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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.Region.Environment.Scenes;
- using OpenSim.Region.Environment.Modules.World.Serialiser;
- using OpenSim.Region.Environment.Modules.World.Terrain;
- using System;
- using System.Collections.Generic;
- using System.IO;
- using System.IO.Compression;
- using System.Reflection;
- using System.Xml;
- using libsecondlife;
- using log4net;
- namespace OpenSim.Region.Environment.Modules.World.Archiver
- {
- /// <summary>
- /// Handles an individual archive read request
- /// </summary>
- public class ArchiveReadRequest
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding();
- protected Scene m_scene;
- protected string m_loadPath;
- public ArchiveReadRequest(Scene scene, string loadPath)
- {
- m_scene = scene;
- m_loadPath = loadPath;
- DearchiveRegion();
- }
- protected void DearchiveRegion()
- {
- m_log.InfoFormat("[ARCHIVER]: Restoring archive {0}", m_loadPath);
-
- TarArchiveReader archive
- = new TarArchiveReader(
- new GZipStream(new FileStream(m_loadPath, FileMode.Open), CompressionMode.Decompress));
- //AssetsDearchiver dearchiver = new AssetsDearchiver(m_scene.AssetCache);
- List<string> serialisedSceneObjects = new List<string>();
- string filePath = "ERROR";
-
- int successfulAssetRestores = 0;
- int failedAssetRestores = 0;
- byte[] data;
- while ((data = archive.ReadEntry(out filePath)) != null)
- {
- //m_log.DebugFormat(
- // "[ARCHIVER]: Successfully read {0} ({1} bytes)}", filePath, data.Length);
- if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
- {
- serialisedSceneObjects.Add(m_asciiEncoding.GetString(data));
- }
- // else if (filePath.Equals(ArchiveConstants.ASSETS_METADATA_PATH))
- // {
- // string xml = m_asciiEncoding.GetString(data);
- // dearchiver.AddAssetMetadata(xml);
- // }
- else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
- {
- if (LoadAsset(filePath, data))
- successfulAssetRestores++;
- else
- failedAssetRestores++;
- }
- else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
- {
- LoadTerrain(filePath, data);
- }
- }
- //m_log.Debug("[ARCHIVER]: Reached end of archive");
- archive.Close();
-
- m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
-
- if (failedAssetRestores > 0)
- m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
- m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
- m_scene.DeleteAllSceneObjects();
-
- // Reload serialized prims
- m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
- IRegionSerialiser serialiser = m_scene.RequestModuleInterface<IRegionSerialiser>();
- ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
- foreach (string serialisedSceneObject in serialisedSceneObjects)
- {
- SceneObjectGroup sceneObject = serialiser.LoadGroupFromXml2(m_scene, serialisedSceneObject);
-
- // TODO: Change object creator/owner here
-
- if (null != sceneObject)
- {
- // Make the master the owner/creator of everything imported for now
- LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID;
- foreach (SceneObjectPart part in sceneObject.Children.Values)
- {
- part.CreatorID = masterAvatarId;
- part.OwnerID = masterAvatarId;
- part.LastOwnerID = masterAvatarId;
- }
-
- sceneObjects.Add(sceneObject);
- }
- }
-
- m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjects.Count);
-
- int ignoredObjects = serialisedSceneObjects.Count - sceneObjects.Count;
-
- if (ignoredObjects > 0)
- m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
-
- m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
-
- m_log.Debug("[ARCHIVER]: Starting scripts");
-
- foreach (SceneObjectGroup sceneObject in sceneObjects)
- {
- sceneObject.CreateScriptInstances(0, true);
- }
- }
-
- /// <summary>
- /// Load an asset
- /// </summary>
- /// <param name="assetFilename"></param>
- /// <param name="data"></param>
- /// <returns>true if asset was successfully loaded, false otherwise</returns>
- protected bool LoadAsset(string assetPath, byte[] data)
- {
- // Right now we're nastily obtaining the lluuid from the filename
- string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
- string extension = filename.Substring(filename.LastIndexOf("_"));
- string uuid = filename.Remove(filename.Length - extension.Length);
-
- if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
- {
- sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
-
- //m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
-
- AssetBase asset = new AssetBase(new LLUUID(uuid), String.Empty);
- asset.Type = assetType;
- asset.Data = data;
-
- m_scene.AssetCache.AddAsset(asset);
-
- 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 terrain data
- /// </summary>
- /// <param name="terrainPath"></param>
- /// <param name="data"></param>
- /// <returns>
- /// true if terrain was resolved successfully, false otherwise.
- /// </returns>
- protected 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;
- }
- }
- }
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