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-rw-r--r--OpenSim/Region/Environment/Interfaces/IEstateModule.cs5
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveConstants.cs5
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs72
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs14
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs33
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/RegionSettingsSerializer.cs258
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/TarArchiveWriter.cs2
-rw-r--r--OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs5
-rw-r--r--OpenSim/Region/Environment/Modules/World/Sun/SunModule.cs5
9 files changed, 379 insertions, 20 deletions
diff --git a/OpenSim/Region/Environment/Interfaces/IEstateModule.cs b/OpenSim/Region/Environment/Interfaces/IEstateModule.cs
index 70c5800..8e393bb 100644
--- a/OpenSim/Region/Environment/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Environment/Interfaces/IEstateModule.cs
@@ -35,5 +35,10 @@ namespace OpenSim.Region.Environment.Interfaces
35 { 35 {
36 uint GetRegionFlags(); 36 uint GetRegionFlags();
37 bool IsManager(UUID avatarID); 37 bool IsManager(UUID avatarID);
38
39 /// <summary>
40 /// Tell all clients about the current state of the region (terrain textures, water height, etc.)
41 /// </summary>
42 void sendRegionHandshakeToAll();
38 } 43 }
39} 44}
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveConstants.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveConstants.cs
index b2e006a..4151c88 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveConstants.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveConstants.cs
@@ -59,6 +59,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
59 /// Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. 59 /// Path for terrains. Technically these may be assets, but I think it's quite nice to split them out.
60 /// </summary> 60 /// </summary>
61 public static readonly string TERRAINS_PATH = "terrains/"; 61 public static readonly string TERRAINS_PATH = "terrains/";
62
63 /// <summary>
64 /// Path for region settings.
65 /// </summary>
66 public static readonly string SETTINGS_PATH = "settings/";
62 67
63 /// <summary> 68 /// <summary>
64 /// The character the separates the uuid from extension information in an archived asset filename 69 /// The character the separates the uuid from extension information in an archived asset filename
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs
index e04662f..a5b5917 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs
@@ -69,6 +69,12 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
69 69
70 private void DearchiveRegion() 70 private void DearchiveRegion()
71 { 71 {
72 // The same code can handle dearchiving 0.1 and 0.2 OpenSim Archive versions
73 DearchiveRegion0DotStar();
74 }
75
76 private void DearchiveRegion0DotStar()
77 {
72 TarArchiveReader archive 78 TarArchiveReader archive
73 = new TarArchiveReader( 79 = new TarArchiveReader(
74 new GZipStream(GetStream(m_loadPath), CompressionMode.Decompress)); 80 new GZipStream(GetStream(m_loadPath), CompressionMode.Decompress));
@@ -107,6 +113,10 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
107 { 113 {
108 LoadTerrain(filePath, data); 114 LoadTerrain(filePath, data);
109 } 115 }
116 else if (filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
117 {
118 LoadRegionSettings(filePath, data);
119 }
110 } 120 }
111 121
112 //m_log.Debug("[ARCHIVER]: Reached end of archive"); 122 //m_log.Debug("[ARCHIVER]: Reached end of archive");
@@ -267,6 +277,68 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
267 return false; 277 return false;
268 } 278 }
269 } 279 }
280
281 /// <summary>
282 /// Load region settings data
283 /// </summary>
284 /// <param name="settingsPath"></param>
285 /// <param name="data"></param>
286 /// <returns>
287 /// true if settings were loaded successfully, false otherwise
288 /// </returns>
289 private bool LoadRegionSettings(string settingsPath, byte[] data)
