/* * 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.Monitoring; using OpenSim.Framework.Serialization; using OpenSim.Framework.Serialization.External; using OpenSim.Region.CoreModules.World.Terrain; using OpenSim.Region.CoreModules.World.Land; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Services.Interfaces; using System.Threading; namespace OpenSim.Region.CoreModules.World.Archiver { /// /// Handles an individual archive read request /// public class ArchiveReadRequest { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Contains data used while dearchiving a single scene. /// private class DearchiveContext { public Scene Scene { get; set; } public List SerialisedSceneObjects { get; set; } public List SerialisedParcels { get; set; } public List SceneObjects { get; set; } public DearchiveContext(Scene scene) { Scene = scene; SerialisedSceneObjects = new List(); SerialisedParcels = new List(); SceneObjects = new List(); } } /// /// 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. /// public static int MAX_MAJOR_VERSION = 1; /// /// Has the control file been loaded for this archive? /// public bool ControlFileLoaded { get; private set; } protected string m_loadPath; protected Scene m_rootScene; protected Stream m_loadStream; protected Guid m_requestId; protected string m_errorMessage; /// /// Should the archive being loaded be merged with what is already on the region? /// Merging usually suppresses terrain and parcel loading /// protected bool m_merge; protected bool m_mergeReplaceObjects; /// /// If true, force the loading of terrain from the oar file /// protected bool m_mergeTerrain; /// /// If true, force the merge of parcels from the oar file /// protected bool m_mergeParcels; /// /// Should we ignore any assets when reloading the archive? /// protected bool m_skipAssets; /// /// Displacement added to each object as it is added to the world /// protected Vector3 m_displacement = Vector3.Zero; /// /// Rotation (in radians) to apply to the objects as they are loaded. /// protected float m_rotation = 0f; /// /// original oar region size. not using Constants.RegionSize /// protected Vector3 m_incomingRegionSize = new(256f, 256f, float.MaxValue); /// /// Center around which to apply the rotation relative to the original oar position /// protected Vector3 m_rotationCenter = new(128f, 128f, 0f); /// /// Corner 1 of a bounding cuboid which specifies which objects we load from the oar /// protected Vector3 m_boundingOrigin = Vector3.Zero; /// /// Size of a bounding cuboid which specifies which objects we load from the oar /// protected Vector3 m_boundingSize = new(Constants.MaximumRegionSize, Constants.MaximumRegionSize, float.MaxValue); protected bool m_noObjects = false; protected bool m_boundingBox = false; protected bool m_debug = false; /// /// Used to cache lookups for valid uuids. /// private readonly Dictionary m_validUserUuids = new(); private IUserManagement m_UserMan; private IUserManagement UserManager { get { m_UserMan ??= m_rootScene.RequestModuleInterface(); return m_UserMan; } } /// /// Used to cache lookups for valid groups. /// private readonly Dictionary m_validGroupUuids = new(); private readonly IGroupsModule m_groupsModule; private readonly IAssetService m_assetService = null; private UUID m_defaultUser; public ArchiveReadRequest(Scene scene, string loadPath, Guid requestId, Dictionary options) { m_rootScene = scene; if (options.ContainsKey("default-user")) { m_defaultUser = (UUID)options["default-user"]; m_log.InfoFormat("Using User {0} as default user", m_defaultUser.ToString()); } else { m_defaultUser = scene.RegionInfo.EstateSettings.EstateOwner; } m_loadPath = loadPath; 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 = options.ContainsKey("merge"); m_mergeReplaceObjects = options.ContainsKey("mReplaceObjects"); m_mergeTerrain = options.ContainsKey("merge-terrain"); m_mergeParcels = options.ContainsKey("merge-parcels"); m_noObjects = options.ContainsKey("no-objects"); m_skipAssets = options.ContainsKey("skipAssets"); m_requestId = requestId; m_displacement = options.ContainsKey("displacement") ? (Vector3)options["displacement"] : Vector3.Zero; m_rotation = options.ContainsKey("rotation") ? (float)options["rotation"] : 0f; m_boundingOrigin = Vector3.Zero; m_boundingOrigin.Z = Constants.MinSimulationHeight; m_boundingSize = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, Constants.MaxSimulationHeight - Constants.MinSimulationHeight); if (options.ContainsKey("bounding-origin")) { Vector3 boOption = (Vector3)options["bounding-origin"]; if (boOption != m_boundingOrigin) { m_boundingOrigin = boOption; } m_boundingBox = true; } if (options.ContainsKey("bounding-size")) { Vector3 bsOption = (Vector3)options["bounding-size"]; bool clip = false; if (bsOption.X <= 0 || bsOption.X > m_boundingSize.X) { bsOption.X = m_boundingSize.X; clip = true; } if (bsOption.Y <= 0 || bsOption.Y > m_boundingSize.Y) { bsOption.Y = m_boundingSize.Y; clip = true; } if (bsOption != m_boundingSize) { m_boundingSize = bsOption; m_boundingBox = true; } if (clip) m_log.InfoFormat("[ARCHIVER]: The bounding cube specified is larger than the destination region! Clipping to {0}.", m_boundingSize.ToString()); } m_debug = options.ContainsKey("debug"); // Zero can never be a valid user id (or group) m_validUserUuids[UUID.Zero] = false; m_validGroupUuids[UUID.Zero] = false; m_groupsModule = m_rootScene.RequestModuleInterface(); m_assetService = m_rootScene.AssetService; } public ArchiveReadRequest(Scene scene, Stream loadStream, Guid requestId, Dictionary options) { m_rootScene = scene; m_loadPath = null; m_loadStream = loadStream; m_skipAssets = options.ContainsKey("skipAssets"); m_merge = options.ContainsKey("merge"); m_mergeReplaceObjects = options.ContainsKey("mReplaceObjects"); m_requestId = requestId; m_defaultUser = scene.RegionInfo.EstateSettings.EstateOwner; // Zero can never be a valid user id m_validUserUuids[UUID.Zero] = false; m_groupsModule = m_rootScene.RequestModuleInterface(); m_assetService = m_rootScene.AssetService; } public struct assetfileInfo { public string path; public byte[] data; } private void loadNeededAssets(assetfileInfo[] assetsFiles, int count, ref int successfulAssetRestores, ref int failedAssetRestores, ref int skipedAssetRestores) { List ids = new(count); List uuids = new(count); List types = new(count); List datas = new(count); for (int i = 0; i < count; ++i) { string assetPath = assetsFiles[i].path; byte[] data = assetsFiles[i].data; assetsFiles[i].path = null; assetsFiles[i].data = null; string filename = assetPath[ArchiveConstants.ASSETS_PATH.Length..]; int indx = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR); if (indx < 32) { 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); failedAssetRestores++; continue; } string extension = filename[indx..]; if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.TryGetValue(extension, out sbyte ext)) { string id = filename.Remove(indx); if (UUID.TryParse(id, out UUID uuid)) { ids.Add(id); uuids.Add(uuid); datas.Add(data); types.Add(ext); continue; } } failedAssetRestores++; } bool[] exits = m_assetService.AssetsExist(ids.ToArray()); ids.Clear(); if (exits is null) { m_log.Error("[ARCHIVER]: asset service AssetsExists failed"); failedAssetRestores += uuids.Count; return; } if (exits.Length != uuids.Count) { m_log.Error("[ARCHIVER]: asset service AssetsExists return size mismatch"); failedAssetRestores += uuids.Count; return; } for (int i = 0; i < uuids.Count; ++i) { if (exits[i]) { ++skipedAssetRestores; } else { if (TryUploadAsset(uuids[i],types[i], datas[i])) successfulAssetRestores++; else failedAssetRestores++; } int tot = successfulAssetRestores + failedAssetRestores + skipedAssetRestores; if (tot % 250 == 0) m_log.Debug("[ARCHIVER]: done " + tot + "; uploaded: " + successfulAssetRestores + " skipped: " + skipedAssetRestores + " failed: "+ failedAssetRestores + " assets..."); } } /// /// Dearchive the region embodied in this request. /// public void DearchiveRegion() { DearchiveRegion(true); } public void DearchiveRegion(bool shouldStartScripts) { int successfulAssetRestores = 0; int skippedAssetRestores = 0; int failedAssetRestores = 0; DearchiveScenesInfo dearchivedScenes; // We dearchive all the scenes at