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authorJustin Clarke Casey2008-01-21 15:06:49 +0000
committerJustin Clarke Casey2008-01-21 15:06:49 +0000
commit504ae63669e5c57cd89e8213b853c27506012f79 (patch)
tree0d12e5baa7b7e5ec29676398629e56f3c93b98d5 /OpenSim/Region/Environment
parentSmall bug in ResetScript (diff)
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* Make object persistence more granular by separating prim and prim inventory persistence
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Interfaces/IRegionDataStore.cs20
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs23
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs9
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs26
4 files changed, 52 insertions, 26 deletions
diff --git a/OpenSim/Region/Environment/Interfaces/IRegionDataStore.cs b/OpenSim/Region/Environment/Interfaces/IRegionDataStore.cs
index 78ad428..47768b7 100644
--- a/OpenSim/Region/Environment/Interfaces/IRegionDataStore.cs
+++ b/OpenSim/Region/Environment/Interfaces/IRegionDataStore.cs
@@ -44,8 +44,26 @@ namespace OpenSim.Region.Environment.Interfaces
44 /// <param name="persistPrimInventories">Temporary switch while this option is immature</param> 44 /// <param name="persistPrimInventories">Temporary switch while this option is immature</param>
45 void Initialise(string filename, bool persistPrimInventories); 45 void Initialise(string filename, bool persistPrimInventories);
46 46
47 /// <summary>
48 /// Stores all object's details apart from inventory
49 /// </summary>
50 /// <param name="obj"></param>
51 /// <param name="regionUUID"></param>
47 void StoreObject(SceneObjectGroup obj, LLUUID regionUUID); 52 void StoreObject(SceneObjectGroup obj, LLUUID regionUUID);
53
54 /// <summary>
55 /// Entirely removes the object, including inventory
56 /// </summary>
57 /// <param name="uuid"></param>
58 /// <param name="regionUUID"></param>
59 /// <returns></returns>
48 void RemoveObject(LLUUID uuid, LLUUID regionUUID); 60 void RemoveObject(LLUUID uuid, LLUUID regionUUID);
61
62 /// <summary>
63 /// Store a prim's inventory
64 /// </summary>
65 /// <returns></returns>
66 void StorePrimInventory(LLUUID primID, IDictionary<LLUUID, TaskInventoryItem> items);
49 67
50 List<SceneObjectGroup> LoadObjects(LLUUID regionUUID); 68 List<SceneObjectGroup> LoadObjects(LLUUID regionUUID);
51 69
@@ -58,4 +76,4 @@ namespace OpenSim.Region.Environment.Interfaces
58 76
59 void Shutdown(); 77 void Shutdown();
60 } 78 }
61} \ No newline at end of file 79}
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs
index 59ffded..1bddf25 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs
@@ -179,13 +179,6 @@ namespace OpenSim.Region.Environment.Scenes
179 taskItem.InvType = item.invType; 179 taskItem.InvType = item.invType;
180 part.AddInventoryItem(taskItem); 180 part.AddInventoryItem(taskItem);
181 181
182 // It might seem somewhat crude to update the whole group for a single prim inventory change,
183 // but it's possible that other prim inventory changes will take place before the region
184 // persistence thread visits this object. In the future, changes can be signalled at a more
185 // granular level, or we could let the datastore worry about whether prims have really
186 // changed since they were last persisted.
187 HasGroupChanged = true;
188
189 return true; 182 return true;
190 } 183 }
191 else 184 else
@@ -234,14 +227,7 @@ namespace OpenSim.Region.Environment.Scenes
234 SceneObjectPart part = GetChildPart(item.ParentPartID); 227 SceneObjectPart part = GetChildPart(item.ParentPartID);
235 if (part != null) 228 if (part != null)
236 { 229 {
237 part.UpdateInventoryItem(item); 230 part.UpdateInventoryItem(item);
238
239 // It might seem somewhat crude to update the whole group for a single prim inventory change,
240 // but it's possible that other prim inventory changes will take place before the region
241 // persistence thread visits this object. In the future, changes can be signalled at a more
242 // granular level, or we could let the datastore worry about whether prims have really
243 // changed since they were last persisted.
244 HasGroupChanged = true;
245 231
246 return true; 232 return true;
247 } 233 }
@@ -263,13 +249,6 @@ namespace OpenSim.Region.Environment.Scenes
263 { 249 {
264 int type = part.RemoveInventoryItem(itemID); 250 int type = part.RemoveInventoryItem(itemID);
265 251
266 // It might seem somewhat crude to update the whole group for a single prim inventory change,
267 // but it's possible that other prim inventory changes will take place before the region
268 // persistence thread visits this object. In the future, changes can be signalled at a more
269 // granular level, or we could let the datastore worry about whether prims have really
270 // changed since they were last persisted.
