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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.Reflection;
- using System.Threading;
- using System.Text;
- using System.Xml;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Framework.Communications.Osp;
- using OpenSim.Framework.Serialization;
- using OpenSim.Framework.Serialization.External;
- using OpenSim.Region.CoreModules.World.Archiver;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
- {
- public class InventoryArchiveReadRequest
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected TarArchiveReader archive;
- private CachedUserInfo m_userInfo;
- private string m_invPath;
- /// <value>
- /// We only use this to request modules
- /// </value>
- protected Scene m_scene;
- /// <value>
- /// The stream from which the inventory archive will be loaded.
- /// </value>
- private Stream m_loadStream;
- public InventoryArchiveReadRequest(
- Scene scene, CachedUserInfo userInfo, string invPath, string loadPath)
- : this(
- scene,
- userInfo,
- invPath,
- new GZipStream(new FileStream(loadPath, FileMode.Open), CompressionMode.Decompress))
- {
- }
- public InventoryArchiveReadRequest(
- Scene scene, CachedUserInfo userInfo, string invPath, Stream loadStream)
- {
- m_scene = scene;
- m_userInfo = userInfo;
- m_invPath = invPath;
- m_loadStream = loadStream;
- }
- /// <summary>
- /// Execute the request
- /// </summary>
- /// <returns>
- /// A list of the inventory nodes loaded. If folders were loaded then only the root folders are
- /// returned
- /// </returns>
- public List<InventoryNodeBase> Execute()
- {
- string filePath = "ERROR";
- int successfulAssetRestores = 0;
- int failedAssetRestores = 0;
- int successfulItemRestores = 0;
- List<InventoryNodeBase> nodesLoaded = new List<InventoryNodeBase>();
-
- //InventoryFolderImpl rootDestinationFolder = m_userInfo.RootFolder.FindFolderByPath(m_invPath);
- InventoryFolderBase rootDestinationFolder
- = InventoryArchiveUtils.FindFolderByPath(
- m_scene.InventoryService, m_userInfo.UserProfile.ID, m_invPath);
- if (null == rootDestinationFolder)
- {
- // Possibly provide an option later on to automatically create this folder if it does not exist
- m_log.ErrorFormat("[INVENTORY ARCHIVER]: Inventory path {0} does not exist", m_invPath);
- return nodesLoaded;
- }
- archive = new TarArchiveReader(m_loadStream);
- // In order to load identically named folders, we need to keep track of the folders that we have already
- // created
- Dictionary <string, InventoryFolderBase> foldersCreated = new Dictionary<string, InventoryFolderBase>();
- byte[] data;
- TarArchiveReader.TarEntryType entryType;
- try
- {
- while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
- {
- if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
- {
- if (LoadAsset(filePath, data))
- successfulAssetRestores++;
- else
- failedAssetRestores++;
-
- if ((successfulAssetRestores) % 50 == 0)
- m_log.DebugFormat(
- "[INVENTORY ARCHIVER]: Loaded {0} assets...",
- successfulAssetRestores);
- }
- else if (filePath.StartsWith(ArchiveConstants.INVENTORY_PATH))
- {
- InventoryFolderBase foundFolder
- = ReplicateArchivePathToUserInventory(
- filePath, TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType,
- rootDestinationFolder, foldersCreated, nodesLoaded);
-
- if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY != entryType)
- {
- InventoryItemBase item = LoadItem(data, foundFolder);
-
- if (item != null)
- {
- successfulItemRestores++;
-
- // If we're loading an item directly into the given destination folder then we need to record
- // it separately from any loaded root folders
- if (rootDestinationFolder == foundFolder)
- nodesLoaded.Add(item);
- }
- }
- }
- }
- }
- finally
- {
- archive.Close();
- }
- m_log.DebugFormat(
- "[INVENTORY ARCHIVER]: Successfully loaded {0} assets with {1} failures",
- successfulAssetRestores, failedAssetRestores);
- m_log.InfoFormat("[INVENTORY ARCHIVER]: Successfully loaded {0} items", successfulItemRestores);
- return nodesLoaded;
- }
- public void Close()
- {
- if (m_loadStream != null)
- m_loadStream.Close();
- }
- /// <summary>
- /// Replicate the inventory paths in the archive to the user's inventory as necessary.