once, because the files in the TAR archive might be mixed. // Therefore, we have to keep track of the dearchive context of all the scenes. Dictionary sceneContexts = new(); string fullPath = "NONE"; TarArchiveReader archive = null; byte[] data; assetfileInfo[] assetsFiles = new assetfileInfo[32]; int assetsFilesCount = 0; try { FindAndLoadControlFile(out archive, out dearchivedScenes); while ((data = archive.ReadEntry(out fullPath, out TarArchiveReader.TarEntryType entryType)) is not null) { //m_log.DebugFormat( // "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length); if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) continue; // Find the scene that this file belongs to if (!dearchivedScenes.GetRegionFromPath(fullPath, out Scene scene, out string filePath)) continue; // this file belongs to a region that we're not loading DearchiveContext sceneContext = null; if (scene is not null) { if (!sceneContexts.TryGetValue(scene.RegionInfo.RegionID, out sceneContext)) { sceneContext = new DearchiveContext(scene); sceneContexts.Add(scene.RegionInfo.RegionID, sceneContext); } } // Process the file if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) { if(!m_noObjects) sceneContext.SerialisedSceneObjects.Add(Encoding.UTF8.GetString(data)); } else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH)) { if(!m_skipAssets) { assetfileInfo asf = new() { path = filePath, data = data }; assetsFiles[assetsFilesCount++] = asf; if (assetsFilesCount == 32) { loadNeededAssets(assetsFiles, assetsFilesCount, ref successfulAssetRestores, ref failedAssetRestores, ref skippedAssetRestores); assetsFilesCount = 0; } } } else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH)) { if(!m_merge || m_mergeTerrain) LoadTerrain(scene, filePath, data); } else if (filePath.StartsWith(ArchiveConstants.SETTINGS_PATH)) { if(!m_merge) LoadRegionSettings(scene, filePath, data, dearchivedScenes); } else if (filePath.StartsWith(ArchiveConstants.LANDDATA_PATH)) { if(!m_merge || m_mergeParcels) sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data)); } else if (filePath == ArchiveConstants.CONTROL_FILE_PATH) { // Ignore, because we already read the control file } } if (assetsFilesCount > 0) loadNeededAssets(assetsFiles, assetsFilesCount, ref successfulAssetRestores, ref failedAssetRestores, ref skippedAssetRestores); //m_log.Debug("[ARCHIVER]: Reached end of archive"); } catch (Exception e) { m_log.Error($"[ARCHIVER]: Aborting load with error in archive file {fullPath}: {e.Message}"); m_errorMessage += e.Message; m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List(), m_errorMessage); return; } finally { if (archive is not null) archive.Close(); } if (!m_skipAssets) { m_log.Info($"[ARCHIVER]: Restored {successfulAssetRestores + skippedAssetRestores} assets"); m_log.Info($"[ARCHIVER]: Skipped {skippedAssetRestores} asset uploads"); if (failedAssetRestores > 0) { m_log.Error($"[ARCHIVER]: Failed to load {failedAssetRestores} assets"); m_errorMessage += $"Failed to load {failedAssetRestores} assets"; } } foreach (DearchiveContext sceneContext in sceneContexts.Values) { m_log.Info($"[ARCHIVER]: Loading region {sceneContext.Scene.RegionInfo.RegionName}"); if (!m_merge) { m_log.Info("[ARCHIVER]: Clearing all existing scene objects"); sceneContext.Scene.DeleteAllSceneObjects(); } try { LoadParcels(sceneContext.Scene, sceneContext.SerialisedParcels); LoadObjects(sceneContext.Scene, sceneContext.SerialisedSceneObjects, sceneContext.SceneObjects); // Inform any interested parties that the region has changed. We waited until now so that all // of the region's objects will be loaded when we send this notification. IEstateModule estateModule = sceneContext.Scene.RequestModuleInterface(); if (estateModule is not null) estateModule.TriggerRegionInfoChange(); } catch (Exception e) { m_log.Error($"[ARCHIVER]: Error loading parcels or objects :{e.Message}"); m_errorMessage += e.Message; m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List(), m_errorMessage); return; } } // Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so // that users can enter the scene. If we allow the scripts to start