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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.Net;
- using System.Reflection;
- using System.Text;
- 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;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Region.CoreModules.World.Archiver
- {
- /// <summary>
- /// Handles an individual archive read request
- /// </summary>
- public class ArchiveReadRequest
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- /// <summary>
- /// The maximum major version of OAR that we can read. Minor versions shouldn't need a max number since version
- /// bumps here should be compatible.
- /// </summary>
- public static int MAX_MAJOR_VERSION = 1;
-
- /// <summary>
- /// Has the control file been loaded for this archive?
- /// </summary>
- public bool ControlFileLoaded { get; private set; }
- protected Scene m_scene;
- protected Stream m_loadStream;
- protected Guid m_requestId;
- protected string m_errorMessage;
- /// <value>
- /// Should the archive being loaded be merged with what is already on the region?
- /// </value>
- protected bool m_merge;
- /// <value>
- /// Should we ignore any assets when reloading the archive?
- /// </value>
- protected bool m_skipAssets;
- /// <summary>
- /// Used to cache lookups for valid uuids.
- /// </summary>
- private IDictionary<UUID, bool> m_validUserUuids = new Dictionary<UUID, bool>();
- private IUserManagement m_UserMan;
- private IUserManagement UserManager
- {
- get
- {
- if (m_UserMan == null)
- {
- m_UserMan = m_scene.RequestModuleInterface<IUserManagement>();
- }
- return m_UserMan;
- }
- }
- public ArchiveReadRequest(Scene scene, string loadPath, bool merge, bool skipAssets, Guid requestId)
- {
- m_scene = scene;
- try
- {
- m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress);
- }
- 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.Error(e);
- }
-
- m_errorMessage = String.Empty;
- m_merge = merge;
- m_skipAssets = skipAssets;
- m_requestId = requestId;
- }
- public ArchiveReadRequest(Scene scene, Stream loadStream, bool merge, bool skipAssets, Guid requestId)
- {
- m_scene = scene;
- m_loadStream = loadStream;
- m_merge = merge;
- m_skipAssets = skipAssets;
- m_requestId = requestId;
- }
- /// <summary>
- /// Dearchive the region embodied in this request.
- /// </summary>
- public void DearchiveRegion()
- {
- // The same code can handle dearchiving 0.1 and 0.2 OpenSim Archive versions
- DearchiveRegion0DotStar();
- }
- private void DearchiveRegion0DotStar()
- {
- int successfulAssetRestores = 0;
- int failedAssetRestores = 0;
- List<string> serialisedSceneObjects = new List<string>();
- List<string> serialisedParcels = new List<string>();
- string filePath = "NONE";
- TarArchiveReader archive = new TarArchiveReader(m_loadStream);
- byte[] data;
- TarArchiveReader.TarEntryType entryType;
-
- try
- {
- while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
- {
- //m_log.DebugFormat(
- // "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length);
-
- if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
- continue;
- if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
- {
- serialisedSceneObjects.Add(Encoding.UTF8.GetString(data));
- }
- else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets)
- {
- if (LoadAsset(filePath, data))
- successfulAssetRestores++;
- else
- failedAssetRestores++;
- if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
- m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
- }
- else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
- {
- LoadTerrain(filePath, data);
- }
- else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
- {
- LoadRegionSettings(filePath, data);
- }
- else if (!m_merge && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH))
- {
- serialisedParcels.Add(Encoding.UTF8.GetString(data));
- }
- else if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
- {
- LoadControlFile(filePath, data);
- }
- }
- //m_log.Debug("[ARCHIVER]: Reached end of archive");
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[ARCHIVER]: Aborting load with error in archive file {0}. {1}", filePath, e);
- m_errorMessage += e.ToString();
- m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
- return;
- }
- finally
- {
- archive.Close();
- }
- if (!m_skipAssets)
- {
- m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
- if (failedAssetRestores > 0)
- {
- m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
- m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores);
- }
- }
- if (!m_merge)
- {
- m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
- m_scene.DeleteAllSceneObjects();
- }
- LoadParcels(serialisedParcels);
- LoadObjects(serialisedSceneObjects);
- m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
- m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
- }
-
- /// <summary>
- /// Load serialized scene objects.
- /// </summary>
- /// <param name="serialisedSceneObjects"></param>
- protected void LoadObjects(List<string> serialisedSceneObjects)
- {
- // Reload serialized prims
- m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
- IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface<IRegionSerialiserModule>();
- int sceneObjectsLoadedCount = 0;
- foreach (string serialisedSceneObject in serialisedSceneObjects)
- {
- /*
- m_log.DebugFormat("[ARCHIVER]: Loading xml with raw size {0}", serialisedSceneObject.Length);
- // Really large xml files (multi megabyte) appear to cause
- // memory problems
- // when loading the xml. But don't enable this check yet
-
- if (serialisedSceneObject.Length > 5000000)
- {
- m_log.Error("[ARCHIVER]: Ignoring xml since size > 5000000);");
- continue;
- }
- */
- SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
- // For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
- // on the same region server and multiple examples a single object archive to be imported
- // to the same scene (when this is possible).
