GatherAssetUuids() public method

Gather all the asset uuids associated with a given object.
public GatherAssetUuids ( SceneObjectGroup sceneObject, AssetType>.IDictionary assetUuids ) : void
sceneObject SceneObjectGroup The scene object for which to gather assets
assetUuids AssetType>.IDictionary The assets gathered
return void
Exemplo n.º 1
0
            public void SaveModuleToArchive(TarArchiveWriter writer, IScene scene)
            {
                m_isArchiving = true;

                m_log.Info("[Archive]: Writing parcels to archive");

                writer.WriteDir("parcels");

                IParcelManagementModule module = scene.RequestModuleInterface<IParcelManagementModule>();
                if (module != null)
                {
                    List<ILandObject> landObject = module.AllParcels();
                    foreach (ILandObject parcel in landObject)
                    {
                        OSDMap parcelMap = parcel.LandData.ToOSD();
                        writer.WriteFile("parcels/" + parcel.LandData.GlobalID.ToString(), OSDParser.SerializeLLSDBinary(parcelMap));
                    }
                }

                m_log.Info("[Archive]: Finished writing parcels to archive");
                m_log.Info("[Archive]: Writing terrain to archive");

                writer.WriteDir("terrain");

                ITerrainModule tModule = scene.RequestModuleInterface<ITerrainModule>();
                if (tModule != null)
                {
                    MemoryStream s = new MemoryStream();
                    tModule.SaveToStream(scene.RegionInfo.RegionID.ToString() + ".r32", s);
                    writer.WriteFile("terrain/" + scene.RegionInfo.RegionID.ToString() + ".r32", s.ToArray());
                    s.Close();
                }

                m_log.Info("[Archive]: Finished writing terrain to archive");
                m_log.Info("[Archive]: Writing entities to archive");
                ISceneEntity[] entities = scene.Entities.GetEntities();
                //Get all entities, then start writing them to the database
                writer.WriteDir("entities");

                IDictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
                UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);

                foreach (ISceneEntity entity in entities)
                {
                    //Write all entities
                    writer.WriteFile("entities/" + entity.UUID.ToString(), ((ISceneObject)entity).ToXml2());
                    //Get all the assets too
                    assetGatherer.GatherAssetUuids(entity, assets, scene);
                }

                m_log.Info("[Archive]: Finished writing entities to archive");
                m_log.Info("[Archive]: Writing assets for entities to archive");

                bool foundAllAssets = true;
                foreach (UUID assetID in new List<UUID>(assets.Keys))
                {
                    AssetBase asset = m_scene.AssetService.GetCached(assetID.ToString());
                    if (asset != null)
                        WriteAsset(asset, writer); //Write it syncronously since we havn't 
                    else
                    {
                        foundAllAssets = false; //Not all are cached
                        m_missingAssets.Add(assetID);
                        m_scene.AssetService.Get(assetID.ToString(), writer, RetrievedAsset);
                    }
                }
                if (foundAllAssets)
                    m_isArchiving = false; //We're done if all the assets were found

                m_log.Info("[Archive]: Finished writing assets for entities to archive");
            }
        /// <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, AssetType> assetUuids = new Dictionary<UUID, AssetType>();

            ISceneEntity[] entities = m_scene.Entities.GetEntities ();
            List<ISceneEntity> sceneObjects = new List<ISceneEntity>();
            int numObjectsSkippedPermissions = 0;
     
            // 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 (ISceneEntity entity in entities)
            {
                if (!entity.IsDeleted && !entity.IsAttachment)
                    if (!CanUserArchiveObject(m_scene.RegionInfo.EstateSettings.EstateOwner, entity, m_checkPermissions))
                        // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
                        ++numObjectsSkippedPermissions;
                    else
                        sceneObjects.Add(entity);
            }
            
            UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);

            foreach (ISceneEntity sceneObject in sceneObjects)
            {
                assetGatherer.GatherAssetUuids(sceneObject, assetUuids, m_scene);
            }

            m_log.DebugFormat(
                "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
                sceneObjects.Count, assetUuids.Count);

            if (numObjectsSkippedPermissions > 0)
            {
                m_log.DebugFormat(
                    "[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
                    numObjectsSkippedPermissions);
            }
            
            // 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] = AssetType.Texture;
            
            if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
                assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
            
            if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
                assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
            
            if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
                assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;

            TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
            
            // 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,
                    archiveWriter,
                    m_requestId);
            
            new AssetsRequest(
                new AssetsArchiver(archiveWriter), assetUuids, 
                m_scene.AssetService, awre.ReceivedAllAssets).Execute();
        }
        /// <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>();

            /*
                foreach (ILandObject lo in m_scene.LandChannel.AllParcels())
                {
                    if (name == lo.LandData.Name)
                    {
                        // This is the parcel we want
                    }
                }
                */
     
            // 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.AssetService);

            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;

            TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
            
            // 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,
                    archiveWriter,
                    m_requestId);
            
            new AssetsRequest(
                new AssetsArchiver(archiveWriter), assetUuids.Keys, 
                m_scene.AssetService, awre.ReceivedAllAssets).Execute();
        }
Exemplo n.º 4
0
        /// <summary>
        ///   Save a backup of the sim
        /// </summary>
        /// <param name = "appendedFilePath">The file path where the backup will be saved</param>
        protected virtual void SaveBackup(string appendedFilePath, bool saveAssets)
        {
            if (appendedFilePath == "/")
                appendedFilePath = "";
            if (m_scene.RegionInfo.HasBeenDeleted)
                return;
            IBackupModule backupModule = m_scene.RequestModuleInterface<IBackupModule>();
            if (backupModule != null && backupModule.LoadingPrims) //Something is changing lots of prims
            {
                MainConsole.Instance.Info("[Backup]: Not saving backup because the backup module is loading prims");
                return;
            }

            //Save any script state saves that might be around
            IScriptModule[] engines = m_scene.RequestModuleInterfaces<IScriptModule>();
            try
            {
                if (engines != null)
                {
#if (!ISWIN)
                    foreach (IScriptModule engine in engines)
                    {
                        if (engine != null)
                        {
                            engine.SaveStateSaves();
                        }
                    }
#else
                    foreach (IScriptModule engine in engines.Where(engine => engine != null))
                    {
                        engine.SaveStateSaves();
                    }
#endif
                }
            }
            catch (Exception ex)
            {
                MainConsole.Instance.WarnFormat("[Backup]: Exception caught: {0}", ex);
            }

            MainConsole.Instance.Info("[FileBasedSimulationData]: Saving backup for region " + m_scene.RegionInfo.RegionName);
            string fileName = appendedFilePath + m_scene.RegionInfo.RegionName + m_saveAppendedFileName + ".abackup";
            if (File.Exists(fileName))
            {
                //Do new style saving here!
                GZipStream m_saveStream = new GZipStream(new FileStream(fileName + ".tmp", FileMode.Create),
                                                         CompressionMode.Compress);
                TarArchiveWriter writer = new TarArchiveWriter(m_saveStream);
                GZipStream m_loadStream = new GZipStream(new FileStream(fileName, FileMode.Open),
                                                         CompressionMode.Decompress);
                TarArchiveReader reader = new TarArchiveReader(m_loadStream);

                writer.WriteDir("parcels");

                IParcelManagementModule module = m_scene.RequestModuleInterface<IParcelManagementModule>();
                if (module != null)
                {
                    List<ILandObject> landObject = module.AllParcels();
                    foreach (ILandObject parcel in landObject)
                    {
                        OSDMap parcelMap = parcel.LandData.ToOSD();
                        var binary = OSDParser.SerializeLLSDBinary(parcelMap);
                        writer.WriteFile("parcels/" + parcel.LandData.GlobalID.ToString(),
                                         binary);
                        binary = null;
                        parcelMap = null;
                    }
                }

                writer.WriteDir("newstyleterrain");
                writer.WriteDir("newstylerevertterrain");

                writer.WriteDir("newstylewater");
                writer.WriteDir("newstylerevertwater");

                ITerrainModule tModule = m_scene.RequestModuleInterface<ITerrainModule>();
                if (tModule != null)
                {
                    try
                    {
                        byte[] sdata = WriteTerrainToStream(tModule.TerrainMap);
                        writer.WriteFile("newstyleterrain/" + m_scene.RegionInfo.RegionID.ToString() + ".terrain", sdata);
                        sdata = null;

                        sdata = WriteTerrainToStream(tModule.TerrainRevertMap);
                        writer.WriteFile(
                            "newstylerevertterrain/" + m_scene.RegionInfo.RegionID.ToString() + ".terrain", sdata);
                        sdata = null;