in the loop above // then they significantly increase the time until the OAR finishes loading. if (shouldStartScripts) { WorkManager.RunInThread(o => { m_log.Info("[ARCHIVER]: Starting scripts in scene objects..."); foreach (DearchiveContext sceneContext in sceneContexts.Values) { foreach (SceneObjectGroup sceneObject in sceneContext.SceneObjects) { sceneObject.CreateScriptInstances(0, false, sceneContext.Scene.DefaultScriptEngine, 0); // StateSource.RegionStart sceneObject.ResumeScripts(); } sceneContext.SceneObjects.Clear(); } m_log.Info("[ARCHIVER]: Start scripts done"); }, null, $"ReadArchiveStartScripts (request {m_requestId})"); } m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive"); m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, dearchivedScenes.GetLoadedScenes(), m_errorMessage); } /// /// Searches through the files in the archive for the control file, and reads it. /// We must read the control file first, in order to know which regions are available. /// /// /// In most cases the control file *is* first, since that's how we create archives. However, /// it's possible that someone rewrote the archive externally so we can't rely on this fact. /// /// /// private void FindAndLoadControlFile(out TarArchiveReader archive, out DearchiveScenesInfo dearchivedScenes) { archive = new TarArchiveReader(m_loadStream); dearchivedScenes = new DearchiveScenesInfo(); byte[] data; bool firstFile = true; while ((data = archive.ReadEntry(out string filePath, out TarArchiveReader.TarEntryType entryType)) is not null) { if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) continue; if (filePath == ArchiveConstants.CONTROL_FILE_PATH) { LoadControlFile(filePath, data, dearchivedScenes); // Find which scenes are available in the simulator ArchiveScenesGroup simulatorScenes = new(); SceneManager.Instance.ForEachScene(delegate(Scene scene2) { simulatorScenes.AddScene(scene2); }); simulatorScenes.CalcSceneLocations(); dearchivedScenes.SetSimulatorScenes(m_rootScene, simulatorScenes); // If the control file wasn't the first file then reset the read pointer if (!firstFile) { m_log.Warn("[ARCHIVER]: Control file wasn't the first file in the archive"); if (m_loadStream.CanSeek) { m_loadStream.Seek(0, SeekOrigin.Begin); } else if (m_loadPath is not null) { archive.Close(); archive = null; m_loadStream.Close(); m_loadStream = null; m_loadStream = new GZipStream(ArchiveHelpers.GetStream(m_loadPath), CompressionMode.Decompress); archive = new TarArchiveReader(m_loadStream); } else { // There isn't currently a scenario where this happens, but it's best to add a check just in case throw new Exception("[ARCHIVER]: Error reading archive: control file wasn't the first file, and the input stream doesn't allow seeking"); } } return; } firstFile = false; } throw new Exception("[ARCHIVER]: Control file not found"); } /// /// Load serialized scene objects. /// protected void LoadObjects(Scene scene, List serialisedSceneObjects, List sceneObjects) { // Reload serialized prims m_log.Info($"[ARCHIVER]: Loading {serialisedSceneObjects.Count} scene objects. Please wait."); // Convert rotation to radians double rotation = MathF.PI * m_rotation / 180f; OpenMetaverse.Quaternion rot = OpenMetaverse.Quaternion.CreateFromAxisAngle(0, 0, 1, (float)rotation); UUID oldTelehubUUID = scene.RegionInfo.RegionSettings.TelehubObject; IRegionSerialiserModule serialiser = scene.RequestModuleInterface(); int sceneObjectsLoadedCount = 0; Vector3 boundingExtent = new(m_boundingOrigin.X + m_boundingSize.X, m_boundingOrigin.Y + m_boundingSize.Y, m_boundingOrigin.Z + m_boundingSize.Z); int mergeskip = 0; foreach (string serialisedSceneObject in serialisedSceneObjects) { SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); if (m_merge) { if(scene.TryGetSceneObjectGroup(sceneObject.UUID, out SceneObjectGroup oldSog)) { ++mergeskip; if (m_mergeReplaceObjects) scene.DeleteSceneObject(oldSog, false); else continue; } } Vector3 pos = sceneObject.AbsolutePosition; if (m_debug) m_log.Debug($"[ARCHIVER]: Loading object from OAR with original scene position {pos}"); // Happily this does not do much to the object