- /// </summary>
- /// <param name="archivePath">The item archive path to replicate</param>
- /// <param name="isDir">Is the path we're dealing with a directory?</param>
- /// <param name="rootDestinationFolder">The root folder for the inventory load</param>
- /// <param name="foldersCreated">
- /// The folders created so far. This method will add more folders if necessary
- /// </param>
- /// <param name="nodesLoaded">
- /// Track the inventory nodes created. This is distinct from the folders created since for a particular folder
- /// chain, only the root node needs to be recorded
- /// </param>
- /// <returns>The last user inventory folder created or found for the archive path</returns>
- public InventoryFolderBase ReplicateArchivePathToUserInventory(
- string archivePath,
- bool isDir,
- InventoryFolderBase rootDestFolder,
- Dictionary <string, InventoryFolderBase> foldersCreated,
- List<InventoryNodeBase> nodesLoaded)
- {
- archivePath = archivePath.Substring(ArchiveConstants.INVENTORY_PATH.Length);
- // Remove the file portion if we aren't already dealing with a directory path
- if (!isDir)
- archivePath = archivePath.Remove(archivePath.LastIndexOf("/") + 1);
- string originalArchivePath = archivePath;
- // m_log.DebugFormat(
- // "[INVENTORY ARCHIVER]: Loading folder {0} {1}", rootDestFolder.Name, rootDestFolder.ID);
- InventoryFolderBase destFolder = null;
- // XXX: Nasty way of dealing with a path that has no directory component
- if (archivePath.Length > 0)
- {
- while (null == destFolder && archivePath.Length > 0)
- {
- if (foldersCreated.ContainsKey(archivePath))
- {
- // m_log.DebugFormat(
- // "[INVENTORY ARCHIVER]: Found previously created folder from archive path {0}", archivePath);
- destFolder = foldersCreated[archivePath];
- }
- else
- {
- // Don't include the last slash
- int penultimateSlashIndex = archivePath.LastIndexOf("/", archivePath.Length - 2);
- if (penultimateSlashIndex >= 0)
- {
- archivePath = archivePath.Remove(penultimateSlashIndex + 1);
- }
- else
- {
- m_log.DebugFormat(
- "[INVENTORY ARCHIVER]: Found no previously created folder for archive path {0}",
- originalArchivePath);
- archivePath = string.Empty;
- destFolder = rootDestFolder;
- }
- }
- }
- }
- else
- {
- destFolder = rootDestFolder;
- }
- string archivePathSectionToCreate = originalArchivePath.Substring(archivePath.Length);
- string[] rawDirsToCreate
- = archivePathSectionToCreate.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
- int i = 0;
- while (i < rawDirsToCreate.Length)
- {
- m_log.DebugFormat("[INVENTORY ARCHIVER]: Loading archived folder {0}", rawDirsToCreate[i]);
- int identicalNameIdentifierIndex
- = rawDirsToCreate[i].LastIndexOf(
- ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR);
- if (identicalNameIdentifierIndex < 0)
- {
- i++;
- continue;
- }
- string newFolderName = rawDirsToCreate[i].Remove(identicalNameIdentifierIndex);
- newFolderName = InventoryArchiveUtils.UnescapeArchivePath(newFolderName);
- UUID newFolderId = UUID.Random();
- // Asset type has to be Unknown here rather than Folder, otherwise the created folder can't be
- // deleted once the client has relogged.
