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authorJeff Ames2008-05-28 00:26:00 +0000
committerJeff Ames2008-05-28 00:26:00 +0000
commiteed2f7ac186977f9b074588168253fde57128b3e (patch)
treed6de785ea8a0c9a1e842e59825b5d2a4cb2a675f /OpenSim
parent* Include prims.xml file in archive (diff)
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Update svn properties. Fix inconsistent newlines.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveRequest.cs374
1 files changed, 187 insertions, 187 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveRequest.cs
index 8a3fdb6..1579485 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveRequest.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveRequest.cs
@@ -1,104 +1,104 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the 12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using OpenSim.Framework; 28using OpenSim.Framework;
29using OpenSim.Framework.Communications.Cache; 29using OpenSim.Framework.Communications.Cache;
30using OpenSim.Region.Environment.Interfaces; 30using OpenSim.Region.Environment.Interfaces;
31using OpenSim.Region.Environment.Modules.World.Serialiser; 31using OpenSim.Region.Environment.Modules.World.Serialiser;
32using OpenSim.Region.Environment.Scenes; 32using OpenSim.Region.Environment.Scenes;
33using System.Collections.Generic; 33using System.Collections.Generic;
34using System.Reflection; 34using System.Reflection;
35using libsecondlife; 35using libsecondlife;
36using log4net; 36using log4net;
37using Nini.Config; 37using Nini.Config;
38 38
39namespace OpenSim.Region.Environment 39namespace OpenSim.Region.Environment
40{ 40{
41 /// <summary> 41 /// <summary>
42 /// Method called when all the necessary assets for an archive request have been received. 42 /// Method called when all the necessary assets for an archive request have been received.
43 /// </summary> 43 /// </summary>
44 public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets); 44 public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
45 45
46 /// <summary> 46 /// <summary>
47 /// Handles an individual archive request 47 /// Handles an individual archive request
48 /// </summary> 48 /// </summary>
49 public class ArchiveRequest 49 public class ArchiveRequest
50 { 50 {
51 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 51 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
52 52
53 private Scene m_scene; 53 private Scene m_scene;
54 private string m_savePath; 54 private string m_savePath;
55 55
56 private string m_serializedEntities; 56 private string m_serializedEntities;
57 57
58 public ArchiveRequest(Scene scene, string savePath) 58 public ArchiveRequest(Scene scene, string savePath)
59 { 59 {
60 m_scene = scene; 60 m_scene = scene;
61 m_savePath = savePath; 61 m_savePath = savePath;
62 62
63 ArchiveRegion(); 63 ArchiveRegion();
64 } 64 }
65 65
66 protected void ArchiveRegion() 66 protected void ArchiveRegion()
67 { 67 {
68 m_log.Warn("[ARCHIVER]: Archive region not yet implemented"); 68 m_log.Warn("[ARCHIVER]: Archive region not yet implemented");
69 69
70 Dictionary<LLUUID, int> textureUuids = new Dictionary<LLUUID, int>(); 70 Dictionary<LLUUID, int> textureUuids = new Dictionary<LLUUID, int>();
71 71
72 List<EntityBase> entities = m_scene.GetEntities(); 72 List<EntityBase> entities = m_scene.GetEntities();
73 73
74 foreach (EntityBase entity in entities) 74 foreach (EntityBase entity in entities)
75 { 75 {
76 if (entity is SceneObjectGroup) 76 if (entity is SceneObjectGroup)
77 { 77 {
78 SceneObjectGroup sceneObject = (SceneObjectGroup)entity; 78 SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
79 79
80 foreach (SceneObjectPart part in sceneObject.GetParts()) 80 foreach (SceneObjectPart part in sceneObject.GetParts())
81 { 81 {
82 LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0); 82 LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0);
83 textureUuids[texture] = 1; 83 textureUuids[texture] = 1;
84 } 84 }
85 } 85 }
86 } 86 }
87 87
88 m_serializedEntities = SerializeObjects(entities); 88 m_serializedEntities = SerializeObjects(entities);
89 89
90 if (m_serializedEntities != null && m_serializedEntities.Length > 0) 90 if (m_serializedEntities != null && m_serializedEntities.Length > 0)
91 { 91 {
92 m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count); 92 m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
93 m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", textureUuids.Count); 93 m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", textureUuids.Count);
94 94
95 // Asynchronously request all the assets required to perform this archive operation 95 // Asynchronously request all the assets required to perform this archive operation
96 new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, textureUuids.Keys); 96 new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, textureUuids.Keys);
97 } 97 }
98 } 98 }
99 99
100 protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets) 100 protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
101 { 101 {
102 m_log.DebugFormat("[ARCHIVER]: Received all {0} textures required", assets.Count); 102 m_log.DebugFormat("[ARCHIVER]: Received all {0} textures required", assets.Count);
103 103
104 // XXX: Shouldn't hijack the asset async callback thread like this - this is only temporary 104 // XXX: Shouldn't hijack the asset async callback thread like this - this is only temporary
@@ -112,91 +112,91 @@ namespace OpenSim.Region.Environment
112 archive.AddFile(uuid.ToString() + ".jp2", assets[uuid].Data); 112 archive.AddFile(uuid.ToString() + ".jp2", assets[uuid].Data);
113 } 113 }
114 114
115 archive.WriteTar(m_savePath); 115 archive.WriteTar(m_savePath);
116 } 116 }
117 117
118 /// <summary> 118 /// <summary>
119 /// Get an xml representation of the given scene objects. 119 /// Get an xml representation of the given scene objects.