                        if (tModule.TerrainWaterMap != null)
                        {
                            sdata = WriteTerrainToStream(tModule.TerrainWaterMap);
                            writer.WriteFile("newstylewater/" + m_scene.RegionInfo.RegionID.ToString() + ".terrain",
                                             sdata);
                            sdata = null;

                            sdata = WriteTerrainToStream(tModule.TerrainWaterRevertMap);
                            writer.WriteFile(
                                "newstylerevertwater/" + m_scene.RegionInfo.RegionID.ToString() + ".terrain", sdata);
                            sdata = null;
                        }
                    }
                    catch (Exception ex)
                    {
                        MainConsole.Instance.WarnFormat("[Backup]: Exception caught: {0}", ex);
                    }
                }

                IDictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
                UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);

                ISceneEntity[] saveentities = m_scene.Entities.GetEntities();
                List<UUID> entitiesToSave = new List<UUID>();
                foreach (ISceneEntity entity in saveentities)
                {
                    try
                    {
                        if (entity.IsAttachment ||
                            ((entity.RootChild.Flags & PrimFlags.Temporary) == PrimFlags.Temporary)
                            || ((entity.RootChild.Flags & PrimFlags.TemporaryOnRez) == PrimFlags.TemporaryOnRez))
                            continue;
                        if (entity.HasGroupChanged)
                        {
                            entity.HasGroupChanged = false;
                            //Write all entities
                            byte[] xml = ((ISceneObject) entity).ToBinaryXml2();
                            writer.WriteFile("entities/" + entity.UUID.ToString(), xml);
                            xml = null;
                        }
                        else
                            entitiesToSave.Add(entity.UUID);
                        if (saveAssets)
                            assetGatherer.GatherAssetUuids(entity, assets, m_scene);
                    }
                    catch (Exception ex)
                    {
                        MainConsole.Instance.WarnFormat("[Backup]: Exception caught: {0}", ex);
                        entitiesToSave.Add(entity.UUID);
                    }
                }


                byte[] data;
                string filePath;
                TarArchiveReader.TarEntryType entryType;
                //Load the archive data that we need
                try
                {
                    while ((data = reader.ReadEntry(out filePath, out entryType)) != null)
                    {
                        if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
                            continue;
                        if (filePath.StartsWith("entities/"))
                        {
                            UUID entityID = UUID.Parse(filePath.Remove(0, 9));
                            if (entitiesToSave.Contains(entityID))
                            {
                                writer.WriteFile(filePath, data);
                                entitiesToSave.Remove(entityID);
                            }
                        }
                        data = null;
                    }
                }
                catch (Exception ex)
                {
                    MainConsole.Instance.WarnFormat("[Backup]: Exception caught: {0}", ex);
                }

                if (entitiesToSave.Count > 0)
                {
                    MainConsole.Instance.Fatal(entitiesToSave.Count + " PRIMS WERE NOT GOING TO BE SAVED! FORCE SAVING NOW! ");
                    foreach (ISceneEntity entity in saveentities)
                    {
                        if (entitiesToSave.Contains(entity.UUID))
                        {
                            if (entity.IsAttachment ||
                                ((entity.RootChild.Flags & PrimFlags.Temporary) == PrimFlags.Temporary)
                                || ((entity.RootChild.Flags & PrimFlags.TemporaryOnRez) == PrimFlags.TemporaryOnRez))
                                continue;
                            //Write all entities
                            byte[] xml = ((ISceneObject) entity).ToBinaryXml2();
                            writer.WriteFile("entities/" + entity.UUID.ToString(), xml);
                            xml = null;
                        }
                    }
                }

                if (saveAssets)
                {
                    foreach (UUID assetID in new List<UUID>(assets.Keys))
                    {
                        try
                        {
                            WriteAsset(assetID.ToString(), m_scene.AssetService.Get(assetID.ToString()), writer);
                        }
                        catch (Exception ex)
                        {
                            MainConsole.Instance.WarnFormat("[Backup]: Exception caught: {0}", ex);
                        }
                    }
                }

                reader.Close();
                writer.Close();
                m_loadStream.Close();
                m_saveStream.Close();
                GC.Collect();

