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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.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.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
- {
- /// <summary>
- /// Handles an individual archive read request
- /// </summary>
- public class ArchiveReadRequest
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// Contains data used while dearchiving a single scene.
- /// </summary>
- private class DearchiveContext
- {
- public Scene Scene { get; set; }
- public List<string> SerialisedSceneObjects { get; set; }
- public List<string> SerialisedParcels { get; set; }
- public List<SceneObjectGroup> SceneObjects { get; set; }
- public DearchiveContext(Scene scene)
- {
- Scene = scene;
- SerialisedSceneObjects = new List<string>();
- SerialisedParcels = new List<string>();
- SceneObjects = new List<SceneObjectGroup>();
- }
- }
-
- /// <summary>
- /// 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.
- /// </summary>
- public static int MAX_MAJOR_VERSION = 1;
-
- /// <summary>
- /// Has the control file been loaded for this archive?
- /// </summary>
- 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;
- /// <value>
- /// Should the archive being loaded be merged with what is already on the region?
- /// Merging usually suppresses terrain and parcel loading
- /// </value>
- protected bool m_merge;
- /// <value>
- /// If true, force the loading of terrain from the oar file
- /// </value>
- protected bool m_forceTerrain;
- /// <value>
- /// If true, force the loading of parcels from the oar file
- /// </value>
- protected bool m_forceParcels;
- /// <value>
- /// Should we ignore any assets when reloading the archive?
- /// </value>
- protected bool m_skipAssets;
- /// <value>
- /// Displacement added to each object as it is added to the world
- /// </value>
- protected Vector3 m_displacement = Vector3.Zero;
- /// <value>
- /// Rotation (in radians) to apply to the objects as they are loaded.
- /// </value>
- protected float m_rotation = 0f;
- /// <value>
- /// Center around which to apply the rotation relative to the origional oar position
- /// </value>
- protected Vector3 m_rotationCenter = new Vector3(Constants.RegionSize / 2f, Constants.RegionSize / 2f, 0f);
- protected bool m_noObjects = false;
- /// <summary>
- /// Used to cache lookups for valid uuids.
- /// </summary>
- private IDictionary<UUID, bool> m_validUserUuids = new Dictionary<UUID, bool>();
- private IUserManagement m_UserMan;
- private IUserManagement UserManager
- {
- get
- {
- if (m_UserMan == null)
- {
- m_UserMan = m_rootScene.RequestModuleInterface<IUserManagement>();
- }
- return m_UserMan;
- }
- }
- /// <summary>
- /// Used to cache lookups for valid groups.
- /// </summary>
- private IDictionary<UUID, bool> m_validGroupUuids = new Dictionary<UUID, bool>();
- private IGroupsModule m_groupsModule;
- private IAssetService m_assetService = null;
- private UUID m_defaultUser;
- public ArchiveReadRequest(Scene scene, string loadPath, Guid requestId, Dictionary<string,object>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_forceTerrain = options.ContainsKey("force-terrain");
- m_forceParcels = options.ContainsKey("force-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_rotationCenter = options.ContainsKey("rotation-center") ? (Vector3)options["rotation-center"]
- : new Vector3(scene.RegionInfo.RegionSizeX / 2f, scene.RegionInfo.RegionSizeY / 2f, 0f);
- // Zero can never be a valid user or group id
- m_validUserUuids[UUID.Zero] = false;
- m_validGroupUuids[UUID.Zero] = false;
- m_groupsModule = m_rootScene.RequestModuleInterface<IGroupsModule>();
- m_assetService = m_rootScene.AssetService;
- }
- public ArchiveReadRequest(Scene scene, Stream loadStream, Guid requestId, Dictionary<string, object>options)
- {
- m_rootScene = scene;
- m_loadPath = null;
- m_loadStream = loadStream;
- m_skipAssets = options.ContainsKey("skipAssets");
- m_merge = options.ContainsKey("merge");
- 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<IGroupsModule>();
- m_assetService = m_rootScene.AssetService;
- }
- /// <summary>
- /// Dearchive the region embodied in this request.
