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author | Teravus Ovares | 2008-05-21 21:22:56 +0000 |
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committer | Teravus Ovares | 2008-05-21 21:22:56 +0000 |
commit | 5af108a029e5382f6a2f6d4d10b3d4de3a8f5245 (patch) | |
tree | 171813c4182af2849052281c1e941dec434e6815 /OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | |
parent | implement in memory appearance cache for sqlite. This (diff) | |
download | opensim-SC-5af108a029e5382f6a2f6d4d10b3d4de3a8f5245.zip opensim-SC-5af108a029e5382f6a2f6d4d10b3d4de3a8f5245.tar.gz opensim-SC-5af108a029e5382f6a2f6d4d10b3d4de3a8f5245.tar.bz2 opensim-SC-5af108a029e5382f6a2f6d4d10b3d4de3a8f5245.tar.xz |
* This update causes the backup process to run in a separate thread.
* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy.
* Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change)
* You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete.
* This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 65 |
1 files changed, 44 insertions, 21 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index 44e4c81..4b82bf9 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | |||
@@ -1085,13 +1085,24 @@ namespace OpenSim.Region.Environment.Scenes | |||
1085 | /// <param name="datastore"></param> | 1085 | /// <param name="datastore"></param> |
1086 | public void ProcessBackup(IRegionDataStore datastore) | 1086 | public void ProcessBackup(IRegionDataStore datastore) |
1087 | { | 1087 | { |
1088 | if (HasGroupChanged) | 1088 | // don't backup while it's selected or you're asking for changes mid stream. |
1089 | if (HasGroupChanged && !IsSelected) | ||
1089 | { | 1090 | { |
1090 | datastore.StoreObject(this, m_scene.RegionInfo.RegionID); | 1091 | m_log.Info("STORING"); |
1092 | SceneObjectGroup backup_group = Copy(OwnerID, GroupID, false); | ||
1093 | |||
1094 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); | ||
1091 | HasGroupChanged = false; | 1095 | HasGroupChanged = false; |
1096 | |||
1097 | backup_group.ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); }); | ||
1098 | |||
1099 | backup_group = null; | ||
1092 | } | 1100 | } |
1101 | |||
1102 | // Why is storing the inventory outside of HasGroupChanged? | ||
1093 | 1103 | ||
1094 | ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); }); | 1104 | |
1105 | //ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); }); | ||
1095 | } | 1106 | } |
1096 | 1107 | ||
1097 | #endregion | 1108 | #endregion |
@@ -1165,7 +1176,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1165 | /// Duplicates this object, including operations such as physics set up and attaching to the backup event. | 1176 | /// Duplicates this object, including operations such as physics set up and attaching to the backup event. |
1166 | /// </summary> | 1177 | /// </summary> |
1167 | /// <returns></returns> | 1178 | /// <returns></returns> |
1168 | public SceneObjectGroup Copy(LLUUID cAgentID, LLUUID cGroupID) | 1179 | public SceneObjectGroup Copy(LLUUID cAgentID, LLUUID cGroupID, bool userExposed) |
1169 | { | 1180 | { |
1170 | SceneObjectGroup dupe = (SceneObjectGroup) MemberwiseClone(); | 1181 | SceneObjectGroup dupe = (SceneObjectGroup) MemberwiseClone(); |
1171 | dupe.m_parts = new Dictionary<LLUUID, SceneObjectPart>(); | 1182 | dupe.m_parts = new Dictionary<LLUUID, SceneObjectPart>(); |
@@ -1176,11 +1187,13 @@ namespace OpenSim.Region.Environment.Scenes | |||
1176 | dupe.m_scene = m_scene; | 1187 | dupe.m_scene = m_scene; |
1177 | dupe.m_regionHandle = m_regionHandle; | 1188 | dupe.m_regionHandle = m_regionHandle; |
1178 | 1189 | ||
1179 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID); | 1190 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1180 | dupe.m_rootPart.TrimPermissions(); | 1191 | |
1192 | if (userExposed) | ||
1193 | dupe.m_rootPart.TrimPermissions(); | ||
1181 | 1194 | ||
1182 | /// may need to create a new Physics actor. | 1195 | /// may need to create a new Physics actor. |