                if (m_keepOldSave && !m_oldSaveHasBeenSaved)
                {
                    //Havn't moved it yet, so make sure the directory exists, then move it
                    m_oldSaveHasBeenSaved = true;
                    if (!Directory.Exists(m_oldSaveDirectory))
                        Directory.CreateDirectory(m_oldSaveDirectory);
                    File.Copy(fileName + ".tmp",
                              Path.Combine(m_oldSaveDirectory,
                                           m_scene.RegionInfo.RegionName + SerializeDateTime() + m_saveAppendedFileName +
                                           ".abackup"));
                }
                //Just remove the file
                File.Delete(fileName);
            }
            else
            {
                //Add the .temp since we might need to make a backup and so that if something goes wrong, we don't corrupt the main backup
                GZipStream m_saveStream = new GZipStream(new FileStream(fileName + ".tmp", FileMode.Create),
                                                         CompressionMode.Compress);
                TarArchiveWriter writer = new TarArchiveWriter(m_saveStream);
                IAuroraBackupArchiver archiver = m_scene.RequestModuleInterface<IAuroraBackupArchiver>();

                //Turn off prompting so that we don't ask the user questions every time we need to save the backup
                archiver.AllowPrompting = false;
                archiver.SaveRegionBackup(writer, m_scene);
                archiver.AllowPrompting = true;

                m_saveStream.Close();
                writer.Close();
                GC.Collect();
            }
            File.Move(fileName + ".tmp", fileName);
            ISceneEntity[] entities = m_scene.Entities.GetEntities();
            try
            { 
#if (!ISWIN)
                foreach (ISceneEntity entity in entities)
                {
                    if (entity.HasGroupChanged)
                    {
                        entity.HasGroupChanged = false;
                    }
                }
#else
                foreach (ISceneEntity entity in entities.Where(entity => entity.HasGroupChanged))
                {
                    entity.HasGroupChanged = false;
                }
#endif
            }
            catch (Exception ex)
            {
                MainConsole.Instance.WarnFormat("[Backup]: Exception caught: {0}", ex);
            }
            //Now make it the full file again
            MapTileNeedsGenerated = true;
            MainConsole.Instance.Info("[FileBasedSimulationData]: Saved Backup for region " + m_scene.RegionInfo.RegionName);
        }
        private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids)
        {
            m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);

            EntityBase[] entities = scene.GetEntities();
            List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();

            int numObjectsSkippedPermissions = 0;
         
            // 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
            IPermissionsModule permissionsModule = scene.RequestModuleInterface<IPermissionsModule>();
            foreach (EntityBase entity in entities)
            {
                if (entity is SceneObjectGroup)
                {
                    SceneObjectGroup sceneObject = (SceneObjectGroup)entity;

                    if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
                    {
                        if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, CheckPermissions, permissionsModule))
                        {
                            // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
                            ++numObjectsSkippedPermissions;
                        }
                        else
                        {
                            sceneObjects.Add(sceneObject);
                        }
                    }
                }
            }

            if (SaveAssets)
            {
                UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService);
                int prevAssets = assetUuids.Count;
                    
                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 - prevAssets);
            }

            if (numObjectsSkippedPermissions > 0)
            {
                m_log.DebugFormat(
                    "[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
                    numObjectsSkippedPermissions);
            }

            // Make sure that we also request terrain texture assets
            RegionSettings regionSettings = scene.RegionInfo.RegionSettings;
    
            if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
                assetUuids[regionSettings.TerrainTexture1] = (sbyte)AssetType.Texture;
                
            if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
                assetUuids[regionSettings.TerrainTexture2] = (sbyte)AssetType.Texture;
                
            if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
                assetUuids[regionSettings.TerrainTexture3] = (sbyte)AssetType.Texture;
                
            if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
                assetUuids[regionSettings.TerrainTexture4] = (sbyte)AssetType.Texture;

            Save(scene, sceneObjects, regionDir);
        }
        /// <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)
        {
            if (options.ContainsKey("noassets") && (bool)options["noassets"])
                SaveAssets = false;

            try
            {
                Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();
    
                EntityBase[] entities = m_scene.GetEntities();
                List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();

                string checkPermissions = null;
                int numObjectsSkippedPermissions = 0;
                Object temp;
                if (options.TryGetValue("checkPermissions", out temp))
                    checkPermissions = (string)temp;
         