- // The root folder appears to be labelled AssetType.Folder (shows up as "Category" in the client)
- // even though there is a AssetType.RootCategory
- destFolder
- = new InventoryFolderBase(
- newFolderId, newFolderName, m_userInfo.UserProfile.ID,
- (short)AssetType.Unknown, destFolder.ID, 1);
- m_scene.InventoryService.AddFolder(destFolder);
-
- // UUID newFolderId = UUID.Random();
- // m_scene.InventoryService.AddFolder(
- // m_userInfo.CreateFolder(
- // folderName, newFolderId, (ushort)AssetType.Folder, foundFolder.ID);
- // m_log.DebugFormat("[INVENTORY ARCHIVER]: Retrieving newly created folder {0}", folderName);
- // foundFolder = foundFolder.GetChildFolder(newFolderId);
- // m_log.DebugFormat(
- // "[INVENTORY ARCHIVER]: Retrieved newly created folder {0} with ID {1}",
- // foundFolder.Name, foundFolder.ID);
- // Record that we have now created this folder
- archivePath += rawDirsToCreate[i] + "/";
- m_log.DebugFormat("[INVENTORY ARCHIVER]: Loaded archive path {0}", archivePath);
- foldersCreated[archivePath] = destFolder;
- if (0 == i)
- nodesLoaded.Add(destFolder);
- i++;
- }
-
- return destFolder;
-
- /*
- string[] rawFolders = filePath.Split(new char[] { '/' });
- // Find the folders that do exist along the path given
- int i = 0;
- bool noFolder = false;
- InventoryFolderImpl foundFolder = rootDestinationFolder;
- while (!noFolder && i < rawFolders.Length)
- {
- InventoryFolderImpl folder = foundFolder.FindFolderByPath(rawFolders[i]);
- if (null != folder)
- {
- m_log.DebugFormat("[INVENTORY ARCHIVER]: Found folder {0}", folder.Name);
- foundFolder = folder;
- i++;
- }
- else
- {
- noFolder = true;
- }
- }
- // Create any folders that did not previously exist
- while (i < rawFolders.Length)
- {
- m_log.DebugFormat("[INVENTORY ARCHIVER]: Creating folder {0}", rawFolders[i]);
- UUID newFolderId = UUID.Random();
- m_userInfo.CreateFolder(
- rawFolders[i++], newFolderId, (ushort)AssetType.Folder, foundFolder.ID);
- foundFolder = foundFolder.GetChildFolder(newFolderId);
- }
- */
- }
- /// <summary>
- /// Load an item from the archive
- /// </summary>
- /// <param name="filePath">The archive path for the item</param>
- /// <param name="data">The raw item data</param>
- /// <param name="rootDestinationFolder">The root destination folder for loaded items</param>
- /// <param name="nodesLoaded">All the inventory nodes (items and folders) loaded so far</param>
- protected InventoryItemBase LoadItem(byte[] data, InventoryFolderBase loadFolder)
- {
- InventoryItemBase item = UserInventoryItemSerializer.Deserialize(data);
-
- // Don't use the item ID that's in the file
- item.ID = UUID.Random();
- UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.CommsManager);
- if (UUID.Zero != ospResolvedId)
- {
- item.CreatorIdAsUuid = ospResolvedId;
- // XXX: For now, don't preserve the OSPA in the creator id (which actually gets persisted to the
- // database). Instead, replace with the UUID that we found.
- item.CreatorId = ospResolvedId.ToString();
- }
- else
- {
- item.CreatorIdAsUuid = m_userInfo.UserProfile.ID;
- }
-
- item.Owner = m_userInfo.UserProfile.ID;
- // Reset folder ID to the one in which we want to load it
- item.Folder = loadFolder.ID;
- //m_userInfo.AddItem(item);
- m_scene.InventoryService.AddItem(item);
-
- return item;
- }
- /// <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)
- {
- //IRegionSerialiser serialiser = scene.RequestModuleInterface<IRegionSerialiser>();
- // 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(
- "[INVENTORY 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("[INVENTORY ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
- //m_log.DebugFormat("[INVENTORY ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
- AssetBase asset = new AssetBase(new UUID(uuid), "RandomName", assetType);
- asset.Data = data;
- m_scene.AssetService.Store(asset);
- return true;
- }
- else
- {
- m_log.ErrorFormat(
- "[INVENTORY ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
- assetPath, extension);
- return false;
- }
- }
- }
- }
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