/*
* 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:
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* 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
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* 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.Text.RegularExpressions;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.World.Terrain;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Archiver
{
///
/// Prepare to write out an archive.
///
public class ArchiveWriteRequestPreparation
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Scene m_scene;
protected Stream m_saveStream;
///
/// Constructor
///
public ArchiveWriteRequestPreparation(Scene scene, string savePath)
{
m_scene = scene;
m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress);
}
///
/// Constructor.
///
///
/// The stream to which to save data.
public ArchiveWriteRequestPreparation(Scene scene, Stream saveStream)
{
m_scene = scene;
m_saveStream = saveStream;
}
///
/// Archive the region requested.
///
/// if there was an io problem with creating the file
public void ArchiveRegion()
{
Dictionary assetUuids = new Dictionary();
List entities = m_scene.GetEntities();
List sceneObjects = new List();
// 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);
}
}
UuidGatherer assetGatherer = new UuidGatherer(m_scene.CommsManager.AssetCache);
foreach (SceneObjectGroup sceneObject in sceneObjects)
{
assetGatherer.GatherAssetUuids(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(),
m_scene.RequestModuleInterface(),
m_scene,
m_saveStream);
new AssetsRequest(assetUuids.Keys, m_scene.CommsManager.AssetCache, awre.ReceivedAllAssets).Execute();
}
}
}