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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 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.Reflection;
- using System.Runtime;
- using System.Text.RegularExpressions;
- using System.Threading;
- using System.Xml;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Monitoring;
- using OpenSim.Framework.Serialization;
- using OpenSim.Region.CoreModules.World.Terrain;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using Ionic.Zlib;
- using GZipStream = Ionic.Zlib.GZipStream;
- using CompressionMode = Ionic.Zlib.CompressionMode;
- using CompressionLevel = Ionic.Zlib.CompressionLevel;
- using OpenSim.Framework.Serialization.External;
- using PermissionMask = OpenSim.Framework.PermissionMask;
- namespace OpenSim.Region.CoreModules.World.Archiver
- {
- /// <summary>
- /// Prepare to write out an archive.
- /// </summary>
- public class ArchiveWriteRequest
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// The minimum major version of OAR that we can write.
- /// </summary>
- public static int MIN_MAJOR_VERSION = 0;
- /// <summary>
- /// The maximum major version of OAR that we can write.
- /// </summary>
- public static int MAX_MAJOR_VERSION = 1;
- /// <summary>
- /// Whether we're saving a multi-region archive.
- /// </summary>
- public bool MultiRegionFormat { get; set; }
- /// <summary>
- /// Determine whether this archive will save assets. Default is true.
- /// </summary>
- public bool SaveAssets { get; set; }
- /// <summary>
- /// Determines which objects will be included in the archive, according to their permissions.
- /// Default is null, meaning no permission checks.
- /// </summary>
- public string FilterContent { get; set; }
- protected Scene m_rootScene;
- protected Stream m_saveStream;
- protected TarArchiveWriter m_archiveWriter;
- protected Guid m_requestId;
- protected Dictionary<string, object> m_options;
- /// <summary>
- /// Constructor
- /// </summary>
- /// <param name="module">Calling module</param>
- /// <param name="savePath">The path to which to save data.</param>
- /// <param name="requestId">The id associated with this request</param>
- /// <exception cref="System.IO.IOException">
- /// If there was a problem opening a stream for the file specified by the savePath
- /// </exception>
- public ArchiveWriteRequest(Scene scene, string savePath, Guid requestId) : this(scene, requestId)
- {
- try
- {
- m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress, CompressionLevel.BestCompression);
- }
- 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.ErrorFormat("{0} {1}", e.Message, e.StackTrace);
- }
- }
- /// <summary>
- /// Constructor.
- /// </summary>
- /// <param name="scene">The root scene to archive</param>
- /// <param name="saveStream">The stream to which to save data.</param>
- /// <param name="requestId">The id associated with this request</param>
- public ArchiveWriteRequest(Scene scene, Stream saveStream, Guid requestId) : this(scene, requestId)
- {
- m_saveStream = saveStream;
- }
- protected ArchiveWriteRequest(Scene scene, Guid requestId)
- {
- m_rootScene = scene;
- m_requestId = requestId;
- m_archiveWriter = null;
- MultiRegionFormat = false;
- SaveAssets = true;
- FilterContent = null;
- }
- /// <summary>
- /// Archive the region requested.
- /// </summary>
- /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
- public void ArchiveRegion(Dictionary<string, object> options)
- {
- m_options = options;
- if (options.ContainsKey("all") && (bool)options["all"])
- MultiRegionFormat = true;
- if (options.ContainsKey("noassets") && (bool)options["noassets"])
- SaveAssets = false;
- if (options.TryGetValue("checkPermissions", out Object temp))
- FilterContent = (string)temp;
- // Find the regions to archive
- ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup();
- if (MultiRegionFormat)
- {
- m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count);
- SceneManager.Instance.ForEachScene(delegate(Scene scene)
- {
- scenesGroup.AddScene(scene);
- });
- }
- else
- {
- scenesGroup.AddScene(m_rootScene);
- }
- scenesGroup.CalcSceneLocations();
- m_archiveWriter = new TarArchiveWriter(m_saveStream);
- try
- {
- // Write out control file. It should be first so that it will be found ASAP when loading the file.
