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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 OpenSim 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 OpenSim.Framework;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Environment.Modules.World.Serialiser;
- using OpenSim.Region.Environment.Modules.World.Terrain;
- using OpenSim.Region.Environment.Scenes;
- using System;
- using System.Collections.Generic;
- using System.IO;
- using System.IO.Compression;
- using System.Reflection;
- using System.Text.RegularExpressions;
- using System.Threading;
- using OpenMetaverse;
- using log4net;
- using Nini.Config;
- namespace OpenSim.Region.Environment.Modules.World.Archiver
- {
- /// <summary>
- /// Prepare to write out an archive.
- /// </summary>
- public class ArchiveWriteRequestPreparation
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected Scene m_scene;
- protected Stream m_saveStream;
- /// <summary>
- /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
- /// asset was found by the asset service.
- /// </summary>
- protected AssetBase m_requestedObjectAsset;
- /// <summary>
- /// Signal whether we are currently waiting for the asset service to deliver an asset.
- /// </summary>
- protected bool m_waitingForObjectAsset;
- /// <summary>
- /// Constructor
- /// </summary>
- public ArchiveWriteRequestPreparation(Scene scene, string savePath)
- {
- m_scene = scene;
- m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress);
- }
-
- /// <summary>
- /// Constructor.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="saveStream">The stream to which to save data.</param>
- public ArchiveWriteRequestPreparation(Scene scene, Stream saveStream)
- {
- m_scene = scene;
- m_saveStream = saveStream;
- }
- /// <summary>
- /// The callback made when we request the asset for an object from the asset service.
- /// </summary>
- public void AssetRequestCallback(UUID assetID, AssetBase asset)
- {
- lock (this)
- {
- m_requestedObjectAsset = asset;
- m_waitingForObjectAsset = false;
- Monitor.Pulse(this);
- }
- }
- /// <summary>
- /// Get an asset synchronously, potentially using an asynchronous callback. If the
- /// asynchronous callback is used, we will wait for it to complete.
- /// </summary>
- /// <param name="uuid"></param>
- /// <returns></returns>
- protected AssetBase GetAsset(UUID uuid)
- {
- m_waitingForObjectAsset = true;
- m_scene.AssetCache.GetAsset(uuid, AssetRequestCallback, true);
- // The asset cache callback can either
- //
- // 1. Complete on the same thread (if the asset is already in the cache) or
- // 2. Come in via a different thread (if we need to go fetch it).
- //
- // The code below handles both these alternatives.
- lock (this)
- {
- if (m_waitingForObjectAsset)
- {
- Monitor.Wait(this);
- m_waitingForObjectAsset = false;
- }
- }
- return m_requestedObjectAsset;
- }
- /// <summary>
- /// Record the asset uuids embedded within the given script.
- /// </summary>
- /// <param name="scriptUuid"></param>
- /// <param name="assetUuids">Dictionary in which to record the references</param>
- protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids)
- {
- AssetBase scriptAsset = GetAsset(scriptUuid);
- if (null != scriptAsset)
- {
- string script = Utils.BytesToString(scriptAsset.Data);
- //m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
- MatchCollection uuidMatches = Util.UUIDPattern.Matches(script);
- //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
- foreach (Match uuidMatch in uuidMatches)
- {
- UUID uuid = new UUID(uuidMatch.Value);
- //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
- assetUuids[uuid] = 1;
- }
- }
- }
- /// <summary>
- /// Record the uuids referenced by the given wearable asset
- /// </summary>
- /// <param name="wearableAssetUuid"></param>
- /// <param name="assetUuids">Dictionary in which to record the references</param>
- protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids)
- {
- AssetBase assetBase = GetAsset(wearableAssetUuid);
- //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
- AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
- wearableAsset.Decode();
- //m_log.DebugFormat(
- // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
- foreach (UUID uuid in wearableAsset.Textures.Values)
- {
- //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
- assetUuids[uuid] = 1;
- }
- }
- /// <summary>
- /// Get all the asset uuids associated with a given object. This includes both those directly associated with
- /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
- /// within this object).
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <param name="assetUuids"></param>
- protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids)
- {
- AssetBase objectAsset = GetAsset(sceneObjectUuid);
- if (null != objectAsset)
- {
- string xml = Utils.BytesToString(objectAsset.Data);
- SceneObjectGroup sog = new SceneObjectGroup(xml, true);
- GetSceneObjectAssetUuids(sog, assetUuids);
- }
- }
- /// <summary>
- /// Get all the asset uuids associated with a given object. This includes both those directly associated with
- /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
- /// within this object).
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <param name="assetUuids"></param>
- protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids)
- {
- m_log.DebugFormat(
- "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
- foreach (SceneObjectPart part in sceneObject.GetParts())
- {
- //m_log.DebugFormat(
- // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
- try
- {
- Primitive.TextureEntry textureEntry = part.Shape.Textures;
- // Get the prim's default texture. This will be used for faces which don't have their own texture
- assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
-
- // XXX: Not a great way to iterate through face textures, but there's no
- // other method available to tell how many faces there actually are
- //int i = 0;
- foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
- {
- if (texture != null)
- {
- //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
- assetUuids[texture.TextureID] = 1;
- }
- }
-
- // If the prim is a sculpt then preserve this information too
- if (part.Shape.SculptTexture != UUID.Zero)
- assetUuids[part.Shape.SculptTexture] = 1;
- // Now analyze this prim's inventory items to preserve all the uuids that they reference
- foreach (TaskInventoryItem tii in part.TaskInventory.Values)
- {
- //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type);
- if (!assetUuids.ContainsKey(tii.AssetID))
- {
- assetUuids[tii.AssetID] = 1;
- if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type))
- {
- GetWearableAssetUuids(tii.AssetID, assetUuids);
- }
- else if ((int)AssetType.LSLText == tii.Type)
- {
- GetScriptAssetUuids(tii.AssetID, assetUuids);
- }
- else if ((int)AssetType.Object == tii.Type)
- {
- GetSceneObjectAssetUuids(tii.AssetID, assetUuids);
- }
- //else
- //{
- //m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID);
- //}
- }
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e);
- m_log.DebugFormat("[ARCHIVER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length);
- }
- }
- }
- /// <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<UUID, int> assetUuids = new Dictionary<UUID, int>();
- List<EntityBase> entities = m_scene.GetEntities();
- List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
- // 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
- foreach (EntityBase entity in entities)
- {
- if (entity is SceneObjectGroup)
- {
- SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
-
- if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
- sceneObjects.Add((SceneObjectGroup)entity);
- }
- }
- foreach (SceneObjectGroup sceneObject in sceneObjects)
- {
- GetSceneObjectAssetUuids(sceneObject, assetUuids);
- }
- m_log.DebugFormat(
- "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
- sceneObjects.Count, assetUuids.Count);
-
- // Make sure that we also request terrain texture assets
- RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
-
- if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
- assetUuids[regionSettings.TerrainTexture1] = 1;
-
- if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
- assetUuids[regionSettings.TerrainTexture2] = 1;
-
- if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
- assetUuids[regionSettings.TerrainTexture3] = 1;
-
- if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
- assetUuids[regionSettings.TerrainTexture4] = 1;
- // Asynchronously request all the assets required to perform this archive operation
- ArchiveWriteRequestExecution awre
- = new ArchiveWriteRequestExecution(
- sceneObjects,
- m_scene.RequestModuleInterface<ITerrainModule>(),
- m_scene.RequestModuleInterface<IRegionSerialiserModule>(),
- m_scene.RegionInfo,
- m_saveStream);
-
- new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute();
- }
- }
- }
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