred, or empty for success</param>
  556. protected void CloseArchive(string errorMessage)
  557. {
  558. try
  559. {
  560. if (m_archiveWriter != null)
  561. m_archiveWriter.Close();
  562. m_saveStream.Close();
  563. }
  564. catch (Exception e)
  565. {
  566. m_log.Error(string.Format("[ARCHIVER]: Error closing archive: {0} ", e.Message), e);
  567. if (errorMessage == string.Empty)
  568. errorMessage = e.Message;
  569. }
  570. m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_rootScene.RegionInfo.RegionName);
  571. m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage);
  572. }
  573. }
  574. }