- m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup));
- m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
- // Archive the regions
- Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>();
- HashSet<UUID> failedIDs = new HashSet<UUID>();
- HashSet<UUID> uncertainAssetsUUIDs = new HashSet<UUID>();
- scenesGroup.ForEachScene(delegate(Scene scene)
- {
- string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : "";
- ArchiveOneRegion(scene, regionDir, assetUuids, failedIDs, uncertainAssetsUUIDs);
- });
- // Archive the assets
- if (SaveAssets)
- {
- m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count);
-
- AssetsRequest ar = new AssetsRequest(
- new AssetsArchiver(m_archiveWriter), assetUuids,
- failedIDs.Count,
- m_rootScene.AssetService, m_rootScene.UserAccountService,
- m_rootScene.RegionInfo.ScopeID, options, null);
- ar.Execute();
- assetUuids = null;
- }
- else
- {
- m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified");
- // CloseArchive(string.Empty);
- }
- CloseArchive(string.Empty);
- }
- catch (Exception e)
- {
- CloseArchive(e.Message);
- throw;
- }
- GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce;
- GC.Collect();
- GC.WaitForPendingFinalizers();
- GC.Collect();
- GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.Default;
- }
- private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids,
- HashSet<UUID> failedIDs, HashSet<UUID> uncertainAssetsUUIDs)
- {
- m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name);
- EntityBase[] entities = scene.GetEntities();
- List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
- int numObjectsSkippedPermissions = 0;
- // Filter entities so that we only have scene objects.
- // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
- // end up having to do this
- IPermissionsModule permissionsModule = scene.RequestModuleInterface<IPermissionsModule>();
- foreach (EntityBase entity in entities)
- {
- if (entity is SceneObjectGroup)
- {
- SceneObjectGroup sceneObject = entity as SceneObjectGroup;
- if (!sceneObject.IsDeleted && !sceneObject.IsAttachment && !sceneObject.IsTemporary && !sceneObject.inTransit)
- {
- if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, FilterContent, permissionsModule))
- {
- // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
- ++numObjectsSkippedPermissions;
- }
- else
- {
- sceneObjects.Add(sceneObject);
- }
- }
- }
- }
- if (SaveAssets)
- {
- UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids, failedIDs, uncertainAssetsUUIDs);
- int prevAssets = assetUuids.Count;
- foreach (SceneObjectGroup sceneObject in sceneObjects)
- {
- int curErrorCntr = assetGatherer.ErrorCount;
- int possible = assetGatherer.possibleNotAssetCount;
- assetGatherer.AddForInspection(sceneObject);
- assetGatherer.GatherAll();
- curErrorCntr = assetGatherer.ErrorCount - curErrorCntr;
- possible = assetGatherer.possibleNotAssetCount - possible;
- if(curErrorCntr > 0)
- {
- m_log.ErrorFormat("[ARCHIVER]: object {0} '{1}', at {2}, contains {3} references to missing or damaged assets",
- sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), curErrorCntr);
- if(possible > 0)
- m_log.WarnFormat("[ARCHIVER Warning]: object also contains {0} references that may not be assets or are missing", possible);
- }
- else if(possible > 0)
- {
- m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains {3} references that may not be assets or are missing",
- sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), possible);
- }
- }
- assetGatherer.GatherAll();
- GC.Collect();
- int errors = assetGatherer.FailedUUIDs.Count;
- m_log.DebugFormat(
- "[ARCHIVER]: {0} region scene objects to save reference {1} possible assets",
- sceneObjects.Count, assetUuids.Count - prevAssets + errors);
- if(errors > 0)
- m_log.DebugFormat("[ARCHIVER]: {0} of these have problems or are not assets and will be ignored", errors);
- }
- if (numObjectsSkippedPermissions > 0)
- {
- m_log.DebugFormat(
- "[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
- numObjectsSkippedPermissions);
- }
- // Make sure that we also request terrain texture assets
- RegionSettings regionSettings = scene.RegionInfo.RegionSettings;
- if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
- assetUuids[regionSettings.TerrainTexture1] = (sbyte)AssetType.Texture;
- if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
- assetUuids[regionSettings.TerrainTexture2] = (sbyte)AssetType.Texture;
- if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
- assetUuids[regionSettings.TerrainTexture3] = (sbyte)AssetType.Texture;
- if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
- assetUuids[regionSettings.TerrainTexture4] = (sbyte)AssetType.Texture;
- if(scene.RegionEnvironment != null)
- scene.RegionEnvironment.GatherAssets(assetUuids);
- List<ILandObject> landObjects = scene.LandChannel.AllParcels();
- foreach (ILandObject lo in landObjects)
- {
- if(lo.LandData != null && lo.LandData.Environment != null)
- lo.LandData.Environment.GatherAssets(assetUuids);
- }
- Save(scene, sceneObjects, regionDir);
- GC.Collect();
- }
- /// <summary>
- /// Checks whether the user has permission to export an object group to an OAR.
- /// </summary>
- /// <param name="user">The user</param>
- /// <param name="objGroup">The object group</param>
- /// <param name="filterContent">Which permissions to check: "C" = Copy, "T" = Transfer</param>
- /// <param name="permissionsModule">The scene's permissions module</param>
- /// <returns>Whether the user is allowed to export the object to an OAR</returns>
- private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string filterContent, IPermissionsModule permissionsModule)
- {
- if (filterContent == null)
- return true;
- if (permissionsModule == null)
- return true; // this shouldn't happen
- // Check whether the user is permitted to export all of the parts in the SOG. If any
- // part can't be exported then the entire SOG can't be exported.