290 {
291 RegionSettings loadedRegionSettings;
292
293 try
294 {
295 loadedRegionSettings = RegionSettingsSerializer.Deserialize(data);
296 }
297 catch (Exception e)
298 {
299 m_log.ErrorFormat(
300 "[ARCHIVER]: Could not parse region settings file {0}. Ignoring. Exception was {1}",
301 settingsPath, e);
302 return false;
303 }
304
305 RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
306
307 currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit;
308 currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage;
309 currentRegionSettings.AllowLandJoinDivide = loadedRegionSettings.AllowLandJoinDivide;
310 currentRegionSettings.AllowLandResell = loadedRegionSettings.AllowLandResell;
311 currentRegionSettings.BlockFly = loadedRegionSettings.BlockFly;
312 currentRegionSettings.BlockShowInSearch = loadedRegionSettings.BlockShowInSearch;
313 currentRegionSettings.BlockTerraform = loadedRegionSettings.BlockTerraform;
314 currentRegionSettings.DisableCollisions = loadedRegionSettings.DisableCollisions;
315 currentRegionSettings.DisablePhysics = loadedRegionSettings.DisablePhysics;
316 currentRegionSettings.DisableScripts = loadedRegionSettings.DisableScripts;
317 currentRegionSettings.Elevation1NE = loadedRegionSettings.Elevation1NE;
318 currentRegionSettings.Elevation1NW = loadedRegionSettings.Elevation1NW;
319 currentRegionSettings.Elevation1SE = loadedRegionSettings.Elevation1SE;
320 currentRegionSettings.Elevation1SW = loadedRegionSettings.Elevation1SW;
321 currentRegionSettings.Elevation2NE = loadedRegionSettings.Elevation2NE;
322 currentRegionSettings.Elevation2NW = loadedRegionSettings.Elevation2NW;
323 currentRegionSettings.Elevation2SE = loadedRegionSettings.Elevation2SE;
324 currentRegionSettings.Elevation2SW = loadedRegionSettings.Elevation2SW;
325 currentRegionSettings.FixedSun = loadedRegionSettings.FixedSun;
326 currentRegionSettings.ObjectBonus = loadedRegionSettings.ObjectBonus;
327 currentRegionSettings.RestrictPushing = loadedRegionSettings.RestrictPushing;
328 currentRegionSettings.TerrainLowerLimit = loadedRegionSettings.TerrainLowerLimit;
329 currentRegionSettings.TerrainRaiseLimit = loadedRegionSettings.TerrainRaiseLimit;
330 currentRegionSettings.TerrainTexture1 = loadedRegionSettings.TerrainTexture1;
331 currentRegionSettings.TerrainTexture2 = loadedRegionSettings.TerrainTexture2;
332 currentRegionSettings.TerrainTexture3 = loadedRegionSettings.TerrainTexture3;
333 currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4;
334 currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun;
335 currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight;
336
337 IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
338 estateModule.sendRegionHandshakeToAll();
339
340 return true;
341 }
270 342
271 /// <summary> 343 /// <summary>
272 /// Load terrain data 344 /// Load terrain data
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs
index 73fa5d2..b410e55 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs
@@ -56,20 +56,20 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
56 protected ITerrainModule m_terrainModule; 56 protected ITerrainModule m_terrainModule;
57 protected IRegionSerialiserModule m_serialiser; 57 protected IRegionSerialiserModule m_serialiser;
58 protected List<SceneObjectGroup> m_sceneObjects; 58 protected List<SceneObjectGroup> m_sceneObjects;
59 protected string m_sceneName; 59 protected RegionInfo m_regionInfo;
60 protected string m_savePath; 60 protected string m_savePath;
61 61
62 public ArchiveWriteRequestExecution( 62 public ArchiveWriteRequestExecution(
63 List<SceneObjectGroup> sceneObjects, 63 List<SceneObjectGroup> sceneObjects,
64 ITerrainModule terrainModule, 64 ITerrainModule terrainModule,
65 IRegionSerialiserModule serialiser, 65 IRegionSerialiserModule serialiser,
66 string sceneName, 66 RegionInfo regionInfo,
67 string savePath) 67 string savePath)
68 { 68 {
69 m_sceneObjects = sceneObjects; 69 m_sceneObjects = sceneObjects;
