opensim-development – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Linq; |
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31 | using System.Text; |
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32 | using OpenSim.Region.Framework.Scenes; |
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33 | using OpenMetaverse; |
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34 | using System.Drawing; |
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35 | using log4net; |
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36 | using System.Reflection; |
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37 | using OpenSim.Framework.Serialization; |
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38 | |||
39 | namespace OpenSim.Region.CoreModules.World.Archiver |
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40 | { |
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41 | /// <summary> |
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42 | /// The regions included in an OAR file. |
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43 | /// </summary> |
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44 | public class DearchiveScenesInfo |
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45 | { |
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46 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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47 | |||
48 | /// <summary> |
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49 | /// One region in the archive. |
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50 | /// </summary> |
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51 | public class RegionInfo |
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52 | { |
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53 | /// <summary> |
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54 | /// The subdirectory in which the region is stored. |
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55 | /// </summary> |
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56 | public string Directory { get; set; } |
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57 | |||
58 | /// <summary> |
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59 | /// The region's coordinates (relative to the South-West corner of the block). |
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60 | /// </summary> |
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61 | public Point Location { get; set; } |
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62 | |||
63 | /// <summary> |
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64 | /// The UUID of the original scene from which this archived region was saved. |
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65 | /// </summary> |
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66 | public string OriginalID { get; set; } |
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67 | |||
68 | /// <summary> |
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69 | /// The scene in the current simulator into which this region is loaded. |
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70 | /// If null then the region doesn't have a corresponding scene, and it won't be loaded. |
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71 | /// </summary> |
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72 | public Scene Scene { get; set; } |
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73 | } |
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74 | |||
75 | /// <summary> |
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76 | /// Whether this archive uses the multi-region format. |
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77 | /// </summary> |
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78 | public Boolean MultiRegionFormat { get; set; } |
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79 | |||
80 | /// <summary> |
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81 | /// Maps (Region directory -> region) |
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82 | /// </summary> |
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83 | protected Dictionary<string, RegionInfo> m_directory2region = new Dictionary<string, RegionInfo>(); |
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84 | |||
85 | /// <summary> |
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86 | /// Maps (UUID of the scene in the simulator where the region will be loaded -> region) |
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87 | /// </summary> |
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88 | protected Dictionary<UUID, RegionInfo> m_newId2region = new Dictionary<UUID, RegionInfo>(); |
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89 | |||
90 | public int LoadedCreationDateTime { get; set; } |
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91 | public string DefaultOriginalID { get; set; } |
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92 | |||
93 | // These variables are used while reading the archive control file |
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94 | protected int? m_curY = null; |
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95 | protected int? m_curX = null; |
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96 | protected RegionInfo m_curRegion; |
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97 | |||
98 | |||
99 | public DearchiveScenesInfo() |
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100 | { |
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101 | MultiRegionFormat = false; |
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102 | } |
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103 | |||
104 | |||
105 | // The following methods are used while reading the archive control file |
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106 | |||
107 | public void StartRow() |
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108 | { |
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109 | m_curY = (m_curY == null) ? 0 : m_curY + 1; |
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110 | m_curX = null; |
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111 | } |
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112 | |||
113 | public void StartRegion() |
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114 | { |
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115 | m_curX = (m_curX == null) ? 0 : m_curX + 1; |
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116 | // Note: this doesn't mean we have a real region in this location; this could just be a "hole" |
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117 | } |
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118 | |||
119 | public void SetRegionOriginalID(string id) |
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120 | { |
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121 | m_curRegion = new RegionInfo(); |
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122 | m_curRegion.Location = new Point((int)m_curX, (int)m_curY); |
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123 | m_curRegion.OriginalID = id; |
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124 | // 'curRegion' will be saved in 'm_directory2region' when SetRegionDir() is called |
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125 | } |
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126 | |||
127 | public void SetRegionDirectory(string directory) |
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128 | { |
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129 | m_curRegion.Directory = directory; |
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130 | m_directory2region[directory] = m_curRegion; |
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131 | } |
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132 | |||
133 | |||
134 | /// <summary> |
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135 | /// Sets all the scenes present in the simulator. |
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136 | /// </summary> |
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137 | /// <remarks> |
