123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137 |
- /*
- * 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 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
- {
- /// <summary>
- /// Prepare to write out an archive.
- /// </summary>
- public class ArchiveWriteRequestPreparation
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected Scene m_scene;
- protected Stream m_saveStream;
- /// <summary>
- /// Constructor
- /// </summary>
- public ArchiveWriteRequestPreparation(Scene scene, string savePath)
- {
- m_scene = scene;
- m_saveStream = new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress);
- }
-
- /// <summary>
- /// Constructor.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="saveStream">The stream to which to save data.</param>
- public ArchiveWriteRequestPreparation(Scene scene, Stream saveStream)
- {
- m_scene = scene;
- m_saveStream = saveStream;
- }
- /// <summary>
- /// Archive the region requested.
- /// </summary>
- /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
- public void ArchiveRegion()
- {
- Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>();
- List<EntityBase> entities = m_scene.GetEntities();
- List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
- // 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<ITerrainModule>(),
- m_scene.RequestModuleInterface<IRegionSerialiserModule>(),
- m_scene,
- m_saveStream);
-
- new AssetsRequest(assetUuids.Keys, m_scene.CommsManager.AssetCache, awre.ReceivedAllAssets).Execute();
- }
- }
- }
|