Files
opensim/OpenSim/Region/Environment/Modules/Avatar/Inventory/InventoryArchiveWriteRequest.cs
2008-09-29 14:55:26 +00:00

249 lines
11 KiB
C#

/*
* 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.Xml;
using OpenMetaverse;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Modules.World.Archiver;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using log4net;
namespace OpenSim.Region.Environment.Modules.Avatar.Inventory
{
public class InventoryArchiveWriteRequest
{
protected Scene scene;
protected TarArchiveWriter archive;
protected CommunicationsManager commsManager;
Dictionary<UUID, int> assetUuids;
string savePath;
public InventoryArchiveWriteRequest(Scene currentScene, CommunicationsManager commsManager)
{
scene = currentScene;
archive = new TarArchiveWriter();
this.commsManager = commsManager;
assetUuids = new Dictionary<UUID, int>();
}
protected void ReceivedAllAssets(IDictionary<UUID, AssetBase> assetsFound, ICollection<UUID> assetsNotFoundUuids)
{
AssetsArchiver assetsArchiver = new AssetsArchiver(assetsFound);
assetsArchiver.Archive(archive);
archive.WriteTar(new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress));
}
protected void saveInvItem(InventoryItemBase inventoryItem, string path)
{
string filename
= string.Format("{0}{1}_{2}.xml",
path, inventoryItem.Name, inventoryItem.ID);
StringWriter sw = new StringWriter();
XmlTextWriter writer = new XmlTextWriter(sw);
writer.WriteStartElement("InventoryObject");
writer.WriteStartElement("Name");
writer.WriteString(inventoryItem.Name);
writer.WriteEndElement();
writer.WriteStartElement("ID");
writer.WriteString(inventoryItem.ID.ToString());
writer.WriteEndElement();
writer.WriteStartElement("InvType");
writer.WriteString(inventoryItem.InvType.ToString());
writer.WriteEndElement();
writer.WriteStartElement("CreatorUUID");
writer.WriteString(inventoryItem.Creator.ToString());
writer.WriteEndElement();
writer.WriteStartElement("CreationDate");
writer.WriteString(inventoryItem.CreationDate.ToString());
writer.WriteEndElement();
writer.WriteStartElement("Owner");
writer.WriteString(inventoryItem.Owner.ToString());
writer.WriteEndElement();
writer.WriteStartElement("Description");
if (inventoryItem.Description.Length > 0)
writer.WriteString(inventoryItem.Description);
else writer.WriteString("No Description");
writer.WriteEndElement();
writer.WriteStartElement("AssetType");
writer.WriteString(inventoryItem.AssetType.ToString());
writer.WriteEndElement();
writer.WriteStartElement("AssetID");
writer.WriteString(inventoryItem.AssetID.ToString());
writer.WriteEndElement();
writer.WriteStartElement("SaleType");
writer.WriteString(inventoryItem.SaleType.ToString());
writer.WriteEndElement();
writer.WriteStartElement("SalePrice");
writer.WriteString(inventoryItem.SalePrice.ToString());
writer.WriteEndElement();
writer.WriteStartElement("BasePermissions");
writer.WriteString(inventoryItem.BasePermissions.ToString());
writer.WriteEndElement();
writer.WriteStartElement("CurrentPermissions");
writer.WriteString(inventoryItem.CurrentPermissions.ToString());
writer.WriteEndElement();
writer.WriteStartElement("EveryOnePermssions");
writer.WriteString(inventoryItem.EveryOnePermissions.ToString());
writer.WriteEndElement();
writer.WriteStartElement("NextPermissions");
writer.WriteString(inventoryItem.NextPermissions.ToString());
writer.WriteEndElement();
writer.WriteStartElement("Flags");
writer.WriteString(inventoryItem.Flags.ToString());
writer.WriteEndElement();
writer.WriteStartElement("GroupID");
