/// <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 <string, object> options) { m_options = options; if (options.ContainsKey("all") && (bool)options["all"]) { MultiRegionFormat = true; } if (options.ContainsKey("noassets") && (bool)options["noassets"]) { SaveAssets = false; } if (options.TryGetValue("checkPermissions", out Object temp)) { FilterContent = (string)temp; } // Find the regions to archive ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); if (MultiRegionFormat) { m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count); SceneManager.Instance.ForEachScene(delegate(Scene scene) { scenesGroup.AddScene(scene); }); } else { scenesGroup.AddScene(m_rootScene); } scenesGroup.CalcSceneLocations(); m_archiveWriter = new TarArchiveWriter(m_saveStream); try { // Write out control file. It should be first so that it will be found ASAP when loading the file. m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup)); m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); // Archive the regions Dictionary <UUID, sbyte> assetUuids = new Dictionary <UUID, sbyte>(); HashSet <UUID> failedIDs = new HashSet <UUID>(); HashSet <UUID> uncertainAssetsUUIDs = new HashSet <UUID>(); scenesGroup.ForEachScene(delegate(Scene scene) { string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : ""; ArchiveOneRegion(scene, regionDir, assetUuids, failedIDs, uncertainAssetsUUIDs); }); // Archive the assets if (SaveAssets) { m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count); AssetsRequest ar = new AssetsRequest( new AssetsArchiver(m_archiveWriter), assetUuids, failedIDs.Count, m_rootScene.AssetService, m_rootScene.UserAccountService, m_rootScene.RegionInfo.ScopeID, options, null); ar.Execute(); assetUuids = null; } else { m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); // CloseArchive(string.Empty); } CloseArchive(string.Empty); } catch (Exception e) { CloseArchive(e.Message); throw; } GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce; GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.Default; }
/// <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 <string, object> options) { m_options = options; if (options.ContainsKey("all") && (bool)options["all"]) { MultiRegionFormat = true; } if (options.ContainsKey("noassets") && (bool)options["noassets"]) { SaveAssets = false; } Object temp; if (options.TryGetValue("checkPermissions", out temp)) { CheckPermissions = (string)temp; } // Find the regions to archive ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); if (MultiRegionFormat) { m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count); SceneManager.Instance.ForEachScene(delegate(Scene scene) { scenesGroup.AddScene(scene); }); } else { scenesGroup.AddScene(m_rootScene); } scenesGroup.CalcSceneLocations(); m_archiveWriter = new TarArchiveWriter(m_saveStream); try { // Write out control file. It should be first so that it will be found ASAP when loading the file. m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup)); m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); // Archive the regions Dictionary <UUID, AssetType> assetUuids = new Dictionary <UUID, AssetType>(); scenesGroup.ForEachScene(delegate(Scene scene) { string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : ""; ArchiveOneRegion(scene, regionDir, assetUuids); }); // Archive the assets if (SaveAssets) { m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count); // Asynchronously request all the assets required to perform this archive operation AssetsRequest ar = new AssetsRequest( new AssetsArchiver(m_archiveWriter), assetUuids, m_rootScene.AssetService, m_rootScene.UserAccountService, m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets); Util.FireAndForget(o => ar.Execute()); // CloseArchive() will be called from ReceivedAllAssets() } else { m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); CloseArchive(string.Empty); } } catch (Exception e) { CloseArchive(e.Message); throw; } }
/// <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<string, object> options) { m_options = options; if (options.ContainsKey("all") && (bool)options["all"]) MultiRegionFormat = true; if (options.ContainsKey("noassets") && (bool)options["noassets"]) SaveAssets = false; Object temp; if (options.TryGetValue("checkPermissions", out temp)) FilterContent = (string)temp; // Find the regions to archive ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); if (MultiRegionFormat) { m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count); SceneManager.Instance.ForEachScene(delegate(Scene scene) { scenesGroup.AddScene(scene); }); } else { scenesGroup.AddScene(m_rootScene); } scenesGroup.CalcSceneLocations(); m_archiveWriter = new TarArchiveWriter(m_saveStream); try { // Write out control file. It should be first so that it will be found ASAP when loading the