70 m_terrainModule = terrainModule; 70 m_terrainModule = terrainModule;
71 m_serialiser = serialiser; 71 m_serialiser = serialiser;
72 m_sceneName = sceneName; 72 m_regionInfo = regionInfo;
73 m_savePath = savePath; 73 m_savePath = savePath;
74 } 74 }
75 75
@@ -90,9 +90,13 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
90 90
91 // Write out control file 91 // Write out control file
92 archive.AddFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile()); 92 archive.AddFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile());
93
94 // Write out region settings
95 string settingsPath = String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_regionInfo.RegionName);
96 archive.AddFile(settingsPath, RegionSettingsSerializer.Serialize(m_regionInfo.RegionSettings));
93 97
94 // Write out terrain 98 // Write out terrain
95 string terrainPath = String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_sceneName); 99 string terrainPath = String.Format("{0}{1}.r32", ArchiveConstants.TERRAINS_PATH, m_regionInfo.RegionName);
96 MemoryStream ms = new MemoryStream(); 100 MemoryStream ms = new MemoryStream();
97 m_terrainModule.SaveToStream(terrainPath, ms); 101 m_terrainModule.SaveToStream(terrainPath, ms);
98 archive.AddFile(terrainPath, ms.ToArray()); 102 archive.AddFile(terrainPath, ms.ToArray());
@@ -137,7 +141,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
137 xtw.WriteStartDocument(); 141 xtw.WriteStartDocument();
138 xtw.WriteStartElement("archive"); 142 xtw.WriteStartElement("archive");
139 xtw.WriteAttributeString("major_version", "0"); 143 xtw.WriteAttributeString("major_version", "0");
140 xtw.WriteAttributeString("minor_version", "1"); 144 xtw.WriteAttributeString("minor_version", "2");
141 xtw.WriteEndElement(); 145 xtw.WriteEndElement();
142 146
143 xtw.Flush(); 147 xtw.Flush();
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
index 58e8f55..7c1d015 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
@@ -204,9 +204,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
204 204
205 // Get the prim's default texture. This will be used for faces which don't have their own texture 205 // Get the prim's default texture. This will be used for faces which don't have their own texture
206 assetUuids[textureEntry.DefaultTexture.TextureID] = 1; 206 assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
207 207
208 if (part.Shape.SculptTexture != UUID.Zero)
209 assetUuids[part.Shape.SculptTexture] = 1;
210 // XXX: Not a great way to iterate through face textures, but there's no 208 // XXX: Not a great way to iterate through face textures, but there's no
211 // other method available to tell how many faces there actually are 209 // other method available to tell how many faces there actually are
212 //int i = 0; 210 //int i = 0;
@@ -218,7 +216,12 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
218 assetUuids[texture.TextureID] = 1; 216 assetUuids[texture.TextureID] = 1;
219 } 217 }
220 } 218 }
219
220 // If the prim is a sculpt then preserve this information too
221 if (part.Shape.SculptTexture != UUID.Zero)
222 assetUuids[part.Shape.SculptTexture] = 1;
221 223
224 // Now analyze this prim's inventory items to preserve all the uuids that they reference
222 foreach (TaskInventoryItem tii in part.TaskInventory.Values) 225 foreach (TaskInventoryItem tii in part.TaskInventory.Values)
223 { 226 {
224 //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); 227 //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type);
@@ -239,10 +242,10 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
239 { 242 {
240 GetSceneObjectAssetUuids(tii.AssetID, assetUuids); 243 GetSceneObjectAssetUuids(tii.AssetID, assetUuids);
241 } 244 }
242 else 245 //else
243 { 246 //{
244 //m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); 247 //m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID);
245 } 248 //}
246 } 249 }
247 } 250 }
248 } 251 }
@@ -283,6 +286,21 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