120 /// </summary> 120 /// </summary>
121 /// <param name="scene"></param> 121 /// <param name="scene"></param>
122 /// <returns></returns> 122 /// <returns></returns>
123 protected static string SerializeObjects(List<EntityBase> entities) 123 protected static string SerializeObjects(List<EntityBase> entities)
124 { 124 {
125 string serialization = "<scene>"; 125 string serialization = "<scene>";
126 126
127 List<string> serObjects = new List<string>(); 127 List<string> serObjects = new List<string>();
128 128
129 foreach (EntityBase ent in entities) 129 foreach (EntityBase ent in entities)
130 { 130 {
131 if (ent is SceneObjectGroup) 131 if (ent is SceneObjectGroup)
132 { 132 {
133 serObjects.Add(((SceneObjectGroup) ent).ToXmlString2()); 133 serObjects.Add(((SceneObjectGroup) ent).ToXmlString2());
134 } 134 }
135 } 135 }
136 136
137 foreach (string serObject in serObjects) 137 foreach (string serObject in serObjects)
138 serialization += serObject; 138 serialization += serObject;
139 139
140 serialization += "</scene>"; 140 serialization += "</scene>";
141 141
142 return serialization; 142 return serialization;
143 } 143 }
144 } 144 }
145 145
146 /// <summary> 146 /// <summary>
147 /// Encapsulate the asynchronous requests for the assets required for an archive operation 147 /// Encapsulate the asynchronous requests for the assets required for an archive operation
148 /// </summary> 148 /// </summary>
149 class AssetsRequest 149 class AssetsRequest
150 { 150 {
151 /// <summary> 151 /// <summary>
152 /// Callback used when all the assets requested have been received. 152 /// Callback used when all the assets requested have been received.
153 /// </summary> 153 /// </summary>
154 protected AssetsRequestCallback m_assetsRequestCallback; 154 protected AssetsRequestCallback m_assetsRequestCallback;
155 155
156 /// <summary> 156 /// <summary>
157 /// Assets retrieved in this request 157 /// Assets retrieved in this request
158 /// </summary> 158 /// </summary>
159 protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>(); 159 protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>();
160 160
161 /// <summary> 161 /// <summary>
162 /// Record the number of asset replies required so we know when we've finished 162 /// Record the number of asset replies required so we know when we've finished
163 /// </summary> 163 /// </summary>
164 private int m_repliesRequired; 164 private int m_repliesRequired;
165 165
166 /// <summary> 166 /// <summary>
167 /// Asset cache used to request the assets 167 /// Asset cache used to request the assets
168 /// </summary> 168 /// </summary>
169 protected AssetCache m_assetCache; 169 protected AssetCache m_assetCache;
170 170
171 protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids) 171 protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids)
172 { 172 {
173 m_assetsRequestCallback = assetsRequestCallback; 173 m_assetsRequestCallback = assetsRequestCallback;
174 m_assetCache = assetCache; 174 m_assetCache = assetCache;
175 m_repliesRequired = uuids.Count; 175 m_repliesRequired = uuids.Count;
176 176
177 // We can stop here if there are no assets to fetch 177 // We can stop here if there are no assets to fetch
178 if (m_repliesRequired == 0) 178 if (m_repliesRequired == 0)
179 m_assetsRequestCallback(m_assets); 179 m_assetsRequestCallback(m_assets);
180 180
181 foreach (LLUUID uuid in uuids) 181 foreach (LLUUID uuid in uuids)
182 { 182 {
183 m_assetCache.GetAsset(uuid, AssetRequestCallback, true); 183 m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
184 } 184 }
185 } 185 }
186 186
187 /// <summary> 187 /// <summary>
188 /// Called back by the asset cache when it has the asset 188 /// Called back by the asset cache when it has the asset
189 /// </summary> 189 /// </summary>
190 /// <param name="assetID"></param> 190 /// <param name="assetID"></param>
191 /// <param name="asset"></param> 191 /// <param name="asset"></param>
192 public void AssetRequestCallback(LLUUID assetID, AssetBase asset) 192 public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
193 { 193 {
194 m_assets[assetID] = asset; 194 m_assets[assetID] = asset;
195 195
196 if (m_assets.Count == m_repliesRequired) 196 if (m_assets.Count == m_repliesRequired)
197 { 197 {
198 m_assetsRequestCallback(m_assets); 198 m_assetsRequestCallback(m_assets);
199 } 199 }
200 } 200 }
201 } 201 }
202} 202}