- sceneObject.ResetIDs();
- // Try to retain the original creator/owner/lastowner if their uuid is present on this grid
- // or creator data is present. Otherwise, use the estate owner instead.
- foreach (SceneObjectPart part in sceneObject.Parts)
- {
- if (part.CreatorData == null || part.CreatorData == string.Empty)
- {
- if (!ResolveUserUuid(part.CreatorID))
- part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
- }
- if (UserManager != null)
- UserManager.AddUser(part.CreatorID, part.CreatorData);
- if (!ResolveUserUuid(part.OwnerID))
- part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
- if (!ResolveUserUuid(part.LastOwnerID))
- part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
- // And zap any troublesome sit target information
- // part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
- // part.SitTargetPosition = new Vector3(0, 0, 0);
- // Fix ownership/creator of inventory items
- // Not doing so results in inventory items
- // being no copy/no mod for everyone
- lock (part.TaskInventory)
- {
- TaskInventoryDictionary inv = part.TaskInventory;
- foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
- {
- if (!ResolveUserUuid(kvp.Value.OwnerID))
- {
- kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
- }
- if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty)
- {
- if (!ResolveUserUuid(kvp.Value.CreatorID))
- kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
- }
- if (UserManager != null)
- UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
- }
- }
- }
- if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
- {
- sceneObjectsLoadedCount++;
- sceneObject.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, 0);
- sceneObject.ResumeScripts();
- }
- }
- m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjectsLoadedCount);
- int ignoredObjects = serialisedSceneObjects.Count - sceneObjectsLoadedCount;
- if (ignoredObjects > 0)
- m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
- }
-
- /// <summary>
- /// Load serialized parcels.
- /// </summary>
- /// <param name="serialisedParcels"></param>
- protected void LoadParcels(List<string> serialisedParcels)
- {
- // Reload serialized parcels
- m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count);
- List<LandData> landData = new List<LandData>();
- foreach (string serialisedParcel in serialisedParcels)
- {
- LandData parcel = LandDataSerializer.Deserialize(serialisedParcel);
- if (!ResolveUserUuid(parcel.OwnerID))
- parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
-
- // m_log.DebugFormat(
- // "[ARCHIVER]: Adding parcel {0}, local id {1}, area {2}",
- // parcel.Name, parcel.LocalID, parcel.Area);
-
- landData.Add(parcel);
- }
- if (!m_merge)
- {
- bool setupDefaultParcel = (landData.Count == 0);
- m_scene.LandChannel.Clear(setupDefaultParcel);
- }
-
- m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
- m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);
- }
- /// <summary>
- /// Look up the given user id to check whether it's one that is valid for this grid.
- /// </summary>
- /// <param name="uuid"></param>
- /// <returns></returns>
- private bool ResolveUserUuid(UUID uuid)
- {
- if (!m_validUserUuids.ContainsKey(uuid))
- {
- UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid);
- if (account != null)
- m_validUserUuids.Add(uuid, true);
- else
- m_validUserUuids.Add(uuid, false);
- }
- if (m_validUserUuids[uuid])
- return true;
- else
- return false;
- }
- /// <summary>
- /// Load an asset
- /// </summary>
- /// <param name="assetFilename"></param>
- /// <param name="data"></param>
- /// <returns>true if asset was successfully loaded, false otherwise</returns>
- private bool LoadAsset(string assetPath, byte[] data)
- {
- // Right now we're nastily obtaining the UUID from the filename
- string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
- int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
- if (i == -1)
- {
- m_log.ErrorFormat(
- "[ARCHIVER]: Could not find extension information in asset path {0} since it's missing the separator {1}. Skipping",
- assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
- return false;
- }
- string extension = filename.Substring(i);
- string uuid = filename.Remove(filename.Length - extension.Length);
- if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
- {
- sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
- if (assetType == (sbyte)AssetType.Unknown)
- m_log.WarnFormat("[ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
- //m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
- AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType, UUID.Zero.ToString());
- asset.Data = data;
- // We're relying on the asset service to do the sensible thing and not store the asset if it already
- // exists.