since it hasn't been added to the scene yet if (!sceneObject.IsAttachment) { if (m_rotation != 0f) { //fix the rotation center to the middle of the incoming region now as it's otherwise hopelessly confusing on varRegions //as it only works with objects and terrain (using old Merge method) and not parcels m_rotationCenter.X = m_incomingRegionSize.X * 0.5f; m_rotationCenter.Y = m_incomingRegionSize.Y * 0.5f; // Rotate the object sceneObject.RootPart.RotationOffset = rot * sceneObject.GroupRotation; // Get object position relative to rotation axis Vector3 offset = pos - m_rotationCenter; // Rotate the object position offset *= rot; // Restore the object position back to relative to the region pos = m_rotationCenter + offset; if (m_debug) m_log.Debug($"[ARCHIVER]: After rotation, object from OAR is at scene position {pos}"); } if (m_boundingBox) { if (pos.X < m_boundingOrigin.X || pos.X >= boundingExtent.X || pos.Y < m_boundingOrigin.Y || pos.Y >= boundingExtent.Y || pos.Z < m_boundingOrigin.Z || pos.Z >= boundingExtent.Z) { if (m_debug) m_log.Debug($"[ARCHIVER]: Skipping object from OAR in scene because it's position {pos} is outside of bounding cube."); continue; } //adjust object position to be relative to <0,0> so we can apply the displacement pos.X -= m_boundingOrigin.X; pos.Y -= m_boundingOrigin.Y; } if (!m_displacement.IsZero()) { pos += m_displacement; if (pos.X < 0 || pos.X >= scene.RegionInfo.RegionSizeX || pos.Y < 0 || pos.Y >= scene.RegionInfo.RegionSizeY || pos.Z < Constants.MinSimulationHeight || pos.Z > Constants.MaxSimulationHeight) { if (m_debug) m_log.Debug($"[ARCHIVER]: Skipping object from OAR After displacement clip {pos}"); continue; } if (m_debug) m_log.Debug($"[ARCHIVER]: After displacement, object from OAR is at scene position {pos}"); } sceneObject.AbsolutePosition = pos; } if (m_debug) m_log.Debug($"[ARCHIVER]: Placing object from OAR in scene at position {pos}. "); bool isTelehub = (sceneObject.UUID.Equals(oldTelehubUUID)) && (!oldTelehubUUID.IsZero()); // 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(); if (isTelehub) { // Change the Telehub Object to the new UUID scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID; scene.RegionInfo.RegionSettings.Save(); oldTelehubUUID = UUID.Zero; } ModifySceneObject(scene, sceneObject); if (scene.AddRestoredSceneObject(sceneObject, true, false)) { sceneObjectsLoadedCount++; sceneObjects.Add(sceneObject); //sceneObject.CreateScriptInstances(0, false, scene.DefaultScriptEngine, 0); //sceneObject.ResumeScripts(); } } m_log.Info($"[ARCHIVER]: Loaded {sceneObjectsLoadedCount} scene objects to the scene"); int ignoredObjects = serialisedSceneObjects.Count - sceneObjectsLoadedCount - mergeskip; if(mergeskip > 0) { if(m_mergeReplaceObjects) m_log.Info($"[ARCHIVER]: Replaced {mergeskip} scene objects"); else m_log.Info($"[ARCHIVER]: Skipped {mergeskip} scene objects that already existed in the scene"); } if (ignoredObjects > 0) m_log.Warn($"[ARCHIVER]: Ignored {ignoredObjects} possible out of bounds"); if (!oldTelehubUUID.IsZero()) { m_log.Warn($"[ARCHIVER]: Telehub object not found: {oldTelehubUUID}"); scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero; scene.RegionInfo.RegionSettings.ClearSpawnPoints(); } } /// /// Optionally modify a loaded SceneObjectGroup. Currently this just ensures that the /// User IDs and Group IDs are valid, but other manipulations could be done as well. /// private void ModifySceneObject(Scene scene, SceneObjectGroup sceneObject) { // 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 (string.IsNullOrEmpty(part.CreatorData)) { if (!ResolveUserUuid(scene, part.CreatorID)) part.CreatorID = m_defaultUser; } if (UserManager is not null) UserManager.AddCreatorUser(part.CreatorID, part.CreatorData); if (!(ResolveUserUuid(scene, part.OwnerID) || ResolveGroupUuid(part.OwnerID))) part.OwnerID = m_defaultUser; if (!(ResolveUserUuid(scene, part.LastOwnerID) || ResolveGroupUuid(part.LastOwnerID))) part.LastOwnerID = m_defaultUser; if (!ResolveGroupUuid(part.GroupID)) part.GroupID = UUID.Zero; // 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) { // Fix ownership/creator of inventory items // Not doing so results in inventory items // being no copy/no mod for everyone part.TaskInventory.LockItemsForRead(true); TaskInventoryDictionary inv = part.TaskInventory; foreach (KeyValuePair kvp in inv) { if (!