                // 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)
                        {
                            if (!CanUserArchiveObject(m_scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, checkPermissions))
                            {
                                // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
                                ++numObjectsSkippedPermissions;
                            }
                            else
                            {
                                sceneObjects.Add(sceneObject);
                            }
                        }
                    }
                }

                if (SaveAssets)
                {
                    UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);

                    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);
                }
                else
                {
                    m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified");
                }

                if (numObjectsSkippedPermissions > 0)
                {
                    m_log.DebugFormat(
                        "[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
                        numObjectsSkippedPermissions);
                }

                // 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] = AssetType.Texture;
                
                if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
                    assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
                
                if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
                    assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
                
                if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
                    assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
    
                TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
                
                // 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,
                        archiveWriter,
                        m_requestId,
                        options);
    
                m_log.InfoFormat("[ARCHIVER]: Creating archive file.  This may take some time.");
    
                // 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
                archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(options));
                m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");

                if (SaveAssets)
                    new AssetsRequest(
                        new AssetsArchiver(archiveWriter), assetUuids,
                        m_scene.AssetService, m_scene.UserAccountService, 
                        m_scene.RegionInfo.ScopeID, options, awre.ReceivedAllAssets).Execute();
                else
                    awre.ReceivedAllAssets(new List<UUID>(), new List<UUID>());
            }
            catch (Exception) 
            {
                m_saveStream.Close();
                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)
        {
            Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();

            EntityBase[] entities = m_scene.GetEntities();
            List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();

            /*
                foreach (ILandObject lo in m_scene.LandChannel.AllParcels())
                {
                    if (name == lo.LandData.Name)
                    {
                        // This is the parcel we want
                    }
                }
                */
     
            // 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.AssetService);

            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] = AssetType.Texture;
            
            if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
                assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
            
            if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
                assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
            
            if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
                assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;

            TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
            
            // 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,
                    archiveWriter,
                    m_requestId,
                    options);

            m_log.InfoFormat("[ARCHIVER]: Creating archive file.  This may take some time.");

            // 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
            archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile(options));
            m_log.InfoFormat("[ARCHIVER]: Added control file to archive.");
            
            new AssetsRequest(
                new AssetsArchiver(archiveWriter), assetUuids, 
                m_scene.AssetService, awre.ReceivedAllAssets).Execute();
        }
Exemplo n.º 8
0
            public void SaveModuleToArchive(TarArchiveWriter writer, IScene scene)
            {
                m_isArchiving = true;

                m_log.Info("[Archive]: Writing parcels to archive");

                writer.WriteDir("parcels");

                IParcelManagementModule module = scene.RequestModuleInterface<IParcelManagementModule>();
                if (module != null)
                {
                    List<ILandObject> landObject = module.AllParcels();
                    foreach (ILandObject parcel in landObject)
                    {
                        OSDMap parcelMap = parcel.LandData.ToOSD();
                        writer.WriteFile("parcels/" + parcel.LandData.GlobalID.ToString(), OSDParser.SerializeLLSDBinary(parcelMap));
                        parcelMap = null;
                    }
                }

                m_log.Info("[Archive]: Finished writing parcels to archive");
                m_log.Info ("[Archive]: Writing terrain to archive");

                writer.WriteDir ("newstyleterrain");
                writer.WriteDir ("newstylerevertterrain");

                writer.WriteDir ("newstylewater");
                writer.WriteDir ("newstylerevertwater");

                ITerrainModule tModule = scene.RequestModuleInterface<ITerrainModule> ();
                if (tModule != null)
                {
                    try
                    {
                        byte[] sdata = WriteTerrainToStream (tModule.TerrainMap);
                        writer.WriteFile ("newstyleterrain/" + scene.RegionInfo.RegionID.ToString () + ".terrain", sdata);
                        sdata = null;

                        sdata = WriteTerrainToStream (tModule.TerrainRevertMap);
                        writer.WriteFile ("newstylerevertterrain/" + scene.RegionInfo.RegionID.ToString () + ".terrain", sdata);
                        sdata = null;

                        if (tModule.TerrainWaterMap != null)
                        {
                            sdata = WriteTerrainToStream (tModule.TerrainWaterMap);
                            writer.WriteFile ("newstylewater/" + scene.RegionInfo.RegionID.ToString () + ".terrain", sdata);
                            sdata = null;
                            
