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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.Reflection;
- 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;
- namespace OpenSim.Region.CoreModules.World.Archiver
- {
- /// <summary>
- /// Method called when all the necessary assets for an archive request have been received.
- /// </summary>
- public delegate void AssetsRequestCallback(
- ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids);
- /// <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 ITerrainModule m_terrainModule;
- protected IRegionSerialiserModule m_serialiser;
- protected List<SceneObjectGroup> m_sceneObjects;
- protected Scene m_scene;
- protected TarArchiveWriter m_archiveWriter;
- protected Guid m_requestId;
- protected Dictionary<string, object> m_options;
- public ArchiveWriteRequestExecution(
- List<SceneObjectGroup> sceneObjects,
- ITerrainModule terrainModule,
- IRegionSerialiserModule serialiser,
- Scene scene,
- TarArchiveWriter archiveWriter,
- Guid requestId,
- Dictionary<string, object> options)
- {
- m_sceneObjects = sceneObjects;
- m_terrainModule = terrainModule;
- m_serialiser = serialiser;
- m_scene = scene;
- m_archiveWriter = archiveWriter;
- m_requestId = requestId;
- m_options = options;
- }
- protected internal void ReceivedAllAssets(
- ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids)
- {
- try
- {
- Save(assetsFoundUuids, assetsNotFoundUuids);
- }
- finally
- {
- m_archiveWriter.Close();
- }
-
- m_log.InfoFormat("[ARCHIVER]: Finished writing out OAR for {0}", m_scene.RegionInfo.RegionName);
- m_scene.EventManager.TriggerOarFileSaved(m_requestId, String.Empty);
- }
- protected internal void Save(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids)
- {
- 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);
- // Write out region settings
- string settingsPath
- = String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_scene.RegionInfo.RegionName);
- m_archiveWriter.WriteFile(settingsPath, RegionSettingsSerializer.Serialize(m_scene.RegionInfo.RegionSettings));
- m_log.InfoFormat("[ARCHIVER]: Added region settings to archive.");
- // Write out land data (aka parcel) settings
- List<ILandObject>landObjects = m_scene.LandChannel.AllParcels();
- foreach (ILandObject lo in landObjects)
- {
- LandData landData = lo.LandData;
- string landDataPath = String.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH,
- landData.GlobalID.ToString());
- m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData));
- }
- m_log.InfoFormat("[ARCHIVER]: Added parcel settings to archive.");
- // Write out terrain
- string terrainPath
- = String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_scene.RegionInfo.RegionName);
- MemoryStream ms = new MemoryStream();
- m_terrainModule.SaveToStream(terrainPath, ms);
- m_archiveWriter.WriteFile(terrainPath, ms.ToArray());
- ms.Close();
- m_log.InfoFormat("[ARCHIVER]: Added terrain information to archive.");
-
- // Write out scene object metadata
- foreach (SceneObjectGroup sceneObject in m_sceneObjects)
- {
- //m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
- string serializedObject = m_serialiser.SerializeGroupToXml2(sceneObject, m_options);
- m_archiveWriter.WriteFile(ArchiveHelpers.CreateObjectPath(sceneObject), serializedObject);
- }
- m_log.InfoFormat("[ARCHIVER]: Added scene objects to archive.");
- }
- }
- }
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