- /// </summary>
- public void DearchiveRegion()
- {
- int successfulAssetRestores = 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<UUID, DearchiveContext> sceneContexts = new Dictionary<UUID, DearchiveContext>();
- string fullPath = "NONE";
- TarArchiveReader archive = null;
- byte[] data;
- TarArchiveReader.TarEntryType entryType;
- try
- {
- FindAndLoadControlFile(out archive, out dearchivedScenes);
- while ((data = archive.ReadEntry(out fullPath, out entryType)) != 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
- Scene scene;
- string filePath;
- if (!dearchivedScenes.GetRegionFromPath(fullPath, out scene, out filePath))
- continue; // this file belongs to a region that we're not loading
- DearchiveContext sceneContext = null;
- if (scene != 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) && !m_noObjects)
- {
- sceneContext.SerialisedSceneObjects.Add(Encoding.UTF8.GetString(data));
- }
- else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets)
- {
- if (LoadAsset(filePath, data))
- successfulAssetRestores++;
- else
- failedAssetRestores++;
- if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
- m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
- }
- else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH) && (!m_merge || m_forceTerrain))
- {
- LoadTerrain(scene, filePath, data);
- }
- else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
- {
- LoadRegionSettings(scene, filePath, data, dearchivedScenes);
- }
- else if (filePath.StartsWith(ArchiveConstants.LANDDATA_PATH) && (!m_merge || m_forceParcels))
- {
- sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data));
- }
- else if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
- {
- // Ignore, because we already read the control file
- }
- }
- //m_log.Debug("[ARCHIVER]: Reached end of archive");
- }
- catch (Exception e)
- {
- m_log.Error(
- String.Format("[ARCHIVER]: Aborting load with error in archive file {0} ", fullPath), e);
- m_errorMessage += e.ToString();
- m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List<UUID>(), m_errorMessage);
- return;
- }
- finally
- {
- if (archive != null)
- archive.Close();
- }
- if (!m_skipAssets)
- {
- m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
- if (failedAssetRestores > 0)
- {
- m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
- m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores);
- }
- }
- foreach (DearchiveContext sceneContext in sceneContexts.Values)
- {
- m_log.InfoFormat("[ARCHIVER]: Loading region {0}", 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<IEstateModule>();
- if (estateModule != null)
- estateModule.TriggerRegionInfoChange();
- }
- catch (Exception e)
- {
- m_log.Error("[ARCHIVER]: Error loading parcels or objects ", e);
- m_errorMessage += e.ToString();
- m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, new List<UUID>(), 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.
- WorkManager.RunInThread(o =>
- {
- Thread.Sleep(15000);
- 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();
- }
- }, null, string.Format("ReadArchiveStartScripts (request {0})", m_requestId));
- m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
- m_rootScene.EventManager.TriggerOarFileLoaded(m_requestId, dearchivedScenes.GetLoadedScenes(), m_errorMessage);
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- /// <param name="archive"></param>
- /// <param name="dearchivedScenes"></param>
- private void FindAndLoadControlFile(out TarArchiveReader archive, out DearchiveScenesInfo dearchivedScenes)
- {
- archive = new TarArchiveReader(m_loadStream);
- dearchivedScenes = new DearchiveScenesInfo();
- string filePath;
- byte[] data;
- TarArchiveReader.TarEntryType entryType;
- bool firstFile = true;
- while ((data = archive.ReadEntry(out filePath, out entryType)) != 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 ArchiveScenesGroup();
- 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("Control file wasn't the first file in the archive");
- if (m_loadStream.CanSeek)
- {
- m_loadStream.Seek(0, SeekOrigin.Begin);
- }
- else if (m_loadPath != 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("Error reading archive: control file wasn't the first file, and the input stream doesn't allow seeking");
- }
- }
- return;
- }
- firstFile = false;
- }
- throw new Exception("Control file not found");
- }
-
- /// <summary>
- /// Load serialized scene objects.
