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* This should allow multiple copies of an archive to be loaded into different regions on the same region server * This shouldn't affect existing operations.
222 lines
9.3 KiB
C#
222 lines
9.3 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Modules.World.Serialiser;
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using OpenSim.Region.Environment.Modules.World.Terrain;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using System.Reflection;
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using System.Xml;
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using libsecondlife;
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using log4net;
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namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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/// <summary>
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/// Handles an individual archive read request
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/// </summary>
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public class ArchiveReadRequest
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding();
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protected Scene m_scene;
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protected string m_loadPath;
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public ArchiveReadRequest(Scene scene, string loadPath)
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{
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m_scene = scene;
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m_loadPath = loadPath;
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DearchiveRegion();
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}
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protected void DearchiveRegion()
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{
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TarArchiveReader archive
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= new TarArchiveReader(
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new GZipStream(new FileStream(m_loadPath, FileMode.Open), CompressionMode.Decompress));
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//AssetsDearchiver dearchiver = new AssetsDearchiver(m_scene.AssetCache);
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List<string> serialisedSceneObjects = new List<string>();
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string filePath = "ERROR";
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int successfulAssetRestores = 0;
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int failedAssetRestores = 0;
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byte[] data;
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while ((data = archive.ReadEntry(out filePath)) != null)
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{
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//m_log.DebugFormat(
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// "[ARCHIVER]: Successfully read {0} ({1} bytes)}", filePath, data.Length);
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if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
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{
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serialisedSceneObjects.Add(m_asciiEncoding.GetString(data));
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}
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// else if (filePath.Equals(ArchiveConstants.ASSETS_METADATA_PATH))
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// {
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// string xml = m_asciiEncoding.GetString(data);
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// dearchiver.AddAssetMetadata(xml);
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// }
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else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
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{
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if (LoadAsset(filePath, data))
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successfulAssetRestores++;
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else
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failedAssetRestores++;
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}
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else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
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{
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LoadTerrain(filePath, data);
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}
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}
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//m_log.Debug("[ARCHIVER]: Reached end of archive");
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archive.Close();
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m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
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if (failedAssetRestores > 0)
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m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
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m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
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m_scene.DeleteAllSceneObjects();
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// Reload serialized prims
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m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
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IRegionSerialiser serialiser = m_scene.RequestModuleInterface<IRegionSerialiser>();
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ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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foreach (string serialisedSceneObject in serialisedSceneObjects)
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{
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SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
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// For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
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// on the same region server and multiple examples a single object archive to be imported
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// to the same scene (when this is possible).
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sceneObject.ResetIDs();
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// Make the master the owner/creator of everything imported for now
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LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID;
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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part.CreatorID = masterAvatarId;
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part.OwnerID = masterAvatarId;
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part.LastOwnerID = masterAvatarId;
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}
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if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
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{
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sceneObjects.Add(sceneObject);
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}
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}
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m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjects.Count);
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int ignoredObjects = serialisedSceneObjects.Count - sceneObjects.Count;
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if (ignoredObjects > 0)
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m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
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m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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m_log.Debug("[ARCHIVER]: Starting scripts");
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foreach (SceneObjectGroup sceneObject in sceneObjects)
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{
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sceneObject.CreateScriptInstances(0, true);
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}
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}
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/// <summary>
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/// Load an asset
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/// </summary>
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/// <param name="assetFilename"></param>
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/// <param name="data"></param>
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/// <returns>true if asset was successfully loaded, false otherwise</returns>
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protected bool LoadAsset(string assetPath, byte[] data)
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{
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// Right now we're nastily obtaining the lluuid from the filename
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string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
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string extension = filename.Substring(filename.LastIndexOf("_"));
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string uuid = filename.Remove(filename.Length - extension.Length);
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if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
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{
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sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
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//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
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AssetBase asset = new AssetBase(new LLUUID(uuid), String.Empty);
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asset.Type = assetType;
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asset.Data = data;
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m_scene.AssetCache.AddAsset(asset);
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return true;
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}
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else
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{
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m_log.ErrorFormat(
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"[ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
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assetPath, extension);
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return false;
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}
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}
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/// <summary>
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/// Load terrain data
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/// </summary>
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/// <param name="terrainPath"></param>
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/// <param name="data"></param>
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/// <returns>
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/// true if terrain was resolved successfully, false otherwise.
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/// </returns>
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protected bool LoadTerrain(string terrainPath, byte[] data)
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{
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ITerrainModule terrainModule = m_scene.RequestModuleInterface<ITerrainModule>();
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MemoryStream ms = new MemoryStream(data);
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terrainModule.LoadFromStream(terrainPath, ms);
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ms.Close();
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m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath);
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return true;
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}
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}
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}
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