(ResolveUserUuid(scene, kvp.Value.OwnerID) || ResolveGroupUuid(kvp.Value.OwnerID))) { kvp.Value.OwnerID = m_defaultUser; } if (string.IsNullOrEmpty(kvp.Value.CreatorData)) { if (!ResolveUserUuid(scene, kvp.Value.CreatorID)) kvp.Value.CreatorID = m_defaultUser; } if (UserManager is not null) UserManager.AddCreatorUser(kvp.Value.CreatorID, kvp.Value.CreatorData); if (!ResolveGroupUuid(kvp.Value.GroupID)) kvp.Value.GroupID = UUID.Zero; } part.TaskInventory.LockItemsForRead(false); } } } /// /// Load serialized parcels. /// /// /// protected void LoadParcels(Scene scene, List serialisedParcels) { if(serialisedParcels.Count == 0) { m_log.Info("[ARCHIVER]: No parcels to load, or skiping load"); return; } // Reload serialized parcels m_log.Info($"[ARCHIVER]: Loading {serialisedParcels.Count} parcels. Please wait."); List landData = new(); ILandObject landObject; List parcels; Vector2 displacement = new(m_displacement.X, m_displacement.Y); Vector2 boundingOrigin = new(m_boundingOrigin.X, m_boundingOrigin.Y); Vector2 boundingSize = new(m_boundingSize.X, m_boundingSize.Y); Vector2 regionSize = new(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY); // Gather any existing parcels before we add any more. Later as we add parcels we can check if the new parcel // data overlays any of the old data, and we can modify and remove (if empty) the old parcel so that there's no conflict bool domerge = m_merge & m_mergeParcels; parcels = scene.LandChannel.AllParcels(); foreach (string serialisedParcel in serialisedParcels) { LandData parcel = LandDataSerializer.Deserialize(serialisedParcel); bool overrideRegionSize = true; //use the src land parcel data size not the dst region size // create a new LandObject that we can use to manipulate the incoming source parcel data // this is ok, but just beware that some of the LandObject functions (that we haven't used here) still // assume we're always using the destination region size LandData ld = new(); landObject = new LandObject(ld, scene) { LandData = parcel }; bool[,] srcLandBitmap = landObject.ConvertBytesToLandBitmap(overrideRegionSize); if (landObject.IsLandBitmapEmpty(srcLandBitmap)) { m_log.Info($"[ARCHIVER]: Skipping source parcel {parcel.Name} with GlobalID: {parcel.GlobalID} LocalID: {parcel.LocalID} that has no claimed land."); continue; } //m_log.DebugFormat("[ARCHIVER]: Showing claimed land for source parcel: {0} with GlobalID: {1} LocalID: {2}.", // parcel.Name, parcel.GlobalID, parcel.LocalID); //landObject.DebugLandBitmap(srcLandBitmap); bool[,] dstLandBitmap = landObject.RemapLandBitmap(srcLandBitmap, displacement, m_rotation, boundingOrigin, boundingSize, regionSize, out bool isEmptyNow); if (isEmptyNow) { m_log.Warn($"[ARCHIVER]: Not adding destination parcel {parcel.Name} with GlobalID: {parcel.GlobalID} LocalID: {parcel.LocalID} because, after applying rotation, bounding and displacement, it has no claimed land."); continue; } //m_log.DebugFormat("[ARCHIVER]: Showing claimed land for destination parcel: {0} with GlobalID: {1} LocalID: {2} after applying rotation, bounding and displacement.", // parcel.Name, parcel.GlobalID, parcel.LocalID); //landObject.DebugLandBitmap(dstLandBitmap); landObject.LandBitmap = dstLandBitmap; parcel.Bitmap = landObject.ConvertLandBitmapToBytes(); if (domerge) { // give the remapped parcel a new GlobalID, in case we're using the same OAR twice and a bounding cube, displacement and --merge parcel.GlobalID = UUID.Random(); //now check if the area of this new incoming parcel overlays an area in any existing parcels //and if so modify or lose the existing parcels for (int i = 0; i < parcels.Count; i++) { if (parcels[i] is not null) { bool[,] modLandBitmap = parcels[i].ConvertBytesToLandBitmap(overrideRegionSize); modLandBitmap = parcels[i].RemoveFromLandBitmap(modLandBitmap, dstLandBitmap, out isEmptyNow); if (isEmptyNow) { parcels[i] = null; } else { parcels[i].LandBitmap = modLandBitmap; parcels[i].LandData.Bitmap = parcels[i].ConvertLandBitmapToBytes(); } } } } // Validate User and Group UUID's if (!ResolveGroupUuid(parcel.GroupID)) parcel.GroupID = UUID.Zero; if (parcel.IsGroupOwned) { if (parcel.GroupID.IsZero()) { parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner; parcel.IsGroupOwned = false; } else { // In group-owned parcels, OwnerID=GroupID. This should already be the case, but let's make sure. parcel.OwnerID = parcel.GroupID; } } else { if (!ResolveUserUuid(scene, parcel.OwnerID)) parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner; } List accessList = new(); foreach (LandAccessEntry entry in parcel.ParcelAccessList) { if (ResolveUserUuid(scene, entry.AgentID)) accessList.Add(entry); // else, drop this access rule } parcel.ParcelAccessList = accessList; if (m_debug) m_log.Debug($"[ARCHIVER]: Adding parcel {parcel.Name}, local id {parcel.LocalID}, owner {parcel.OwnerID}, group {parcel.GroupID}, isGroupOwned {parcel.IsGroupOwned}, area {parcel.Area}"); landData.Add(parcel); } m_log.Info($"[ARCHIVER]: Clearing {parcels.Count} parcels."); bool setupDefaultParcel = (landData.Count == 0); scene.LandChannel.Clear(setupDefaultParcel); if (domerge) { int j = 0; for (int i = 0; i < parcels.Count; i++) //if merging then we need to also add back in any existing parcels { if (parcels[i] is not null) { landData.Add(parcels[i].LandData); j++; } } m_log.Info($"[ARCHIVER]: Keeping {j} old parcels."); } scene.EventManager.TriggerIncomingLandDataFromStorage(landData); m_log.Info($"[ARCHIVER]: Added {landData.Count} total parcels."); } /// /// Look up the given user id to check whether it's one that is valid for this grid. /// /// /// /// private bool ResolveUserUuid(Scene scene, UUID uuid) { lock (m_validUserUuids) { if (!m_validUserUuids.ContainsKey(uuid)) { // Note: we call GetUserAccount() inside the lock because this UserID is likely // to occur many times, and we only want to query the users service once. UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, uuid); m_validUserUuids.Add(uuid, account is not null); } return m_validUserUuids[uuid]; } } /// /// Look up the given group id to check whether it's one that is valid for this grid. /// /// /// private bool ResolveGroupUuid(UUID uuid) { lock (m_validGroupUuids) { if (!m_validGroupUuids.ContainsKey(uuid)) { bool exists; if (m_groupsModule is null) { exists = false; } else { // Note: we call GetGroupRecord() inside the lock because this GroupID is likely // to occur many times, and we only want to query the groups service once. exists = (m_groupsModule.GetGroupRecord(uuid) is not null); } m_validGroupUuids.Add(uuid, exists); } return m_validGroupUuids[uuid]; } } private bool TryUploadAsset(UUID assetID, sbyte assetType, byte[] data) { if (assetType == (sbyte)AssetType.Unknown) { m_log.Warn($"[ARCHIVER]: Importing {data.Length} byte asset {assetID} with unknown type"); } else if (assetType == (sbyte)AssetType.Object) { data = SceneObjectSerializer.ModifySerializedObject(assetID, data, sog => { ModifySceneObject(m_rootScene, sog); return true; }); if (data is null) return false; } //m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType); AssetBase asset = new(assetID, string.Empty, assetType, UUID.Zero.ToString()) { Data = data }; m_assetService.Store(asset); return true; // not right } /// /// Load region settings data /// /// /// /// /// /// /// true if settings were loaded successfully, false otherwise /// private bool LoadRegionSettings(Scene scene, string settingsPath, byte[] data, DearchiveScenesInfo dearchivedScenes) { RegionSettings loadedRegionSettings; ViewerEnvironment regionEnv; try { loadedRegionSettings = RegionSettingsSerializer.Deserialize(data, out regionEnv, scene.RegionInfo.EstateSettings); } catch (Exception e) { m_log.Error( $"[ARCHIVER]: Could not parse region settings file {settingsPath}: {e.Message}"); return false; } IEnvironmentModule mEnv = scene.RequestModuleInterface(); if(mEnv is not null) { mEnv.StoreOnRegion(regionEnv); mEnv.WindlightRefresh(0); } RegionSettings currentRegionSettings = 