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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
 
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using log4net;
using NDesk.Options;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using Mono.Addins;
 
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
{
/// <summary>
/// This module loads and saves OpenSimulator inventory archives
/// </summary>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "InventoryArchiverModule")]
public class InventoryArchiverModule : ISharedRegionModule, IInventoryArchiverModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
 
/// <value>
/// Enable or disable checking whether the iar user is actually logged in
/// </value>
// public bool DisablePresenceChecks { get; set; }
 
public event InventoryArchiveSaved OnInventoryArchiveSaved;
public event InventoryArchiveLoaded OnInventoryArchiveLoaded;
 
/// <summary>
/// The file to load and save inventory if no filename has been specified
/// </summary>
protected const string DEFAULT_INV_BACKUP_FILENAME = "user-inventory.iar";
 
/// <value>
/// Pending save and load completions initiated from the console
/// </value>
protected List<UUID> m_pendingConsoleTasks = new List<UUID>();
 
/// <value>
/// All scenes that this module knows about
/// </value>
private Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
private Scene m_aScene;
 
private IUserAccountService m_UserAccountService;
protected IUserAccountService UserAccountService
{
get
{
if (m_UserAccountService == null)
// What a strange thing to do...
foreach (Scene s in m_scenes.Values)
{
m_UserAccountService = s.RequestModuleInterface<IUserAccountService>();
break;
}
 
return m_UserAccountService;
}
}
 
 
public InventoryArchiverModule() {}
 
// public InventoryArchiverModule(bool disablePresenceChecks)
// {
// DisablePresenceChecks = disablePresenceChecks;
// }
 
#region ISharedRegionModule
 
public void Initialise(IConfigSource source)
{
}
 
public void AddRegion(Scene scene)
{
if (m_scenes.Count == 0)
{
scene.RegisterModuleInterface<IInventoryArchiverModule>(this);
OnInventoryArchiveSaved += SaveInvConsoleCommandCompleted;
OnInventoryArchiveLoaded += LoadInvConsoleCommandCompleted;
 
scene.AddCommand(
"Archiving", this, "load iar",
"load iar [-m|--merge] <first> <last> <inventory path> <password> [<IAR path>]",
"Load user inventory archive (IAR).",
"-m|--merge is an option which merges the loaded IAR with existing inventory folders where possible, rather than always creating new ones"
+ "<first> is user's first name." + Environment.NewLine
+ "<last> is user's last name." + Environment.NewLine
+ "<inventory path> is the path inside the user's inventory where the IAR should be loaded." + Environment.NewLine
+ "<password> is the user's password." + Environment.NewLine
+ "<IAR path> is the filesystem path or URI from which to load the IAR."
+ string.Format(" If this is not given then the filename {0} in the current directory is used", DEFAULT_INV_BACKUP_FILENAME),
HandleLoadInvConsoleCommand);
 
scene.AddCommand(
"Archiving", this, "save iar",
"save iar [-h|--home=<url>] [--noassets] <first> <last> <inventory path> <password> [<IAR path>] [-c|--creators] [-e|--exclude=<name/uuid>] [-f|--excludefolder=<foldername/uuid>] [-v|--verbose]",
"Save user inventory archive (IAR).",
"<first> is the user's first name.\n"
+ "<last> is the user's last name.\n"
+ "<inventory path> is the path inside the user's inventory for the folder/item to be saved.\n"
+ "<IAR path> is the filesystem path at which to save the IAR."
+ string.Format(" If this is not given then the filename {0} in the current directory is used.\n", DEFAULT_INV_BACKUP_FILENAME)
+ "-h|--home=<url> adds the url of the profile service to the saved user information.\n"
+ "-c|--creators preserves information about foreign creators.\n"
+ "-e|--exclude=<name/uuid> don't save the inventory item in archive" + Environment.NewLine
+ "-f|--excludefolder=<folder/uuid> don't save contents of the folder in archive" + Environment.NewLine
+ "-v|--verbose extra debug messages.\n"
+ "--noassets stops assets being saved to the IAR."
+ "--perm=<permissions> stops items with insufficient permissions from being saved to the IAR.\n"
+ " <permissions> can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer, \"M\" = Modify.\n",
HandleSaveInvConsoleCommand);
 