- bool permitted = true;
- //int primNumber = 1;
- foreach (SceneObjectPart obj in objGroup.Parts)
- {
- uint perm;
- PermissionClass permissionClass = permissionsModule.GetPermissionClass(user, obj);
- switch (permissionClass)
- {
- case PermissionClass.Owner:
- perm = obj.BaseMask;
- break;
- case PermissionClass.Group:
- perm = obj.GroupMask | obj.EveryoneMask;
- break;
- case PermissionClass.Everyone:
- default:
- perm = obj.EveryoneMask;
- break;
- }
- bool canCopy = (perm & (uint)PermissionMask.Copy) != 0;
- bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0;
- // Special case: if Everyone can copy the object then this implies it can also be
- // Transferred.
- // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask
- // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer
- // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied.
- if (permissionClass != PermissionClass.Owner)
- canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0;
- bool partPermitted = true;
- if (filterContent.Contains("C") && !canCopy)
- partPermitted = false;
- if (filterContent.Contains("T") && !canTransfer)
- partPermitted = false;
- // If the user is the Creator of the object then it can always be included in the OAR
- bool creator = (obj.CreatorID.Guid == user.Guid);
- if (creator)
- partPermitted = true;
- //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount);
- //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}",
- // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask,
- // permissionClass, checkPermissions, canCopy, canTransfer, creator, partPermitted);
- if (!partPermitted)
- {
- permitted = false;
- break;
- }
- //++primNumber;
- }
- return permitted;
- }
- /// <summary>
- /// Create the control file.
- /// </summary>
- /// <returns></returns>
- public string CreateControlFile(ArchiveScenesGroup scenesGroup)
- {
- int majorVersion;
- int minorVersion;
- if (MultiRegionFormat)
- {
- majorVersion = MAX_MAJOR_VERSION;
- minorVersion = 0;
- }
- else
- {
- // To support older versions of OpenSim, we continue to create single-region OARs
- // using the old file format. In the future this format will be discontinued.
- majorVersion = 0;
- minorVersion = 8;
- }
- //
- // if (m_options.ContainsKey("version"))
- // {
- // string[] parts = m_options["version"].ToString().Split('.');
- // if (parts.Length >= 1)
- // {
- // majorVersion = Int32.Parse(parts[0]);
- //
- // if (parts.Length >= 2)
- // minorVersion = Int32.Parse(parts[1]);
- // }
- // }
- //
- // if (majorVersion < MIN_MAJOR_VERSION || majorVersion > MAX_MAJOR_VERSION)
- // {
- // throw new Exception(
- // string.Format(
- // "OAR version number for save must be between {0} and {1}",
- // MIN_MAJOR_VERSION, MAX_MAJOR_VERSION));
- // }
- // else if (majorVersion == MAX_MAJOR_VERSION)
- // {
- // // Force 1.0
- // minorVersion = 0;
- // }
- // else if (majorVersion == MIN_MAJOR_VERSION)
- // {
- // // Force 0.4
- // minorVersion = 4;
- // }
- m_log.InfoFormat("[ARCHIVER]: Creating version {0}.{1} OAR", majorVersion, minorVersion);
- if (majorVersion == 1)
- {
- 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");
- }
- String s;
- using (StringWriter sw = new StringWriter())
- {
- using (XmlTextWriter xtw = new XmlTextWriter(sw))
- {
- xtw.Formatting = Formatting.Indented;
- xtw.WriteStartDocument();
- xtw.WriteStartElement("archive");
- xtw.WriteAttributeString("major_version", majorVersion.ToString());
- xtw.WriteAttributeString("minor_version", minorVersion.ToString());
- xtw.WriteStartElement("creation_info");
- DateTime now = DateTime.UtcNow;
- TimeSpan t = now - new DateTime(1970, 1, 1);
- xtw.WriteElementString("datetime", ((int)t.TotalSeconds).ToString());
- if (!MultiRegionFormat)
- xtw.WriteElementString("id", m_rootScene.RegionInfo.RegionID.ToString());
- xtw.WriteEndElement();
- xtw.WriteElementString("assets_included", SaveAssets.ToString());
- if (MultiRegionFormat)
- {
- WriteRegionsManifest(scenesGroup, xtw);
- }
- else
- {
- xtw.WriteStartElement("region_info");
- WriteRegionInfo(m_rootScene, xtw);
- xtw.WriteEndElement();
- }
- xtw.WriteEndElement();
- xtw.Flush();
- }
- s = sw.ToString();
- }
- return s;
- }
- /// <summary>
- /// Writes the list of regions included in a multi-region OAR.