283 m_log.DebugFormat( 286 m_log.DebugFormat(
284 "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", 287 "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
285 sceneObjects.Count, assetUuids.Count); 288 sceneObjects.Count, assetUuids.Count);
289
290 // Make sure that we also request terrain texture assets
291 RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
292
293 if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
294 assetUuids[regionSettings.TerrainTexture1] = 1;
295
296 if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
297 assetUuids[regionSettings.TerrainTexture2] = 1;
298
299 if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
300 assetUuids[regionSettings.TerrainTexture3] = 1;
301
302 if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
303 assetUuids[regionSettings.TerrainTexture4] = 1;
286 304
287 // Asynchronously request all the assets required to perform this archive operation 305 // Asynchronously request all the assets required to perform this archive operation
288 ArchiveWriteRequestExecution awre 306 ArchiveWriteRequestExecution awre
@@ -290,8 +308,9 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
290 sceneObjects, 308 sceneObjects,
291 m_scene.RequestModuleInterface<ITerrainModule>(), 309 m_scene.RequestModuleInterface<ITerrainModule>(),
292 m_scene.RequestModuleInterface<IRegionSerialiserModule>(), 310 m_scene.RequestModuleInterface<IRegionSerialiserModule>(),
293 m_scene.RegionInfo.RegionName, 311 m_scene.RegionInfo,
294 m_savePath); 312 m_savePath);
313
295 new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute(); 314 new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute();
296 } 315 }
297 } 316 }
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/RegionSettingsSerializer.cs b/OpenSim/Region/Environment/Modules/World/Archiver/RegionSettingsSerializer.cs
new file mode 100644
index 0000000..e12d0ec
--- /dev/null
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/RegionSettingsSerializer.cs
@@ -0,0 +1,258 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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
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
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.IO;
30using System.Text;
31using System.Xml;
32using OpenMetaverse;
33using OpenSim.Framework;
34
35namespace OpenSim.Region.Environment.Modules.World.Archiver
36{
37 /// <summary>
38 /// Serialize and deserialize region settings for an archive file format.
39 /// </summary>
40 /// We didn't simply use automatic .NET serializagion for OpenSim.Framework.RegionSettings since this is really
41 /// a file format rather than an object serialization.
42 /// TODO: However, we could still have used separate non-framework classes here to read and write the xml
43 /// automatically rather than laboriously doing it by hand using XmlTextReader and Writer. Should switch to this
44 /// in the future.
45 public class RegionSettingsSerializer
46 {
47 protected static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
48
49 /// <summary>
50 /// Deserialize region settings
51 /// </summary>
52 /// <param name="serializedSettings"></param>
53 /// <returns></returns>
54 /// <exception cref="System.Xml.XmlException"></exception>
55 public static RegionSettings Deserialize(byte[] serializedSettings)
56 {
57 return Deserialize(m_asciiEncoding.GetString(serializedSettings, 0, serializedSettings.Length));
58 }
59
60 /// <summary>
61 /// Deserialize region settings
62 /// </summary>
63 /// <param name="serializedSettings"></param>
64 /// <returns></returns>
65 /// <exception cref="System.Xml.XmlException"></exception>
66 public static RegionSettings Deserialize(string serializedSettings)
67 {
68 RegionSettings settings = new RegionSettings();
69
70 StringReader sr = new StringReader(serializedSettings);
71 XmlTextReader xtr = new XmlTextReader(sr);
72
73 xtr.ReadStartElement("RegionSettings");
74
75 xtr.ReadStartElement("General");
76