- /// </summary>
- protected void LoadObjects(Scene scene, List<string> serialisedSceneObjects, List<SceneObjectGroup> sceneObjects)
- {
- // Reload serialized prims
- m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
- OpenMetaverse.Quaternion rot = OpenMetaverse.Quaternion.CreateFromAxisAngle(0, 0, 1, m_rotation);
- UUID oldTelehubUUID = scene.RegionInfo.RegionSettings.TelehubObject;
- IRegionSerialiserModule serialiser = scene.RequestModuleInterface<IRegionSerialiserModule>();
- int sceneObjectsLoadedCount = 0;
- foreach (string serialisedSceneObject in serialisedSceneObjects)
- {
- /*
- m_log.DebugFormat("[ARCHIVER]: Loading xml with raw size {0}", serialisedSceneObject.Length);
- // Really large xml files (multi megabyte) appear to cause
- // memory problems
- // when loading the xml. But don't enable this check yet
-
- if (serialisedSceneObject.Length > 5000000)
- {
- m_log.Error("[ARCHIVER]: Ignoring xml since size > 5000000);");
- continue;
- }
- */
- SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
- // Happily this does not do much to the object since it hasn't been added to the scene yet
- if (!sceneObject.IsAttachment)
- {
- if (m_displacement != Vector3.Zero || m_rotation != 0f)
- {
- Vector3 pos = sceneObject.AbsolutePosition;
- if (m_rotation != 0f)
- {
- // 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_displacement != Vector3.Zero)
- {
- pos += m_displacement;
- }
- sceneObject.AbsolutePosition = pos;
- }
- }
- bool isTelehub = (sceneObject.UUID == oldTelehubUUID) && (oldTelehubUUID != UUID.Zero);
- // 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++;
- sceneObject.CreateScriptInstances(0, false, scene.DefaultScriptEngine, 0);
- sceneObject.ResumeScripts();
- }
- }
- m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjectsLoadedCount);
- int ignoredObjects = serialisedSceneObjects.Count - sceneObjectsLoadedCount;
- if (ignoredObjects > 0)
- m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
- if (oldTelehubUUID != UUID.Zero)
- {
- m_log.WarnFormat("Telehub object not found: {0}", oldTelehubUUID);
- scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero;
- scene.RegionInfo.RegionSettings.ClearSpawnPoints();
- }
- }
- /// <summary>
- /// 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.
- /// </summary>
- 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 != null)
- UserManager.AddUser(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)
- {
- TaskInventoryDictionary inv = part.TaskInventory;
- foreach (KeyValuePair<UUID, TaskInventoryItem> 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 != null)
- UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
- if (!ResolveGroupUuid(kvp.Value.GroupID))
- kvp.Value.GroupID = UUID.Zero;
- }
- }
- }
- }
-
- /// <summary>
- /// Load serialized parcels.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="serialisedParcels"></param>
- protected void LoadParcels(Scene scene, List<string> serialisedParcels)
- {
- // Reload serialized parcels
- m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count);
- List<LandData> landData = new List<LandData>();
- foreach (string serialisedParcel in serialisedParcels)
- {
- LandData parcel = LandDataSerializer.Deserialize(serialisedParcel);
- if (m_displacement != Vector3.Zero)
- {
- Vector3 parcelDisp = new Vector3(m_displacement.X, m_displacement.Y, 0f);
- parcel.AABBMin += parcelDisp;
- parcel.AABBMax += parcelDisp;
- }
-
- // Validate User and Group UUID's
- if (!ResolveGroupUuid(parcel.GroupID))
- parcel.GroupID = UUID.Zero;
- if (parcel.IsGroupOwned)
- {
- if (parcel.GroupID != UUID.Zero)
- {
- // In group-owned parcels, OwnerID=GroupID. This should already be the case, but let's make sure.
- parcel.OwnerID = parcel.GroupID;
- }
- else
- {
- parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
- parcel.IsGroupOwned = false;
- }
- }
- else
- {
- if (!ResolveUserUuid(scene, parcel.OwnerID))
- parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
- }
- List<LandAccessEntry> accessList = new List<LandAccessEntry>();
- foreach (LandAccessEntry entry in parcel.ParcelAccessList)
- {
- if (ResolveUserUuid(scene, entry.AgentID))
- accessList.Add(entry);
- // else, drop this access rule
- }
- parcel.ParcelAccessList = accessList;
- // m_log.DebugFormat(
- // "[ARCHIVER]: Adding parcel {0}, local id {1}, owner {2}, group {3}, isGroupOwned {4}, area {5}",
- // parcel.Name, parcel.LocalID, parcel.OwnerID, parcel.GroupID, parcel.IsGroupOwned, parcel.Area);
-
- landData.Add(parcel);
- }
- if (!m_merge)
- {
- bool setupDefaultParcel = (landData.Count == 0);
- scene.LandChannel.Clear(setupDefaultParcel);
- }
-
- scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
- m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);
- }
- /// <summary>
- /// Look up the given user id to check whether it's one that is valid for this grid.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="uuid"></param>
- /// <returns></returns>
- 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 != null);
- }
- return m_validUserUuids[uuid];
- }
- }
- /// <summary>
- /// Look up the given group id to check whether it's one that is valid for this grid.