m_aScene = scene;
}
 
m_scenes[scene.RegionInfo.RegionID] = scene;
}
 
public void RemoveRegion(Scene scene)
{
}
 
public void Close() {}
 
public void RegionLoaded(Scene scene)
{
}
 
public void PostInitialise()
{
}
 
public Type ReplaceableInterface
{
get { return null; }
}
 
public string Name { get { return "Inventory Archiver Module"; } }
 
#endregion
 
/// <summary>
/// Trigger the inventory archive saved event.
/// </summary>
protected internal void TriggerInventoryArchiveSaved(
UUID id, bool succeeded, UserAccount userInfo, string invPath, Stream saveStream,
Exception reportedException, int SaveCount, int FilterCount)
{
InventoryArchiveSaved handlerInventoryArchiveSaved = OnInventoryArchiveSaved;
if (handlerInventoryArchiveSaved != null)
handlerInventoryArchiveSaved(id, succeeded, userInfo, invPath, saveStream, reportedException, SaveCount , FilterCount);
}
 
/// <summary>
/// Trigger the inventory archive loaded event.
/// </summary>
protected internal void TriggerInventoryArchiveLoaded(
UUID id, bool succeeded, UserAccount userInfo, string invPath, Stream loadStream,
Exception reportedException, int LoadCount)
{
InventoryArchiveLoaded handlerInventoryArchiveLoaded = OnInventoryArchiveLoaded;
if (handlerInventoryArchiveLoaded != null)
handlerInventoryArchiveLoaded(id, succeeded, userInfo, invPath, loadStream, reportedException, LoadCount);
}
 
public bool ArchiveInventory(
UUID id, string firstName, string lastName, string invPath, string pass, Stream saveStream)
{
return ArchiveInventory(id, firstName, lastName, invPath, pass, saveStream, new Dictionary<string, object>());
}
 
public bool ArchiveInventory(
UUID id, string firstName, string lastName, string invPath, string pass, Stream saveStream,
Dictionary<string, object> options)
{
if (m_scenes.Count > 0)
{
UserAccount userInfo = GetUserInfo(firstName, lastName, pass);
 
if (userInfo != null)
{
// if (CheckPresence(userInfo.PrincipalID))
// {
try
{
new InventoryArchiveWriteRequest(id, this, m_aScene, userInfo, invPath, saveStream).Execute(options, UserAccountService);
}
catch (EntryPointNotFoundException e)
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream."
+ "If you've manually installed Mono, have you appropriately updated zlib1g as well?");
m_log.Error(e);
 
return false;
}
 
return true;
// }
// else
// {
// m_log.ErrorFormat(
// "[INVENTORY ARCHIVER]: User {0} {1} {2} not logged in to this region simulator",
// userInfo.FirstName, userInfo.LastName, userInfo.PrincipalID);
// }
}
}
 
return false;
}
 
public bool ArchiveInventory(
UUID id, string firstName, string lastName, string invPath, string pass, string savePath,
Dictionary<string, object> options)
{
// if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, savePath))
// return false;
 
if (m_scenes.Count > 0)
{
UserAccount userInfo = GetUserInfo(firstName, lastName, pass);
 
if (userInfo != null)
{
// if (CheckPresence(userInfo.PrincipalID))
// {
try
{
new InventoryArchiveWriteRequest(id, this, m_aScene, userInfo, invPath, savePath).Execute(options, UserAccountService);
}
catch (EntryPointNotFoundException e)
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream."
+ "If you've manually installed Mono, have you appropriately updated zlib1g as well?");
m_log.Error(e);
 