                            sdata = WriteTerrainToStream (tModule.TerrainWaterRevertMap);
                            writer.WriteFile ("newstylerevertwater/" + scene.RegionInfo.RegionID.ToString () + ".terrain", sdata);
                            sdata = null;
                        }
                    }
                    catch (Exception ex)
                    {
                        m_log.WarnFormat ("[Backup]: Exception caught: {0}", ex.ToString ());
                    }
                }
                
                m_log.Info("[Archive]: Finished writing terrain to archive");
                m_log.Info("[Archive]: Writing entities to archive");
                ISceneEntity[] entities = scene.Entities.GetEntities();
                //Get all entities, then start writing them to the database
                writer.WriteDir("entities");

                IDictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
                UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);
                IAuroraBackupArchiver archiver = m_scene.RequestModuleInterface<IAuroraBackupArchiver> ();
                bool saveAssets = false;
                if(archiver.AllowPrompting)
                    saveAssets = MainConsole.Instance.CmdPrompt ("Save assets? (Will not be able to load on other grids)", "false").Equals ("true", StringComparison.CurrentCultureIgnoreCase);

                int count = 0;
                foreach (ISceneEntity entity in entities)
                {
                    try
                    {
                        if (entity.IsAttachment || ((entity.RootChild.Flags & PrimFlags.Temporary) == PrimFlags.Temporary)
                             || ((entity.RootChild.Flags & PrimFlags.TemporaryOnRez) == PrimFlags.TemporaryOnRez))
                            continue;
                        //Write all entities
                        byte[] xml = ((ISceneObject)entity).ToBinaryXml2 ();
                        writer.WriteFile ("entities/" + entity.UUID.ToString (), xml);
                        xml = null;
                        count++;
                        if (count % 5 == 0)
                            Thread.Sleep (1);
                        //Get all the assets too
                        if (saveAssets)
                            assetGatherer.GatherAssetUuids (entity, assets, scene);
                    }
                    catch (Exception ex)
                    {
                        m_log.WarnFormat ("[Backup]: Exception caught: {0}", ex.ToString ());
                    }
                }
                entities = null;

                m_log.Info("[Archive]: Finished writing entities to archive");
                m_log.Info("[Archive]: Writing assets for entities to archive");

                bool foundAllAssets = true;
                foreach (UUID assetID in new List<UUID> (assets.Keys))
                {
                    try
                    {
                        AssetBase asset = m_scene.AssetService.GetCached (assetID.ToString ());
                        if (asset != null)
                            WriteAsset (assetID.ToString (), asset, writer); //Write it syncronously since we havn't 
                        else
                        {
                            foundAllAssets = false; //Not all are cached
                            m_missingAssets.Add (assetID);
                            m_scene.AssetService.Get (assetID.ToString (), writer, RetrievedAsset);
                        }
                    }
                    catch (Exception ex)
                    {
                        m_log.WarnFormat ("[Backup]: Exception caught: {0}", ex.ToString ());
                    }
                }
                if (foundAllAssets)
                    m_isArchiving = false; //We're done if all the assets were found

                m_log.Info("[Archive]: Finished writing assets for entities to archive");
            }
        /// -----------------------------------------------------------------
        /// <summary>
        /// </summary>
        // -----------------------------------------------------------------
        public ResponseBase GetDependentAssetsHandler(RequestBase irequest)
        {
            if (irequest.GetType() != typeof(GetDependentAssetsRequest))
                return OperationFailed("wrong type");

            GetDependentAssetsRequest request = (GetDependentAssetsRequest)irequest;
            AssetBase asset = m_cache.Get(request.AssetID.ToString());
            if (asset == null)
                return OperationFailed("no such asset");

            UuidGatherer gatherer = new UuidGatherer(m_scene.AssetService);
            Dictionary<UUID,sbyte> assetids = new Dictionary<UUID,sbyte>();
            //gatherer.GatherAssetUuids(request.AssetID, (AssetType)asset.Type, assetids);
            gatherer.GatherAssetUuids(request.AssetID, (sbyte)asset.Type, assetids);