271 HasGroupChanged = true;
272
273 return type; 252 return type;
274 } 253 }
275 254
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index be24f66..12176af 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1492,6 +1492,8 @@ namespace OpenSim.Region.Environment.Scenes
1492 datastore.StoreObject(this, m_scene.RegionInfo.RegionID); 1492 datastore.StoreObject(this, m_scene.RegionInfo.RegionID);
1493 HasGroupChanged = false; 1493 HasGroupChanged = false;
1494 } 1494 }
1495
1496 ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
1495 } 1497 }
1496 1498
1497 #endregion 1499 #endregion
@@ -1704,9 +1706,12 @@ namespace OpenSim.Region.Environment.Scenes
1704 1706
1705 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1707 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1706 { 1708 {
1707 foreach (SceneObjectPart part in m_parts.Values) 1709 lock (m_parts)
1708 { 1710 {
1709 whatToDo(part); 1711 foreach (SceneObjectPart part in m_parts.Values)
1712 {
1713 whatToDo(part);
1714 }
1710 } 1715 }
1711 } 1716 }
1712 } 1717 }
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
index 1a9e6c4..c0297cf 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
@@ -82,6 +82,11 @@ namespace OpenSim.Region.Environment.Scenes
82 } 82 }
83 83
84 /// <summary> 84 /// <summary>
85 /// Tracks whether inventory has changed since the last persistent backup
86 /// </summary>
87 private bool HasInventoryChanged;
88
89 /// <summary>
85 /// Reset LLUUIDs for all the items in the prim's inventory. This involves either generating 90 /// Reset LLUUIDs for all the items in the prim's inventory. This involves either generating
86 /// new ones or setting existing UUIDs to the correct parent UUIDs 91 /// new ones or setting existing UUIDs to the correct parent UUIDs
87 /// </summary> 92 /// </summary>
@@ -207,6 +212,7 @@ namespace OpenSim.Region.Environment.Scenes
207 } 212 }
208 213
209 m_inventorySerial++; 214 m_inventorySerial++;
215 HasInventoryChanged = true;
210 } 216 }
211 217
212 /// <summary> 218 /// <summary>
@@ -224,7 +230,7 @@ namespace OpenSim.Region.Environment.Scenes
224 TriggerScriptChangedEvent(Changed.INVENTORY); 230 TriggerScriptChangedEvent(Changed.INVENTORY);
225 } 231 }
226 } 232 }
227 233
228 m_inventorySerial++; 234 m_inventorySerial++;
229 } 235 }
230 236
@@ -268,6 +274,8 @@ namespace OpenSim.Region.Environment.Scenes
268 m_taskInventory[item.ItemID] = item; 274 m_taskInventory[item.ItemID] = item;
269 m_inventorySerial++; 275 m_inventorySerial++;
270 TriggerScriptChangedEvent(Changed.INVENTORY); 276 TriggerScriptChangedEvent(Changed.INVENTORY);
277
278 HasInventoryChanged = true;
271 279
272 return true; 280 return true;
273 } 281 }
@@ -300,6 +308,8 @@ namespace OpenSim.Region.Environment.Scenes
300 m_inventorySerial++; 308 m_inventorySerial++;
301 TriggerScriptChangedEvent(Changed.INVENTORY); 309 TriggerScriptChangedEvent(Changed.INVENTORY);
302 310
311 HasInventoryChanged = true;
312
303 return type; 313 return type;
304 } 314 }
305 else 315 else
@@ -380,6 +390,20 @@ namespace OpenSim.Region.Environment.Scenes
380 xferManager.AddNewFile(m_inventoryFileName, fileData); 390 xferManager.AddNewFile(m_inventoryFileName, fileData);
381 } 391 }
382 } 392 }
393
394 /// <summary>
395 /// Process inventory backup
396 /// </summary>
397 /// <param name="datastore"></param>
398 public void ProcessInventoryBackup(IRegionDataStore datastore)
399 {
400 if (HasInventoryChanged)
401 {
402 datastore.StorePrimInventory(UUID, TaskInventory);
403
404 HasInventoryChanged = false;
405 }
406 }
383 407
384 public class InventoryStringBuilder 408 public class InventoryStringBuilder
385 { 409 {