return false;
}
 
return true;
// }
// else
// {
// m_log.ErrorFormat(
// "[INVENTORY ARCHIVER]: User {0} {1} {2} not logged in to this region simulator",
// userInfo.FirstName, userInfo.LastName, userInfo.PrincipalID);
// }
}
}
 
return false;
}
 
public bool DearchiveInventory(UUID id, string firstName, string lastName, string invPath, string pass, Stream loadStream)
{
return DearchiveInventory(id, firstName, lastName, invPath, pass, loadStream, new Dictionary<string, object>());
}
 
public bool DearchiveInventory(
UUID id, string firstName, string lastName, string invPath, string pass, Stream loadStream,
Dictionary<string, object> options)
{
if (m_scenes.Count > 0)
{
UserAccount userInfo = GetUserInfo(firstName, lastName, pass);
 
if (userInfo != null)
{
// if (CheckPresence(userInfo.PrincipalID))
// {
InventoryArchiveReadRequest request;
bool merge = (options.ContainsKey("merge") ? (bool)options["merge"] : false);
 
try
{
request = new InventoryArchiveReadRequest(id, m_aScene.InventoryService, this, m_aScene.AssetService, m_aScene.UserAccountService, userInfo, invPath, loadStream, merge);
}
catch (EntryPointNotFoundException e)
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream."
+ "If you've manually installed Mono, have you appropriately updated zlib1g as well?");
m_log.Error(e);
 
return false;
}
 
UpdateClientWithLoadedNodes(userInfo, request.Execute());
 
return true;
// }
// else
// {
// m_log.ErrorFormat(
// "[INVENTORY ARCHIVER]: User {0} {1} {2} not logged in to this region simulator",
// userInfo.FirstName, userInfo.LastName, userInfo.PrincipalID);
// }
}
else
m_log.ErrorFormat("[INVENTORY ARCHIVER]: User {0} {1} not found",
firstName, lastName);
}
 
return false;
}
 
public bool DearchiveInventory(
UUID id, string firstName, string lastName, string invPath, string pass, string loadPath,
Dictionary<string, object> options)
{
if (m_scenes.Count > 0)
{
UserAccount userInfo = GetUserInfo(firstName, lastName, pass);
 
if (userInfo != null)
{
// if (CheckPresence(userInfo.PrincipalID))
// {
InventoryArchiveReadRequest request;
bool merge = (options.ContainsKey("merge") ? (bool)options["merge"] : false);
 
try
{
request = new InventoryArchiveReadRequest(id, m_aScene.InventoryService, this, m_aScene.AssetService, m_aScene.UserAccountService, userInfo, invPath, loadPath, merge);
}
catch (EntryPointNotFoundException e)
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream."
+ "If you've manually installed Mono, have you appropriately updated zlib1g as well?");
m_log.Error(e);
 
return false;
}
 
UpdateClientWithLoadedNodes(userInfo, request.Execute());
 
return true;
// }
// else
// {
// m_log.ErrorFormat(
// "[INVENTORY ARCHIVER]: User {0} {1} {2} not logged in to this region simulator",
// userInfo.FirstName, userInfo.LastName, userInfo.PrincipalID);
// }
}
}
 
return false;
}
 
/// <summary>
/// Load inventory from an inventory file archive
/// </summary>
/// <param name="cmdparams"></param>
protected void HandleLoadInvConsoleCommand(string module, string[] cmdparams)
{
try
{
UUID id = UUID.Random();
 
Dictionary<string, object> options = new Dictionary<string, object>();
OptionSet optionSet = new OptionSet().Add("m|merge", delegate (string v) { options["merge"] = v != null; });
 
