ArchiveWriteRequestExecution.cs 6.2 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 OpenSim 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.Xml;
  33. using OpenMetaverse;
  34. using log4net;
  35. using OpenSim.Framework;
  36. using OpenSim.Region.Environment.Interfaces;
  37. using OpenSim.Region.Environment.Modules.World.Serialiser;
  38. using OpenSim.Region.Environment.Modules.World.Terrain;
  39. using OpenSim.Region.Environment.Scenes;
  40. namespace OpenSim.Region.Environment.Modules.World.Archiver
  41. {
  42. /// <summary>
  43. /// Method called when all the necessary assets for an archive request have been received.
  44. /// </summary>
  45. public delegate void AssetsRequestCallback(IDictionary<UUID, AssetBase> assetsFound, ICollection<UUID> assetsNotFoundUuids);
  46. /// <summary>
  47. /// Execute the write of an archive once we have received all the necessary data
  48. /// </summary>
  49. public class ArchiveWriteRequestExecution
  50. {
  51. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  52. protected ITerrainModule m_terrainModule;
  53. protected IRegionSerialiserModule m_serialiser;
  54. protected List<SceneObjectGroup> m_sceneObjects;
  55. protected string m_sceneName;
  56. protected string m_savePath;
  57. public ArchiveWriteRequestExecution(
  58. List<SceneObjectGroup> sceneObjects,
  59. ITerrainModule terrainModule,
  60. IRegionSerialiserModule serialiser,
  61. string sceneName,
  62. string savePath)
  63. {
  64. m_sceneObjects = sceneObjects;
  65. m_terrainModule = terrainModule;
  66. m_serialiser = serialiser;
  67. m_sceneName = sceneName;
  68. m_savePath = savePath;
  69. }
  70. protected internal void ReceivedAllAssets(IDictionary<UUID, AssetBase> assetsFound, ICollection<UUID> assetsNotFoundUuids)
  71. {
  72. foreach (UUID uuid in assetsNotFoundUuids)
  73. {
  74. m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
  75. }
  76. m_log.InfoFormat(
  77. "[ARCHIVER]: Received {0} of {1} assets requested",
  78. assetsFound.Count, assetsFound.Count + assetsNotFoundUuids.Count);
  79. m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time.");
  80. TarArchiveWriter archive = new TarArchiveWriter();
  81. // Write out control file
  82. archive.AddFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile());
  83. // Write out terrain
  84. string terrainPath = String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_sceneName);
  85. MemoryStream ms = new MemoryStream();
  86. m_terrainModule.SaveToStream(terrainPath, ms);
  87. archive.AddFile(terrainPath, ms.ToArray());
  88. ms.Close();
  89. // Write out scene object metadata
  90. foreach (SceneObjectGroup sceneObject in m_sceneObjects)
  91. {
  92. //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
  93. Vector3 position = sceneObject.AbsolutePosition;
  94. string serializedObject = m_serialiser.SaveGroupToXml2(sceneObject);
  95. string filename
  96. = string.Format(
  97. "{0}{1}_{2:000}-{3:000}-{4:000}__{5}.xml",
  98. ArchiveConstants.OBJECTS_PATH, sceneObject.Name,
  99. Math.Round(position.X), Math.Round(position.Y), Math.Round(position.Z),
  100. sceneObject.UUID);
  101. archive.AddFile(filename, serializedObject);
  102. }
  103. // Write out assets
  104. AssetsArchiver assetsArchiver = new AssetsArchiver(assetsFound);
  105. assetsArchiver.Archive(archive);
  106. archive.WriteTar(new GZipStream(new FileStream(m_savePath, FileMode.Create), CompressionMode.Compress));
  107. m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath);
  108. }
  109. /// <summary>
  110. /// Create the control file for this archive
  111. /// </summary>
  112. /// <returns></returns>
  113. protected string CreateControlFile()
  114. {
  115. StringWriter sw = new StringWriter();
  116. XmlTextWriter xtw = new XmlTextWriter(sw);
  117. xtw.Formatting = Formatting.Indented;
  118. xtw.WriteStartDocument();
  119. xtw.WriteStartElement("archive");
  120. xtw.WriteAttributeString("major_version", "0");
  121. xtw.WriteAttributeString("minor_version", "1");
  122. xtw.WriteEndElement();
  123. xtw.Flush();
  124. xtw.Close();
  125. String s = sw.ToString();
  126. sw.Close();
  127. return s;
  128. }
  129. }
  130. }