77 while (xtr.Read() && xtr.NodeType != XmlNodeType.EndElement)
78 {
79 switch (xtr.Name)
80 {
81 case "AllowDamage":
82 settings.AllowDamage = bool.Parse(xtr.ReadElementContentAsString());
83 break;
84 case "AllowLandResell":
85 settings.AllowLandResell = bool.Parse(xtr.ReadElementContentAsString());
86 break;
87 case "AllowLandJoinDivide":
88 settings.AllowLandJoinDivide = bool.Parse(xtr.ReadElementContentAsString());
89 break;
90 case "BlockFly":
91 settings.BlockFly = bool.Parse(xtr.ReadElementContentAsString());
92 break;
93 case "BlockLandShowInSearch":
94 settings.BlockShowInSearch = bool.Parse(xtr.ReadElementContentAsString());
95 break;
96 case "BlockTerraform":
97 settings.BlockTerraform = bool.Parse(xtr.ReadElementContentAsString());
98 break;
99 case "DisableCollisions":
100 settings.DisableCollisions = bool.Parse(xtr.ReadElementContentAsString());
101 break;
102 case "DisablePhysics":
103 settings.DisablePhysics = bool.Parse(xtr.ReadElementContentAsString());
104 break;
105 case "DisableScripts":
106 settings.DisableScripts = bool.Parse(xtr.ReadElementContentAsString());
107 break;
108 case "MaturityRating":
109 settings.Maturity = int.Parse(xtr.ReadElementContentAsString());
110 break;
111 case "RestrictPushing":
112 settings.RestrictPushing = bool.Parse(xtr.ReadElementContentAsString());
113 break;
114 case "AgentLimit":
115 settings.AgentLimit = int.Parse(xtr.ReadElementContentAsString());
116 break;
117 case "ObjectBonus":
118 settings.ObjectBonus = double.Parse(xtr.ReadElementContentAsString());
119 break;
120 }
121 }
122
123 xtr.ReadEndElement();
124 xtr.ReadStartElement("GroundTextures");
125
126 while (xtr.Read() && xtr.NodeType != XmlNodeType.EndElement)
127 {
128 switch (xtr.Name)
129 {
130 case "Texture1":
131 settings.TerrainTexture1 = UUID.Parse(xtr.ReadElementContentAsString());
132 break;
133 case "Texture2":
134 settings.TerrainTexture2 = UUID.Parse(xtr.ReadElementContentAsString());
135 break;
136 case "Texture3":
137 settings.TerrainTexture3 = UUID.Parse(xtr.ReadElementContentAsString());
138 break;
139 case "Texture4":
140 settings.TerrainTexture4 = UUID.Parse(xtr.ReadElementContentAsString());
141 break;
142 case "ElevationLowSW":
143 settings.Elevation1SW = double.Parse(xtr.ReadElementContentAsString());
144 break;
145 case "ElevationLowNW":
146 settings.Elevation1NW = double.Parse(xtr.ReadElementContentAsString());
147 break;
148 case "ElevationLowSE":
149 settings.Elevation1SE = double.Parse(xtr.ReadElementContentAsString());
150 break;
151 case "ElevationLowNE":
152 settings.Elevation1NE = double.Parse(xtr.ReadElementContentAsString());
153 break;
154 case "ElevationHighSW":
155 settings.Elevation1SW = double.Parse(xtr.ReadElementContentAsString());
156 break;
157 case "ElevationHighNW":
158 settings.Elevation2NW = double.Parse(xtr.ReadElementContentAsString());
159 break;
160 case "ElevationHighSE":
161 settings.Elevation2SE = double.Parse(xtr.ReadElementContentAsString());
162 break;
163 case "ElevationHighNE":
164 settings.Elevation2NE = double.Parse(xtr.ReadElementContentAsString());
165 break;
166 }
167 }
168
169 xtr.ReadEndElement();
170 xtr.ReadStartElement("Terrain");
171
172 while (xtr.Read() && xtr.NodeType != XmlNodeType.EndElement)
173 {
174 switch (xtr.Name)
175 {
176 case "WaterHeight":
177 settings.WaterHeight = double.Parse(xtr.ReadElementContentAsString());
178 break;
179 case "TerrainRaiseLimit":
180 settings.TerrainRaiseLimit = double.Parse(xtr.ReadElementContentAsString());
181 break;
182 case "TerrainLowerLimit":
183 settings.TerrainLowerLimit = double.Parse(xtr.ReadElementContentAsString());
184 break;
185 case "UseEstateSun":
186 settings.UseEstateSun = bool.Parse(xtr.ReadElementContentAsString());
187 break;
188 case "FixedSun":
189 settings.FixedSun = bool.Parse(xtr.ReadElementContentAsString());
190 break;
191 }
192 }
193
194 xtr.Close();
195 sr.Close();
196
197 return settings;
198 }
199
200 public static string Serialize(RegionSettings settings)
201 {