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.TerrainPBR1 = loadedRegionSettings.TerrainPBR1; currentRegionSettings.TerrainPBR2 = loadedRegionSettings.TerrainPBR2; currentRegionSettings.TerrainPBR3 = loadedRegionSettings.TerrainPBR3; currentRegionSettings.TerrainPBR4 = loadedRegionSettings.TerrainPBR4; currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun; currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight; currentRegionSettings.TelehubObject = loadedRegionSettings.TelehubObject; currentRegionSettings.ClearSpawnPoints(); foreach (SpawnPoint sp in loadedRegionSettings.SpawnPoints()) currentRegionSettings.AddSpawnPoint(sp); currentRegionSettings.LoadedCreationDateTime = dearchivedScenes.LoadedCreationDateTime; currentRegionSettings.LoadedCreationID = dearchivedScenes.GetOriginalRegionID(scene.RegionInfo.RegionID).ToString(); currentRegionSettings.CacheID = UUID.Random(); currentRegionSettings.Save(); scene.EstateDataServiceSafe?.StoreEstateSettings(scene.RegionInfo.EstateSettings); IEstateModule estateModule = scene.RequestModuleInterface(); if (estateModule is not null) estateModule.sendRegionHandshakeToAll(); return true; } /// /// Load terrain data /// /// /// /// /// /// true if terrain was resolved successfully, false otherwise. /// private bool LoadTerrain(Scene scene, string terrainPath, byte[] data) { ITerrainModule terrainModule = scene.RequestModuleInterface(); using MemoryStream ms = new(data); if (!m_displacement.IsZero() || m_rotation != 0f || m_boundingBox) { Vector2 boundingOrigin = new(m_boundingOrigin.X, m_boundingOrigin.Y); Vector2 boundingSize = new(m_boundingSize.X, m_boundingSize.Y); terrainModule.LoadFromStream(terrainPath, m_displacement, m_rotation, boundingOrigin, boundingSize, ms); } else { terrainModule.LoadFromStream(terrainPath, ms); } m_log.Debug($"[ARCHIVER]: Restored terrain {terrainPath}"); return true; } /// /// Load oar control file /// /// /// /// public DearchiveScenesInfo LoadControlFile(string path, byte[] data, DearchiveScenesInfo dearchivedScenes) { XmlNamespaceManager nsmgr = new(new NameTable()); XmlParserContext context = new(null, nsmgr, null, XmlSpace.None); XmlTextReader xtr = new(Encoding.ASCII.GetString(data), XmlNodeType.Document, context) { DtdProcessing = DtdProcessing.Ignore }; // Loaded metadata will be empty if no information exists in the archive dearchivedScenes.LoadedCreationDateTime = 0; dearchivedScenes.DefaultOriginalID = ""; bool multiRegion = false; 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( $"The OAR you are trying to load has major version number of {majorVersion} but this version can only load OARs with major version number {MAX_MAJOR_VERSION} and below"); } m_log.InfoFormat($"[ARCHIVER]: Loading OAR with version {version}"); } else if (xtr.Name.ToString() == "datetime") { if (Int32.TryParse(xtr.ReadElementContentAsString(), out int value)) dearchivedScenes.LoadedCreationDateTime = value; } else if (xtr.Name.ToString() == "row") { multiRegion = true; dearchivedScenes.StartRow(); } else if (xtr.Name.ToString() == "region") { dearchivedScenes.StartRegion(); } else if (xtr.Name.ToString() == "id") { string id = xtr.ReadElementContentAsString(); dearchivedScenes.DefaultOriginalID = id; if(multiRegion) dearchivedScenes.SetRegionOriginalID(id); } else if (xtr.Name.ToString() == "dir") { dearchivedScenes.SetRegionDirectory(xtr.ReadElementContentAsString()); } else if (xtr.Name.ToString() == "size_in_meters") { string size = $"<{xtr.ReadElementContentAsString()},0>"; if (Vector3.TryParse(size, out Vector3 value)) { m_incomingRegionSize = value; if(multiRegion) dearchivedScenes.SetRegionSize(m_incomingRegionSize); m_log.Debug($"[ARCHIVER]: Found region_size info {m_incomingRegionSize}"); } } } } dearchivedScenes.MultiRegionFormat = multiRegion; if (!multiRegion) { // Add the single scene dearchivedScenes.StartRow(); dearchivedScenes.StartRegion(); dearchivedScenes.SetRegionOriginalID(dearchivedScenes.DefaultOriginalID); dearchivedScenes.SetRegionDirectory(""); dearchivedScenes.SetRegionSize(m_incomingRegionSize); } ControlFileLoaded = true; if(xtr is not null) xtr.Close(); return dearchivedScenes; } } }