List<string> mainParams = optionSet.Parse(cmdparams);
 
if (mainParams.Count < 6)
{
m_log.Error(
"[INVENTORY ARCHIVER]: usage is load iar [-m|--merge] <first name> <last name> <inventory path> <user password> [<load file path>]");
return;
}
 
string firstName = mainParams[2];
string lastName = mainParams[3];
string invPath = mainParams[4];
string pass = mainParams[5];
string loadPath = (mainParams.Count > 6 ? mainParams[6] : DEFAULT_INV_BACKUP_FILENAME);
 
m_log.InfoFormat(
"[INVENTORY ARCHIVER]: Loading archive {0} to inventory path {1} for {2} {3}",
loadPath, invPath, firstName, lastName);
 
lock (m_pendingConsoleTasks)
m_pendingConsoleTasks.Add(id);
 
DearchiveInventory(id, firstName, lastName, invPath, pass, loadPath, options);
}
catch (InventoryArchiverException e)
{
m_log.ErrorFormat("[INVENTORY ARCHIVER]: {0}", e.Message);
}
}
 
/// <summary>
/// Save inventory to a file archive
/// </summary>
/// <param name="cmdparams"></param>
protected void HandleSaveInvConsoleCommand(string module, string[] cmdparams)
{
UUID id = UUID.Random();
 
Dictionary<string, object> options = new Dictionary<string, object>();
 
OptionSet ops = new OptionSet();
//ops.Add("v|version=", delegate(string v) { options["version"] = v; });
ops.Add("h|home=", delegate(string v) { options["home"] = v; });
ops.Add("v|verbose", delegate(string v) { options["verbose"] = v; });
ops.Add("c|creators", delegate(string v) { options["creators"] = v; });
ops.Add("noassets", delegate(string v) { options["noassets"] = v != null; });
ops.Add("e|exclude=", delegate(string v)
{
if (!options.ContainsKey("exclude"))
options["exclude"] = new List<String>();
((List<String>)options["exclude"]).Add(v);
});
ops.Add("f|excludefolder=", delegate(string v)
{
if (!options.ContainsKey("excludefolders"))
options["excludefolders"] = new List<String>();
((List<String>)options["excludefolders"]).Add(v);
});
ops.Add("perm=", delegate(string v) { options["checkPermissions"] = v; });
 
List<string> mainParams = ops.Parse(cmdparams);
 
try
{
if (mainParams.Count < 6)
{
m_log.Error(
"[INVENTORY ARCHIVER]: save iar [-h|--home=<url>] [--noassets] <first> <last> <inventory path> <password> [<IAR path>] [-c|--creators] [-e|--exclude=<name/uuid>] [-f|--excludefolder=<foldername/uuid>] [-v|--verbose]");
return;
}
 
if (options.ContainsKey("home"))
m_log.WarnFormat("[INVENTORY ARCHIVER]: Please be aware that inventory archives with creator information are not compatible with OpenSim 0.7.0.2 and earlier. Do not use the -home option if you want to produce a compatible IAR");
 
string firstName = mainParams[2];
string lastName = mainParams[3];
string invPath = mainParams[4];
string pass = mainParams[5];
string savePath = (mainParams.Count > 6 ? mainParams[6] : DEFAULT_INV_BACKUP_FILENAME);
 
m_log.InfoFormat(
"[INVENTORY ARCHIVER]: Saving archive {0} using inventory path {1} for {2} {3}",
savePath, invPath, firstName, lastName);
 
lock (m_pendingConsoleTasks)
m_pendingConsoleTasks.Add(id);
 