- /// </summary>
- private static void WriteRegionsManifest(ArchiveScenesGroup scenesGroup, XmlTextWriter xtw)
- {
- xtw.WriteStartElement("regions");
- // Write the regions in order: rows from South to North, then regions from West to East.
- // The list of regions can have "holes"; we write empty elements in their position.
- for (uint y = (uint)scenesGroup.Rect.Top; y < scenesGroup.Rect.Bottom; ++y)
- {
- if (scenesGroup.Regions.TryGetValue(y, out SortedDictionary<uint, Scene> row))
- {
- xtw.WriteStartElement("row");
- for (uint x = (uint)scenesGroup.Rect.Left; x < scenesGroup.Rect.Right; ++x)
- {
- if (row.TryGetValue(x, out Scene scene))
- {
- xtw.WriteStartElement("region");
- xtw.WriteElementString("id", scene.RegionInfo.RegionID.ToString());
- xtw.WriteElementString("dir", scenesGroup.GetRegionDir(scene.RegionInfo.RegionID));
- WriteRegionInfo(scene, xtw);
- xtw.WriteEndElement();
- }
- else
- {
- // Write a placeholder for a missing region
- xtw.WriteElementString("region", "");
- }
- }
- xtw.WriteEndElement();
- }
- else
- {
- // Write a placeholder for a missing row
- xtw.WriteElementString("row", "");
- }
- }
- xtw.WriteEndElement(); // "regions"
- }
- protected static void WriteRegionInfo(Scene scene, XmlTextWriter xtw)
- {
- Vector2 size;
- size = new Vector2((float)scene.RegionInfo.RegionSizeX, (float)scene.RegionInfo.RegionSizeY);
- xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y));
- }
- protected void Save(Scene scene, List<SceneObjectGroup> sceneObjects, string regionDir)
- {
- if (regionDir != string.Empty)
- regionDir = ArchiveConstants.REGIONS_PATH + regionDir + "/";
- m_log.InfoFormat("[ARCHIVER]: Adding region settings to archive.");
- // Write out region settings
- string settingsPath = String.Format("{0}{1}{2}.xml",
- regionDir, ArchiveConstants.SETTINGS_PATH, scene.RegionInfo.RegionName);
- m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(scene.RegionInfo.RegionSettings, scene.RegionEnvironment));
- m_log.InfoFormat("[ARCHIVER]: Adding parcel settings to archive.");
- // Write out land data (aka parcel) settings
- List<ILandObject> landObjects = scene.LandChannel.AllParcels();
- foreach (ILandObject lo in landObjects)
- {
- LandData landData = lo.LandData;
- string landDataPath
- = String.Format("{0}{1}", regionDir, ArchiveConstants.CreateOarLandDataPath(landData));
- m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
- }
- m_log.InfoFormat("[ARCHIVER]: Adding terrain information to archive.");
- // Write out terrain
- string terrainPath = String.Format("{0}{1}{2}.r32",
- regionDir, ArchiveConstants.TERRAINS_PATH, scene.RegionInfo.RegionName);
- using (MemoryStream ms = new MemoryStream())
- {
- scene.RequestModuleInterface<ITerrainModule>().SaveToStream(terrainPath, ms);
- m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
- }
- m_log.InfoFormat("[ARCHIVER]: Adding scene objects to archive.");
- // Write out scene object metadata
- IRegionSerialiserModule serializer = scene.RequestModuleInterface<IRegionSerialiserModule>();
- foreach (SceneObjectGroup sceneObject in sceneObjects)
- {
- //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
- if(sceneObject.IsDeleted || sceneObject.inTransit)
- continue;
- string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options);
- string objectPath = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject));
- m_archiveWriter.WriteFile(objectPath, serializedObject);
- }
- }
- protected void ReceivedAllAssets(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids, bool timedOut)
- {
- string errorMessage;
- if (timedOut)
- {
- errorMessage = "Loading assets timed out";
- }
- else
- {
- foreach (UUID uuid in assetsNotFoundUuids)
- {
- m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
- }
- // m_log.InfoFormat(
- // "[ARCHIVER]: Received {0} of {1} assets requested",
- // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count);
- errorMessage = String.Empty;
- }
- CloseArchive(errorMessage);
- }
- /// <summary>
- /// Closes the archive and notifies that we're done.
- /// </summary>
- /// <param name="errorMessage">The error that occurred, or empty for success</param>
- protected void CloseArchive(string errorMessage)
- {
- try
- {
- if (m_archiveWriter != null)
- m_archiveWriter.Close();
- m_saveStream.Close();
- }
- catch (Exception e)
- {
- m_log.Error(string.Format("[ARCHIVER]: Error closing archive: {0} ", e.Message), e);
- if (errorMessage == string.Empty)
- errorMessage = e.Message;
- }
- m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_rootScene.RegionInfo.RegionName);
- m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage);
- }
- }
- }
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