            List<UUID> assets = new List<UUID>(assetids.Keys);
            return new GetDependentAssetsResponse(assets);
        }
Exemplo n.º 10
0
        /// <summary>
        /// Iterates through all Scenes, doing a deep scan through assets 
        /// to update the access time of all assets present in the scene or referenced by assets
        /// in the scene.
        /// </summary>
        /// <param name="storeUncached">
        /// If true, then assets scanned which are not found in cache are added to the cache.
        /// </param>
        /// <returns>Number of distinct asset references found in the scene.</returns>
        private int TouchAllSceneAssets(bool storeUncached)
        {
            UuidGatherer gatherer = new UuidGatherer(m_AssetService);

            HashSet<UUID> uniqueUuids = new HashSet<UUID>();
            Dictionary<UUID, sbyte> assets = new Dictionary<UUID, sbyte>();

            m_Scenes.ForEach(delegate(Scene s)
            {
                StampRegionStatusFile(s.RegionInfo.RegionID);

                s.ForEachSOG(delegate(SceneObjectGroup e)
                {
                    gatherer.GatherAssetUuids(e, assets);

                    foreach (UUID assetID in assets.Keys)
                    {
                        string filename = GetFileName(assetID.ToString());

                        if (File.Exists(filename))
                        {
                            if (!uniqueUuids.Contains(assetID))
                            {
                                File.SetLastAccessTime(filename, DateTime.Now);
                            }
                        }
                        else if (storeUncached)
                        {
                            AssetBase cachedAsset = null;
                            if (!uniqueUuids.Contains(assetID))
                            {
                                cachedAsset = m_AssetService.Get(assetID.ToString());
                            }
                            if (cachedAsset == null && assets[assetID] != (sbyte)AssetType.Unknown)
                                m_log.DebugFormat(
                                "[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets",
                                    assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name);
                        }

                        uniqueUuids.Add(assetID);
                    }

                    assets.Clear();
                });
            });


            return uniqueUuids.Count;
        }
        /// <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 (MustCheckCreatorIds)
                    {
                        bool failedCreatorCheck = false;
                        foreach (SceneObjectPart part in sceneObject.GetParts())
                        {
                            if (!ExportIsAllowed(part.CreatorID))
                            {
                                failedCreatorCheck = true;
                                break;
                            }
                        }

                        if (failedCreatorCheck)
                        {
                            continue;
                        }
                    }

                    if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
                        sceneObjects.Add(sceneObject);
                }
            }

            if (m_storeAssets)
            {
                UuidGatherer assetGatherer = new UuidGatherer(m_scene.CommsManager.AssetCache);

                foreach (SceneObjectGroup sceneObject in sceneObjects)
                {
                    assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
                }
            }

            // Make sure that we also request terrain texture assets
            RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;

            if (m_storeAssets)
            {
                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;
            }

            if (MustCheckCreatorIds)
            {
                int originalCount = assetUuids.Count;

                m_log.DebugFormat(
                    "[ARCHIVER]: Filtering {0} asset IDs for {1} allowed creators",
                    originalCount, m_allowedCreatorIds.Count);

                C5.HashSet<UUID> assetsCreatedByAllowedUsers = this.CollectCreatedAssetIdsFromUserInventories();

                IEnumerable<UUID> uuids = new List<UUID>(assetUuids.Keys);
                assetUuids.Clear();

                foreach (UUID assetId in uuids)
                {
                    if (assetsCreatedByAllowedUsers.Contains(assetId))
                    {
                        assetUuids.Add(assetId, 1);
                    }
                }

                m_log.DebugFormat(
                    "[ARCHIVER]: Allowing export of {0} of {1} assets",
                    assetUuids.Count, originalCount);
            }

            m_log.DebugFormat(
                "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
                sceneObjects.Count, assetUuids.Count);

            TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
            
            // Asynchronously request all the assets required to perform this archive operation
            ArchiveWriteRequestExecution awre
                = new ArchiveWriteRequestExecution(
                    sceneObjects,
                    m_scene.RequestModuleInterface<ITerrainModule>(),
                    m_scene.RequestModuleInterface<IRegionSerializerModule>(),
                    m_scene,
                    archiveWriter,
                    m_requestId);           
            
            new AssetsRequest(
                new AssetsArchiver(archiveWriter), assetUuids.Keys, 
                m_scene.CommsManager.AssetCache, awre.ReceivedAllAssets).Execute();
        }
Exemplo n.º 12
0
        /// <summary>
        /// Gets list of assets
        /// </summary>
        /// <param name="scene">The scene where to get the assets</param>
        /// <param name="assetType">Type of the assets to get</param>
        /// <returns>Dictinary of assets found</returns>
        public static Dictionary<UUID, AssetBase> GetAssetList(Scene scene, int assetType)
        {
            Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();