ArchiveInventory(id, firstName, lastName, invPath, pass, savePath, options);
}
catch (InventoryArchiverException e)
{
m_log.ErrorFormat("[INVENTORY ARCHIVER]: {0}", e.Message);
}
}
 
private void SaveInvConsoleCommandCompleted(
UUID id, bool succeeded, UserAccount userInfo, string invPath, Stream saveStream,
Exception reportedException, int SaveCount, int FilterCount)
{
lock (m_pendingConsoleTasks)
{
if (m_pendingConsoleTasks.Contains(id))
m_pendingConsoleTasks.Remove(id);
else
return;
}
 
if (succeeded)
{
// Report success and include item count and filter count (Skipped items due to --perm or --exclude switches)
if(FilterCount == 0)
m_log.InfoFormat("[INVENTORY ARCHIVER]: Saved archive with {0} items for {1} {2}", SaveCount, userInfo.FirstName, userInfo.LastName);
else
m_log.InfoFormat("[INVENTORY ARCHIVER]: Saved archive with {0} items for {1} {2}. Skipped {3} items due to exclude and/or perm switches", SaveCount, userInfo.FirstName, userInfo.LastName, FilterCount);
}
else
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Archive save for {0} {1} failed - {2}",
userInfo.FirstName, userInfo.LastName, reportedException.Message);
}
}
 
private void LoadInvConsoleCommandCompleted(
UUID id, bool succeeded, UserAccount userInfo, string invPath, Stream loadStream,
Exception reportedException, int LoadCount)
{
lock (m_pendingConsoleTasks)
{
if (m_pendingConsoleTasks.Contains(id))
m_pendingConsoleTasks.Remove(id);
else
return;
}
 
if (succeeded)
{
m_log.InfoFormat("[INVENTORY ARCHIVER]: Loaded {0} items from archive {1} for {2} {3}", LoadCount, invPath, userInfo.FirstName, userInfo.LastName);
}
else
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Archive load for {0} {1} failed - {2}",
userInfo.FirstName, userInfo.LastName, reportedException.Message);
}
}
 
/// <summary>
/// Get user information for the given name.
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="pass">User password</param>
/// <returns></returns>
protected UserAccount GetUserInfo(string firstName, string lastName, string pass)
{
UserAccount account
= m_aScene.UserAccountService.GetUserAccount(m_aScene.RegionInfo.ScopeID, firstName, lastName);
 
if (null == account)
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Failed to find user info for {0} {1}",
firstName, lastName);
return null;
}
 
try
{
string encpass = Util.Md5Hash(pass);
if (m_aScene.AuthenticationService.Authenticate(account.PrincipalID, encpass, 1) != string.Empty)
{
return account;
}
else
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Password for user {0} {1} incorrect. Please try again.",
firstName, lastName);
return null;
}
}
catch (Exception e)
{
m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e);
return null;
}
}
 
/// <summary>
/// Notify the client of loaded nodes if they are logged in
/// </summary>
/// <param name="loadedNodes">Can be empty. In which case, nothing happens</param>
private void UpdateClientWithLoadedNodes(UserAccount userInfo, HashSet<InventoryNodeBase> loadedNodes)
{
if (loadedNodes.Count == 0)
return;
 
foreach (Scene scene in m_scenes.Values)
{
ScenePresence user = scene.GetScenePresence(userInfo.PrincipalID);
 
if (user != null && !user.IsChildAgent)
{
foreach (InventoryNodeBase node in loadedNodes)
{
// m_log.DebugFormat(
// "[INVENTORY ARCHIVER]: Notifying {0} of loaded inventory node {1}",
// user.Name, node.Name);
 
user.ControllingClient.SendBulkUpdateInventory(node);
}
 
break;
}
}
}
 
// /// <summary>
// /// Check if the given user is present in any of the scenes.
// /// </summary>
// /// <param name="userId">The user to check</param>
// /// <returns>true if the user is in any of the scenes, false otherwise</returns>
// protected bool CheckPresence(UUID userId)
// {
// if (DisablePresenceChecks)
// return true;
//
// foreach (Scene scene in m_scenes.Values)
// {
// ScenePresence p;
// if ((p = scene.GetScenePresence(userId)) != null)
// {
// p.ControllingClient.SendAgentAlertMessage("Inventory operation has been started", false);
// return true;
// }
// }
//
// return false;
// }
}
}