202 StringWriter sw = new StringWriter();
203 XmlTextWriter xtw = new XmlTextWriter(sw);
204 xtw.Formatting = Formatting.Indented;
205 xtw.WriteStartDocument();
206
207 xtw.WriteStartElement("RegionSettings");
208
209 xtw.WriteStartElement("General");
210 xtw.WriteElementString("AllowDamage", settings.AllowDamage.ToString());
211 xtw.WriteElementString("AllowLandResell", settings.AllowLandResell.ToString());
212 xtw.WriteElementString("AllowLandJoinDivide", settings.AllowLandJoinDivide.ToString());
213 xtw.WriteElementString("BlockFly", settings.BlockFly.ToString());
214 xtw.WriteElementString("BlockLandShowInSearch", settings.BlockShowInSearch.ToString());
215 xtw.WriteElementString("BlockTerraform", settings.BlockTerraform.ToString());
216 xtw.WriteElementString("DisableCollisions", settings.DisableCollisions.ToString());
217 xtw.WriteElementString("DisablePhysics", settings.DisablePhysics.ToString());
218 xtw.WriteElementString("DisableScripts", settings.DisableScripts.ToString());
219 xtw.WriteElementString("MaturityRating", settings.Maturity.ToString());
220 xtw.WriteElementString("RestrictPushing", settings.RestrictPushing.ToString());
221 xtw.WriteElementString("AgentLimit", settings.AgentLimit.ToString());
222 xtw.WriteElementString("ObjectBonus", settings.ObjectBonus.ToString());
223 xtw.WriteEndElement();
224
225 xtw.WriteStartElement("GroundTextures");
226 xtw.WriteElementString("Texture1", settings.TerrainTexture1.ToString());
227 xtw.WriteElementString("Texture2", settings.TerrainTexture2.ToString());
228 xtw.WriteElementString("Texture3", settings.TerrainTexture3.ToString());
229 xtw.WriteElementString("Texture4", settings.TerrainTexture4.ToString());
230 xtw.WriteElementString("ElevationLowSW", settings.Elevation1SW.ToString());
231 xtw.WriteElementString("ElevationLowNW", settings.Elevation1NW.ToString());
232 xtw.WriteElementString("ElevationLowSE", settings.Elevation1SE.ToString());
233 xtw.WriteElementString("ElevationLowNE", settings.Elevation1NE.ToString());
234 xtw.WriteElementString("ElevationHighSW", settings.Elevation2SW.ToString());
235 xtw.WriteElementString("ElevationHighNW", settings.Elevation2NW.ToString());
236 xtw.WriteElementString("ElevationHighSE", settings.Elevation2SE.ToString());
237 xtw.WriteElementString("ElevationHighNE", settings.Elevation2NE.ToString());
238 xtw.WriteEndElement();
239
240 xtw.WriteStartElement("Terrain");
241 xtw.WriteElementString("WaterHeight", settings.WaterHeight.ToString());
242 xtw.WriteElementString("TerrainRaiseLimit", settings.TerrainRaiseLimit.ToString());
243 xtw.WriteElementString("TerrainLowerLimit", settings.TerrainLowerLimit.ToString());
244 xtw.WriteElementString("UseEstateSun", settings.UseEstateSun.ToString());
245 xtw.WriteElementString("FixedSun", settings.FixedSun.ToString());
246 // XXX: Need to expose interface to get sun phase information from sun module
247 // xtw.WriteStartElement("SunPhase",
248 xtw.WriteEndElement();
249
250 xtw.WriteEndElement();
251
252 xtw.Close();
253 sw.Close();
254
255 return sw.ToString();
256 }
257 }
258}
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/TarArchiveWriter.cs b/OpenSim/Region/Environment/Modules/World/Archiver/TarArchiveWriter.cs
index 83b9250..d4a8a46 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/TarArchiveWriter.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/TarArchiveWriter.cs
@@ -43,7 +43,7 @@ namespace OpenSim.Region.Environment
43 43
44 protected Dictionary<string, byte[]> m_files = new Dictionary<string, byte[]>(); 44 protected Dictionary<string, byte[]> m_files = new Dictionary<string, byte[]>();
45 45
46 protected static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding(); 46 protected static ASCIIEncoding m_asciiEncoding = new ASCIIEncoding();
47 47
48 /// <summary> 48 /// <summary>
49 /// Add a directory to the tar archive. We can only handle one path level right now! 49 /// Add a directory to the tar archive. We can only handle one path level right now!