file. m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup)); m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); // Archive the regions Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>(); scenesGroup.ForEachScene(delegate(Scene scene) { string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : ""; ArchiveOneRegion(scene, regionDir, assetUuids); }); // Archive the assets if (SaveAssets) { m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count); // Asynchronously request all the assets required to perform this archive operation AssetsRequest ar = new AssetsRequest( new AssetsArchiver(m_archiveWriter), assetUuids, m_rootScene.AssetService, m_rootScene.UserAccountService, m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets); WorkManager.RunInThread(o => ar.Execute(), null, "Archive Assets Request"); // CloseArchive() will be called from ReceivedAllAssets() } else { m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); CloseArchive(string.Empty); } } catch (Exception e) { CloseArchive(e.Message); throw; } }
/// <summary> /// Execute the inventory write request /// </summary> public void Execute(Dictionary<string, object> options, IUserAccountService userAccountService) { if (options.ContainsKey("noassets") && (bool)options["noassets"]) SaveAssets = false; try { InventoryFolderBase inventoryFolder = null; InventoryItemBase inventoryItem = null; InventoryFolderBase rootFolder = m_scene.InventoryService.GetRootFolder(m_userInfo.PrincipalID); bool saveFolderContentsOnly = false; // Eliminate double slashes and any leading / on the path. string[] components = m_invPath.Split( new string[] { InventoryFolderImpl.PATH_DELIMITER }, StringSplitOptions.RemoveEmptyEntries); int maxComponentIndex = components.Length - 1; // If the path terminates with a STAR then later on we want to archive all nodes in the folder but not the // folder itself. This may get more sophisicated later on if (maxComponentIndex >= 0 && components[maxComponentIndex] == STAR_WILDCARD) { saveFolderContentsOnly = true; maxComponentIndex--; } m_invPath = String.Empty; for (int i = 0; i <= maxComponentIndex; i++) { m_invPath += components[i] + 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 (m_invPath.Length == 0) { inventoryFolder = rootFolder; } else { m_invPath = m_invPath.Remove(m_invPath.LastIndexOf(InventoryFolderImpl.PATH_DELIMITER)); List<InventoryFolderBase> candidateFolders = InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, rootFolder, m_invPath); if (candidateFolders.Count > 0) inventoryFolder = candidateFolders[0]; } // The path may point to an item instead if (inventoryFolder == null) inventoryItem = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, rootFolder, m_invPath); if (null == inventoryFolder && null == inventoryItem) { // We couldn't find the path indicated string errorMessage = string.Format("Aborted save. Could not find inventory path {0}", m_invPath); Exception e = new InventoryArchiverException(errorMessage); m_module.TriggerInventoryArchiveSaved(m_id, false, m_userInfo, m_invPath, m_saveStream, e); throw e; } m_archiveWriter = new TarArchiveWriter(m_saveStream); m_log.InfoFormat("[INVENTORY ARCHIVER]: Adding control file to archive."); // Write out control file. This has to be done first so that subsequent loaders will see this file first // XXX: I know this is a weak way of doing it since external non-OAR aware tar executables will not do this // not sure how to fix this though, short of going with a completely different file format. m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options)); if (inventoryFolder != null) { m_log.DebugFormat( "[INVENTORY ARCHIVER]: Found folder {0} {1} at {2}", inventoryFolder.Name, inventoryFolder.ID, m_invPath == String.Empty ? InventoryFolderImpl.PATH_DELIMITER : m_invPath); //recurse through all dirs getting dirs and files SaveInvFolder(inventoryFolder, ArchiveConstants.INVENTORY_PATH, !saveFolderContentsOnly, options, userAccountService); } else if (inventoryItem != null) { m_log.DebugFormat( "[INVENTORY ARCHIVER]: Found item {0} {1} at {2}", inventoryItem.Name, inventoryItem.ID, m_invPath); SaveInvItem(inventoryItem, ArchiveConstants.INVENTORY_PATH, options, userAccountService); } // Don't put all this profile information into the archive right now. //SaveUsers(); if (SaveAssets) { m_log.DebugFormat("[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetUuids.Count); AssetsRequest ar = new AssetsRequest( new AssetsArchiver(m_archiveWriter), m_assetUuids, m_scene.AssetService, m_scene.UserAccountService, m_scene.RegionInfo.ScopeID, options, ReceivedAllAssets); Util.FireAndForget(o => ar.Execute()); } else { m_log.DebugFormat("[INVENTORY ARCHIVER]: Not saving assets since --noassets was specified"); ReceivedAllAssets(new List<UUID>(), new List<UUID>()); } } catch (Exception) { m_saveStream.Close(); throw; } }