1183 | if (dupe.RootPart.PhysActor != null) | 1196 | if (dupe.RootPart.PhysActor != null && userExposed) |
1184 | { | 1197 | { |
1185 | PrimitiveBaseShape pbs = dupe.RootPart.Shape; | 1198 | PrimitiveBaseShape pbs = dupe.RootPart.Shape; |
1186 | 1199 | ||
@@ -1202,26 +1215,36 @@ namespace OpenSim.Region.Environment.Scenes | |||
1202 | // switch the owner to the person who did the copying | 1215 | // switch the owner to the person who did the copying |
1203 | // Second Life copies an object and duplicates the first one in it's place | 1216 | // Second Life copies an object and duplicates the first one in it's place |
1204 | // So, we have to make a copy of this one, set it in it's place then set the owner on this one | 1217 | // So, we have to make a copy of this one, set it in it's place then set the owner on this one |
1218 | if (userExposed) | ||
1219 | { | ||
1220 | SetRootPartOwner(m_rootPart, cAgentID, cGroupID); | ||
1221 | m_rootPart.ScheduleFullUpdate(); | ||
1222 | } | ||
1205 | 1223 | ||
1206 | SetRootPartOwner(m_rootPart, cAgentID, cGroupID); | 1224 | |
1207 | |||
1208 | |||
1209 | m_rootPart.ScheduleFullUpdate(); | ||
1210 | 1225 | ||
1211 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values); | 1226 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values); |
1212 | foreach (SceneObjectPart part in partList) | 1227 | foreach (SceneObjectPart part in partList) |
1213 | { | 1228 | { |
1214 | if (part.UUID != m_rootPart.UUID) | 1229 | if (part.UUID != m_rootPart.UUID) |
1215 | { | 1230 | { |
1216 | dupe.CopyPart(part, OwnerID, GroupID); | 1231 | dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1217 | SetPartOwner(part, cAgentID, cGroupID); | 1232 | |
1218 | part.ScheduleFullUpdate(); | 1233 | if (userExposed) |
1234 | { | ||
1235 | SetPartOwner(part, cAgentID, cGroupID); | ||
1236 | part.ScheduleFullUpdate(); | ||
1237 | } | ||
1219 | } | 1238 | } |
1220 | } | 1239 | } |
1221 | dupe.UpdateParentIDs(); | ||
1222 | 1240 | ||
1223 | dupe.AttachToBackup(); | 1241 | if (userExposed) |
1224 | ScheduleGroupForFullUpdate(); | 1242 | { |
1243 | dupe.UpdateParentIDs(); | ||
1244 | |||
1245 | dupe.AttachToBackup(); | ||
1246 | ScheduleGroupForFullUpdate(); | ||
1247 | } | ||
1225 | 1248 | ||
1226 | return dupe; | 1249 | return dupe; |
1227 | } | 1250 | } |
@@ -1232,9 +1255,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
1232 | /// <param name="part"></param> | 1255 | /// <param name="part"></param> |
1233 | /// <param name="cAgentID"></param> | 1256 | /// <param name="cAgentID"></param> |
1234 | /// <param name="cGroupID"></param> | 1257 | /// <param name="cGroupID"></param> |
1235 | public void CopyRootPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID) | 1258 | public void CopyRootPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID, bool userExposed) |
1236 | { | 1259 | { |
1237 | SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count); | 1260 | SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count, userExposed); |
1238 | newPart.SetParent(this); | 1261 | newPart.SetParent(this); |
1239 | 1262 | ||
1240 | lock (m_parts) | 1263 | lock (m_parts) |
@@ -1364,9 +1387,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
1364 | /// <param name="part"></param> | 1387 | /// <param name="part"></param> |
1365 | /// <param name="cAgentID"></param> | 1388 | /// <param name="cAgentID"></param> |
1366 | /// <param name="cGroupID"></param> | 1389 | /// <param name="cGroupID"></param> |
1367 | public void CopyPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID) | 1390 | public void CopyPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID, bool userExposed) |
1368 | { | 1391 | { |
1369 | SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count); | 1392 | SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count, userExposed); |
1370 | newPart.SetParent(this); | 1393 | newPart.SetParent(this); |
1371 | 1394 | ||
1372 | lock (m_parts) | 1395 | lock (m_parts) |