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authorJustin Clark-Casey (justincc)2015-01-08 20:21:40 +0000
committerJustin Clark-Casey (justincc)2015-01-08 20:21:40 +0000
commit08606ae409b400b6f9b83006ed04826eede8a9c7 (patch)
treeb11e1ebfa99dfda28aa3df22041c6e3d167491ce /OpenSim/Region/CoreModules/World
parentCommented 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.cs10
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",