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138 | /// This method matches regions in the archive to scenes in the simulator according to |
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139 | /// their relative position. We only load regions if there's an existing Scene in the |
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140 | /// grid location where the region should be loaded. |
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141 | /// </remarks> |
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142 | /// <param name="rootScene">The scene where the Load OAR operation was run</param> |
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143 | /// <param name="simulatorScenes">All the scenes in the simulator</param> |
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144 | public void SetSimulatorScenes(Scene rootScene, ArchiveScenesGroup simulatorScenes) |
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145 | { |
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146 | foreach (RegionInfo archivedRegion in m_directory2region.Values) |
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147 | { |
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148 | Point location = new Point((int)rootScene.RegionInfo.RegionLocX, (int)rootScene.RegionInfo.RegionLocY); |
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149 | location.Offset(archivedRegion.Location); |
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150 | |||
151 | Scene scene; |
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152 | if (simulatorScenes.TryGetScene(location, out scene)) |
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153 | { |
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154 | archivedRegion.Scene = scene; |
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155 | m_newId2region[scene.RegionInfo.RegionID] = archivedRegion; |
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156 | } |
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157 | else |
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158 | { |
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159 | m_log.WarnFormat("[ARCHIVER]: Not loading archived region {0} because there's no existing region at location {1},{2}", |
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160 | archivedRegion.Directory, location.X, location.Y); |
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161 | } |
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162 | } |
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163 | } |
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164 | |||
165 | /// <summary> |
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166 | /// Returns the archived region according to the path of a file in the archive. |
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167 | /// Also, converts the full path into a path that is relative to the region's directory. |
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168 | /// </summary> |
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169 | /// <param name="fullPath">The path of a file in the archive</param> |
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170 | /// <param name="scene">The corresponding Scene, or null if none</param> |
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171 | /// <param name="relativePath">The path relative to the region's directory. (Or the original |
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172 | /// path, if this file doesn't belong to a region.)</param> |
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173 | /// <returns>True: use this file; False: skip it</returns> |
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174 | public bool GetRegionFromPath(string fullPath, out Scene scene, out string relativePath) |
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175 | { |
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176 | scene = null; |
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177 | relativePath = fullPath; |
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178 | |||
179 | if (!MultiRegionFormat) |
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180 | { |
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181 | if (m_newId2region.Count > 0) |
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182 | scene = m_newId2region.First().Value.Scene; |
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183 | return true; |
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184 | } |
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185 | |||
186 | if (!fullPath.StartsWith(ArchiveConstants.REGIONS_PATH)) |
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187 | return true; // this file doesn't belong to a region |
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188 | |||
189 | string[] parts = fullPath.Split(new Char[] { '/' }, 3); |
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190 | if (parts.Length != 3) |
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191 | return false; |
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192 | string regionDirectory = parts[1]; |
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193 | relativePath = parts[2]; |
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194 | |||
195 | RegionInfo region; |
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196 | if (m_directory2region.TryGetValue(regionDirectory, out region)) |
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197 | { |
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198 | scene = region.Scene; |
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199 | return (scene != null); |
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200 | } |
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201 | else |
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202 | { |
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203 | return false; |
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204 | } |
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205 | } |
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206 | |||
207 | /// <summary> |
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208 | /// Returns the original UUID of a region (from the simulator where the OAR was saved), |
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209 | /// given the UUID of the scene it was loaded into in the current simulator. |
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210 | /// </summary> |
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211 | /// <param name="newID"></param> |
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212 | /// <returns></returns> |
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213 | public string GetOriginalRegionID(UUID newID) |
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214 | { |
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215 | RegionInfo region; |
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216 | if (m_newId2region.TryGetValue(newID, out region)) |
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217 | return region.OriginalID; |
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218 | else |
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219 | return DefaultOriginalID; |
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220 | } |
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221 | |||
222 | /// <summary> |
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223 | /// Returns the scenes that have been (or will be) loaded. |
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224 | /// </summary> |
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225 | /// <returns></returns> |
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226 | public List<UUID> GetLoadedScenes() |
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227 | { |
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228 | return m_newId2region.Keys.ToList(); |
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229 | } |
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230 | |||
231 | } |
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232 | } |