- m_scene.AssetService.Store(asset);
- /**
- * Create layers on decode for image assets. This is likely to significantly increase the time to load archives so
- * it might be best done when dearchive takes place on a separate thread
- if (asset.Type=AssetType.Texture)
- {
- IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
- if (cacheLayerDecode != null)
- cacheLayerDecode.syncdecode(asset.FullID, asset.Data);
- }
- */
- return true;
- }
- else
- {
- m_log.ErrorFormat(
- "[ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
- assetPath, extension);
- return false;
- }
- }
- /// <summary>
- /// Load region settings data
- /// </summary>
- /// <param name="settingsPath"></param>
- /// <param name="data"></param>
- /// <returns>
- /// true if settings were loaded successfully, false otherwise
- /// </returns>
- private bool LoadRegionSettings(string settingsPath, byte[] data)
- {
- RegionSettings loadedRegionSettings;
- try
- {
- loadedRegionSettings = RegionSettingsSerializer.Deserialize(data);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[ARCHIVER]: Could not parse region settings file {0}. Ignoring. Exception was {1}",
- settingsPath, e);
- return false;
- }
- RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
- currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit;
- currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage;
- currentRegionSettings.AllowLandJoinDivide = loadedRegionSettings.AllowLandJoinDivide;
- currentRegionSettings.AllowLandResell = loadedRegionSettings.AllowLandResell;
- currentRegionSettings.BlockFly = loadedRegionSettings.BlockFly;
- currentRegionSettings.BlockShowInSearch = loadedRegionSettings.BlockShowInSearch;
- currentRegionSettings.BlockTerraform = loadedRegionSettings.BlockTerraform;
- currentRegionSettings.DisableCollisions = loadedRegionSettings.DisableCollisions;
- currentRegionSettings.DisablePhysics = loadedRegionSettings.DisablePhysics;
- currentRegionSettings.DisableScripts = loadedRegionSettings.DisableScripts;
- currentRegionSettings.Elevation1NE = loadedRegionSettings.Elevation1NE;
- currentRegionSettings.Elevation1NW = loadedRegionSettings.Elevation1NW;
- currentRegionSettings.Elevation1SE = loadedRegionSettings.Elevation1SE;
- currentRegionSettings.Elevation1SW = loadedRegionSettings.Elevation1SW;
- currentRegionSettings.Elevation2NE = loadedRegionSettings.Elevation2NE;
- currentRegionSettings.Elevation2NW = loadedRegionSettings.Elevation2NW;
- currentRegionSettings.Elevation2SE = loadedRegionSettings.Elevation2SE;
- currentRegionSettings.Elevation2SW = loadedRegionSettings.Elevation2SW;
- currentRegionSettings.FixedSun = loadedRegionSettings.FixedSun;
- currentRegionSettings.SunPosition = loadedRegionSettings.SunPosition;
- currentRegionSettings.ObjectBonus = loadedRegionSettings.ObjectBonus;
- currentRegionSettings.RestrictPushing = loadedRegionSettings.RestrictPushing;
- currentRegionSettings.TerrainLowerLimit = loadedRegionSettings.TerrainLowerLimit;
- currentRegionSettings.TerrainRaiseLimit = loadedRegionSettings.TerrainRaiseLimit;
- currentRegionSettings.TerrainTexture1 = loadedRegionSettings.TerrainTexture1;
- currentRegionSettings.TerrainTexture2 = loadedRegionSettings.TerrainTexture2;
- currentRegionSettings.TerrainTexture3 = loadedRegionSettings.TerrainTexture3;
- currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4;
- currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun;
- currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight;
- currentRegionSettings.Save();
- m_scene.TriggerEstateSunUpdate();
-
- IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
- if (estateModule != null)
- estateModule.sendRegionHandshakeToAll();
- return true;
- }
- /// <summary>
- /// Load terrain data
- /// </summary>
- /// <param name="terrainPath"></param>
- /// <param name="data"></param>
- /// <returns>
- /// true if terrain was resolved successfully, false otherwise.
- /// </returns>
- private bool LoadTerrain(string terrainPath, byte[] data)
- {
- ITerrainModule terrainModule = m_scene.RequestModuleInterface<ITerrainModule>();
- MemoryStream ms = new MemoryStream(data);
- terrainModule.LoadFromStream(terrainPath, ms);
- ms.Close();
- m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath);
- return true;
- }
- /// <summary>
- /// Load oar control file
- /// </summary>
- /// <param name="path"></param>
- /// <param name="data"></param>
- public void LoadControlFile(string path, byte[] data)
- {
- XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable());
- XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None);
- XmlTextReader xtr = new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context);
- RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
- // Loaded metadata will empty if no information exists in the archive
- currentRegionSettings.LoadedCreationDateTime = 0;
- currentRegionSettings.LoadedCreationID = "";
- while (xtr.Read())
- {
- if (xtr.NodeType == XmlNodeType.Element)
- {
- if (xtr.Name.ToString() == "archive")
- {
- int majorVersion = int.Parse(xtr["major_version"]);
- int minorVersion = int.Parse(xtr["minor_version"]);
- string version = string.Format("{0}.{1}", majorVersion, minorVersion);
-
- if (majorVersion > MAX_MAJOR_VERSION)
- {
- throw new Exception(
- string.Format(
- "The OAR you are trying to load has major version number of {0} but this version of OpenSim can only load OARs with major version number {1} and below",
- majorVersion, MAX_MAJOR_VERSION));
- }
-
- m_log.InfoFormat("[ARCHIVER]: Loading OAR with version {0}", version);
- }
- if (xtr.Name.ToString() == "datetime")
- {
- int value;
- if (Int32.TryParse(xtr.ReadElementContentAsString(), out value))
- currentRegionSettings.LoadedCreationDateTime = value;
- }
- else if (xtr.Name.ToString() == "id")
- {
- currentRegionSettings.LoadedCreationID = xtr.ReadElementContentAsString();
- }
- }
- }
-
- currentRegionSettings.Save();
-
- ControlFileLoaded = true;
- }
- }
- }
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