            List<EntityBase> entities = scene.GetEntities();
            List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();

            Dictionary<UUID, AssetBase> foundObjects = new Dictionary<UUID, AssetBase>();

            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(scene.AssetService);

            if (assetType == 0 || assetType == 1) //do this only for textures and sounds
            {
                foreach (SceneObjectGroup sceneObject in sceneObjects)
                {
                    assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
                }
            }

            ModrexObjects module = scene.RequestModuleInterface<ModrexObjects>();
            if (module != null)
            {
                foreach (SceneObjectGroup sceneObject in sceneObjects)
                {
                    RexObjectProperties rop = module.GetObject(sceneObject.RootPart.UUID);
                    AssetBase asset;
                    switch (assetType)
                    {
                        case 1: //sound
                            if (rop.RexSoundUUID != UUID.Zero)
                            {
                                asset = scene.AssetService.Get(rop.RexSoundUUID.ToString());
                                if (asset != null && !foundObjects.ContainsKey(asset.FullID))
                                {
                                    foundObjects.Add(asset.FullID, asset);
                                }
                            }
                            break;
                        case 6: //3d
                            if (rop.RexMeshUUID != UUID.Zero)
                            {
                                asset = scene.AssetService.Get(rop.RexMeshUUID.ToString());
                                if (asset != null && !foundObjects.ContainsKey(asset.FullID))
                                {
                                    foundObjects.Add(asset.FullID, asset);
                                }
                            }
                            if (rop.RexCollisionMeshUUID != UUID.Zero)
                            {
                                asset = scene.AssetService.Get(rop.RexCollisionMeshUUID.ToString());
                                if (asset != null && !foundObjects.ContainsKey(asset.FullID))
                                {
                                    foundObjects.Add(asset.FullID, asset);
                                }
                            }
                            break;
                        case 0: //texture
                            foreach (KeyValuePair<uint, RexMaterialsDictionaryItem> kvp in rop.GetRexMaterials())
                            {
                                asset = scene.AssetService.Get(kvp.Value.AssetID.ToString());
                                if (asset != null && (int)asset.Type == assetType && !foundObjects.ContainsKey(asset.FullID))
                                {
                                    foundObjects.Add(asset.FullID, asset);
                                }
                            }
                            break;
                        case 41: //Particle
                            if (rop.RexParticleScriptUUID != UUID.Zero)
                            {
                                asset = scene.AssetService.Get(rop.RexParticleScriptUUID.ToString());
                                if (asset != null && !foundObjects.ContainsKey(asset.FullID))
                                {
                                    foundObjects.Add(asset.FullID, asset);
                                }
                            }
                            break;
                        case 45: //Material
                            foreach (KeyValuePair<uint, RexMaterialsDictionaryItem> kvp in rop.GetRexMaterials())
                            {
                                asset = scene.AssetService.Get(kvp.Value.AssetID.ToString());
                                if (asset != null && (int)asset.Type == assetType && !foundObjects.ContainsKey(asset.FullID))
                                {
                                    foundObjects.Add(asset.FullID, asset);
                                }
                            }
                            break;
                        case 19: //3d anim
                            if (rop.RexAnimationPackageUUID != UUID.Zero)
                            {
                                asset = scene.AssetService.Get(rop.RexAnimationPackageUUID.ToString());
                                if (asset != null && !foundObjects.ContainsKey(asset.FullID))
                                {
                                    foundObjects.Add(asset.FullID, asset);
                                }
                            }
                            break;

                        case 42: //flash
                            //No way to fetch flash animation from scene, since no reference to it is kept in scene
                            break;
                        default:
                            m_log.Warn("[ASSETS]: Requested list of unknown asset type");
                            break;
                    }
                }
            }

            foreach (KeyValuePair<UUID, AssetType> kvp in assetUuids)
            {
                if (kvp.Value == (AssetType)assetType)
                {
                    AssetBase asset = scene.AssetService.Get(kvp.Key.ToString());
                    if (asset != null && !foundObjects.ContainsKey(asset.FullID))
                    {
                        foundObjects.Add(asset.FullID, asset);
                    }
                }
            }

            return foundObjects;
        }