- /// </summary>
- /// <param name="uuid"></param>
- /// <returns></returns>
- private bool ResolveGroupUuid(UUID uuid)
- {
- lock (m_validGroupUuids)
- {
- if (!m_validGroupUuids.ContainsKey(uuid))
- {
- bool exists;
- if (m_groupsModule == 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) != null);
- }
- m_validGroupUuids.Add(uuid, exists);
- }
- return m_validGroupUuids[uuid];
- }
- }
- /// 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)
- {
- // 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(
- "[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 (m_assetService.GetMetadata(uuid) != null)
- {
- // m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid);
- return true;
- }
- if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
- {
- sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
- if (assetType == (sbyte)AssetType.Unknown)
- {
- m_log.WarnFormat("[ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
- }
- else if (assetType == (sbyte)AssetType.Object)
- {
- data = SceneObjectSerializer.ModifySerializedObject(UUID.Parse(uuid), data,
- sog =>
- {
- ModifySceneObject(m_rootScene, sog);
- return true;
- });
-
- if (data == null)
- return false;
- }
- //m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
- AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType, UUID.Zero.ToString());
- asset.Data = data;
- // We're relying on the asset service to do the sensible thing and not store the asset if it already
- // exists.
- m_assetService.Store(asset);
- /**
- * Create layers on decode for image assets. This is likely to significantly increase the time to load archives so
- * it might be best done when dearchive takes place on a separate thread
- if (asset.Type=AssetType.Texture)
- {
- IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
- if (cacheLayerDecode != null)
- cacheLayerDecode.syncdecode(asset.FullID, asset.Data);
- }
- */
- 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 region settings data
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="settingsPath"></param>
- /// <param name="data"></param>
- /// <param name="dearchivedScenes"></param>
- /// <returns>
- /// true if settings were loaded successfully, false otherwise
- /// </returns>
- private bool LoadRegionSettings(Scene scene, string settingsPath, byte[] data, DearchiveScenesInfo dearchivedScenes)
- {
- RegionSettings loadedRegionSettings;
- try
- {
- loadedRegionSettings = RegionSettingsSerializer.Deserialize(data);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[ARCHIVER]: Could not parse region settings file {0}. Ignoring. Exception was {1}",
- settingsPath, e);
- return false;
- }
- 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.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.Save();
- scene.TriggerEstateSunUpdate();
-
- IEstateModule estateModule = scene.RequestModuleInterface<IEstateModule>();
- if (estateModule != null)
- estateModule.sendRegionHandshakeToAll();
- return true;
- }
- /// <summary>
- /// Load terrain data
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="terrainPath"></param>
- /// <param name="data"></param>
- /// <returns>
- /// true if terrain was resolved successfully, false otherwise.
- /// </returns>
- private bool LoadTerrain(Scene scene, string terrainPath, byte[] data)
- {
- ITerrainModule terrainModule = scene.RequestModuleInterface<ITerrainModule>();
- using (MemoryStream ms = new MemoryStream(data))
- {
- if (m_displacement != Vector3.Zero || m_rotation != 0f)
- {
- Vector2 rotationCenter = new Vector2(m_rotationCenter.X, m_rotationCenter.Y);
- terrainModule.LoadFromStream(terrainPath, m_displacement, m_rotation, rotationCenter, ms);
- }
- else
- {
- terrainModule.LoadFromStream(terrainPath, ms);
- }
- }
- m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath);
- return true;
- }
- /// <summary>
- /// Load oar control file
- /// </summary>
- /// <param name="path"></param>
- /// <param name="data"></param>
- /// <param name="dearchivedScenes"></param>
- public DearchiveScenesInfo LoadControlFile(string path, byte[] data, DearchiveScenesInfo dearchivedScenes)
- {
- XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable());
- XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None);
- XmlTextReader xtr = new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context);
- // 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(
- string.Format(
- "The OAR you are trying to load has major version number of {0} but this version of OpenSim can only load OARs with major version number {1} and below",
- majorVersion, MAX_MAJOR_VERSION));
- }
-
- m_log.InfoFormat("[ARCHIVER]: Loading OAR with version {0}", version);
- }
- if (xtr.Name.ToString() == "datetime")
- {
- int value;
- if (Int32.TryParse(xtr.ReadElementContentAsString(), out 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());
- }
- }
- }
- dearchivedScenes.MultiRegionFormat = multiRegion;
- if (!multiRegion)
- {
- // Add the single scene
- dearchivedScenes.StartRow();
- dearchivedScenes.StartRegion();
- dearchivedScenes.SetRegionOriginalID(dearchivedScenes.DefaultOriginalID);
- dearchivedScenes.SetRegionDirectory("");
- }
- ControlFileLoaded = true;
- return dearchivedScenes;
- }
- }
- }
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