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author | Justin Clark-Casey (justincc) | 2015-01-08 20:21:40 +0000 |
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committer | Justin Clark-Casey (justincc) | 2015-01-08 20:21:40 +0000 |
commit | 08606ae409b400b6f9b83006ed04826eede8a9c7 (patch) | |
tree | b11e1ebfa99dfda28aa3df22041c6e3d167491ce /OpenSim/Region/CoreModules/World | |
parent | Commented out clear_registry_ because (1) it isn't clearing up anything anymo... (diff) | |
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Make the IteratingUuidGatherer the only UuidGatherer.
This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
Diffstat (limited to 'OpenSim/Region/CoreModules/World')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs index b7d7c26..d67bdce 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs | |||
@@ -219,7 +219,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
219 | 219 | ||
220 | private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids) | 220 | private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids) |
221 | { | 221 | { |
222 | m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName); | 222 | m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name); |
223 | 223 | ||
224 | EntityBase[] entities = scene.GetEntities(); | 224 | EntityBase[] entities = scene.GetEntities(); |
225 | List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); | 225 | List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); |
@@ -253,13 +253,13 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
253 | 253 | ||
254 | if (SaveAssets) | 254 | if (SaveAssets) |
255 | { | 255 | { |
256 | UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService); | 256 | UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids); |
257 | int prevAssets = assetUuids.Count; | 257 | int prevAssets = assetUuids.Count; |
258 | 258 | ||
259 | foreach (SceneObjectGroup sceneObject in sceneObjects) | 259 | foreach (SceneObjectGroup sceneObject in sceneObjects) |
260 | { | 260 | assetGatherer.AddForInspection(sceneObject); |
261 | assetGatherer.GatherAssetUuids(sceneObject, assetUuids); | 261 | |
262 | } | 262 | assetGatherer.GatherAll(); |
263 | 263 | ||
264 | m_log.DebugFormat( | 264 | m_log.DebugFormat( |
265 | "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", | 265 | "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", |