writer.WriteString(inventoryItem.GroupID.ToString());
writer.WriteEndElement();
writer.WriteStartElement("GroupOwned");
writer.WriteString(inventoryItem.GroupOwned.ToString());
writer.WriteEndElement();
writer.WriteStartElement("ParentFolderID");
writer.WriteString(inventoryItem.Folder.ToString());
writer.WriteEndElement();
writer.WriteEndElement();
archive.AddFile(filename, sw.ToString());
assetUuids[inventoryItem.AssetID] = 1;
}
protected void saveInvDir(InventoryFolderImpl inventoryFolder, string path)
{
List<InventoryFolderImpl> inventories = inventoryFolder.RequestListOfFolderImpls();
List<InventoryItemBase> items = inventoryFolder.RequestListOfItems();
string newPath = path + inventoryFolder.Name + InventoryFolderImpl.PATH_DELIMITER;
archive.AddDir(newPath);
foreach (InventoryFolderImpl folder in inventories)
{
saveInvDir(folder, newPath);
}
foreach (InventoryItemBase item in items)
{
saveInvItem(item, newPath);
}
}
public void execute(string[] cmdparams)
{
ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
string firstName = cmdparams[0];
string lastName = cmdparams[1];
string invPath = cmdparams[2];
savePath = (cmdparams.Length > 3 ? cmdparams[3] : "inventory.tar.gz");
UserProfileData userProfile = commsManager.UserService.GetUserProfile(firstName, lastName);
if (null == userProfile)
{
m_log.ErrorFormat("[CONSOLE]: Failed to find user {0} {1}", firstName, lastName);
return;
}
CachedUserInfo userInfo = commsManager.UserProfileCacheService.GetUserDetails(userProfile.ID);
if (null == userInfo)
{
m_log.ErrorFormat("[CONSOLE]: Failed to find user info for {0} {1} {2}", firstName, lastName, userProfile.ID);
return;
}
InventoryFolderImpl inventoryFolder = null;
InventoryItemBase inventoryItem = null;
if (userInfo.HasReceivedInventory)
{
// Eliminate double slashes and any leading / on the path. This might be better done within InventoryFolderImpl
// itself (possibly at a small loss in efficiency).
string[] components
= invPath.Split(new string[] { InventoryFolderImpl.PATH_DELIMITER }, StringSplitOptions.RemoveEmptyEntries);
invPath = String.Empty;
foreach (string c in components)
{
invPath += c + InventoryFolderImpl.PATH_DELIMITER;
}
// Annoyingly Split actually returns the original string if the input string consists only of delimiters
// Therefore if we still start with a / after the split, then we need the root folder
if (invPath.Length == 0)
{
inventoryFolder = userInfo.RootFolder;
}
else
{
invPath = invPath.Remove(invPath.LastIndexOf(InventoryFolderImpl.PATH_DELIMITER));
inventoryFolder = userInfo.RootFolder.FindFolderByPath(invPath);
}
// The path may point to an item instead
if (inventoryFolder == null)
{
inventoryItem = userInfo.RootFolder.FindItemByPath(invPath);
}
}
else
{
m_log.ErrorFormat("[CONSOLE]: Have not yet received inventory info for user {0} {1} {2}", firstName, lastName, userProfile.ID);
return;
}
if (null == inventoryFolder)
{
if (null == inventoryItem)
{
m_log.ErrorFormat("[CONSOLE]: Could not find inventory entry at path {0}", invPath);
return;
}
else
{
m_log.InfoFormat("[CONSOLE]: Found item {0} {1} at {2}", inventoryItem.Name, inventoryItem.ID,
invPath);
//get and export item info
saveInvItem(inventoryItem, invPath);
}
}
else
{
m_log.InfoFormat("[CONSOLE]: Found folder {0} {1} at {2}", inventoryFolder.Name, inventoryFolder.ID,
invPath);
//recurse through all dirs getting dirs and files
saveInvDir(inventoryFolder, "");
}
new AssetsRequest(assetUuids.Keys, scene.AssetCache, ReceivedAllAssets).Execute();
}
}
}