diff --git a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
index 7945815..14450ae 100644
--- a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
@@ -562,7 +562,6 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
562 562
563 private void HandleRegionInfoRequest(IClientAPI remote_client) 563 private void HandleRegionInfoRequest(IClientAPI remote_client)
564 { 564 {
565
566 RegionInfoForEstateMenuArgs args = new RegionInfoForEstateMenuArgs(); 565 RegionInfoForEstateMenuArgs args = new RegionInfoForEstateMenuArgs();
567 args.billableFactor = m_scene.RegionInfo.EstateSettings.BillableFactor; 566 args.billableFactor = m_scene.RegionInfo.EstateSettings.BillableFactor;
568 args.estateID = m_scene.RegionInfo.EstateSettings.EstateID; 567 args.estateID = m_scene.RegionInfo.EstateSettings.EstateID;
@@ -754,9 +753,7 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
754 753
755 public void sendRegionHandshakeToAll() 754 public void sendRegionHandshakeToAll()
756 { 755 {
757 m_scene.Broadcast( 756 m_scene.Broadcast(sendRegionHandshake);
758 sendRegionHandshake
759 );
760 } 757 }
761 758
762 public void handleEstateChangeInfo(IClientAPI remoteClient, UUID invoice, UUID senderID, UInt32 parms1, UInt32 parms2) 759 public void handleEstateChangeInfo(IClientAPI remoteClient, UUID invoice, UUID senderID, UInt32 parms1, UInt32 parms2)
diff --git a/OpenSim/Region/Environment/Modules/World/Sun/SunModule.cs b/OpenSim/Region/Environment/Modules/World/Sun/SunModule.cs
index 318afa1..3f82190 100644
--- a/OpenSim/Region/Environment/Modules/World/Sun/SunModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/Sun/SunModule.cs
@@ -223,7 +223,6 @@ namespace OpenSim.Region.Environment.Modules
223 // Insert our event handling hooks 223 // Insert our event handling hooks
224 224
225 scene.EventManager.OnFrame += SunUpdate; 225 scene.EventManager.OnFrame += SunUpdate;
226 //scene.EventManager.OnNewClient += SunToClient;
227 scene.EventManager.OnMakeChildAgent += MakeChildAgent; 226 scene.EventManager.OnMakeChildAgent += MakeChildAgent;
228 scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel; 227 scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
229 scene.EventManager.OnClientClosed += ClientLoggedOut; 228 scene.EventManager.OnClientClosed += ClientLoggedOut;
@@ -248,9 +247,9 @@ namespace OpenSim.Region.Environment.Modules
248 public void Close() 247 public void Close()
249 { 248 {
250 ready = false; 249 ready = false;
251 // Remove our hooks 250
251 // Remove our hooks
252 m_scene.EventManager.OnFrame -= SunUpdate; 252 m_scene.EventManager.OnFrame -= SunUpdate;
253 // m_scene.EventManager.OnNewClient -= SunToClient;
254 m_scene.EventManager.OnMakeChildAgent -= MakeChildAgent; 253 m_scene.EventManager.OnMakeChildAgent -= MakeChildAgent;
255 m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel; 254 m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel;
256 m_scene.EventManager.OnClientClosed -= ClientLoggedOut; 255 m_scene.EventManager.OnClientClosed -= ClientLoggedOut;