From dbd2b4523319758c8c0e093a89be8bcb9b2e4ee1 Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Fri, 23 Jan 2009 20:38:44 +0000
Subject: * Write a simple archive loading test which doesn't actually do any
testing yet apart from not blow up
---
.../Framework/Communications/Cache/AssetCache.cs | 10 +++------
.../Modules/World/Archiver/ArchiveReadRequest.cs | 11 +++++++++
.../World/Archiver/ArchiveWriteRequestExecution.cs | 6 ++---
.../Modules/World/Archiver/TarArchiveWriter.cs | 2 +-
.../Modules/World/Archiver/Tests/ArchiverTests.cs | 26 +++++++++++++++++++++-
5 files changed, 43 insertions(+), 12 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index 436f175..653597b 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -41,16 +41,12 @@ namespace OpenSim.Framework.Communications.Cache
///
/// Manages local cache of assets and their sending to viewers.
- ///
+ ///
+ ///
/// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
/// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
/// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
- /// AssetNotFound(), which means they do share the same asset and texture caches.
- ///
- /// TODO: Assets in this cache are effectively immortal (they are never disposed of through old age).
- /// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets
- /// but it's something to bear in mind.
- ///
+ /// AssetNotFound(), which means they do share the same asset and texture caches.I agr
public class AssetCache : IAssetReceiver
{
protected ICache m_memcache = new SimpleMemoryCache();
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs
index bd58e7c..ce293e4 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs
@@ -276,6 +276,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
asset.Data = data;
m_scene.AssetCache.AddAsset(asset);
+
+ /**
+ * Create layers on decode for image assets. This is likely to significantly increase the time to load archives so
+ * it might be best done when dearchive takes place on a separate thread
+ if (asset.Type=AssetType.Texture)
+ {
+ IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface();
+ if (cacheLayerDecode != null)
+ cacheLayerDecode.syncdecode(asset.FullID, asset.Data);
+ }
+ */
return true;
}
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs
index 0c75951..bade121 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
TarArchiveWriter archive = new TarArchiveWriter();
// Write out control file
- archive.AddFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile());
+ archive.AddFile(ArchiveConstants.CONTROL_FILE_PATH, Create0p2ControlFile());
// Write out region settings
string settingsPath = String.Format("{0}{1}.xml", ArchiveConstants.SETTINGS_PATH, m_regionInfo.RegionName);
@@ -129,10 +129,10 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
}
///
- /// Create the control file for this archive
+ /// Create the control file for a 0.2 version archive
///
///
- protected string CreateControlFile()
+ public static string Create0p2ControlFile()
{
StringWriter sw = new StringWriter();
XmlTextWriter xtw = new XmlTextWriter(sw);
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/TarArchiveWriter.cs b/OpenSim/Region/Environment/Modules/World/Archiver/TarArchiveWriter.cs
index d4a8a46..55edec0 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/TarArchiveWriter.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/TarArchiveWriter.cs
@@ -32,7 +32,7 @@ using System.Text;
//using System.Reflection;
//using log4net;
-namespace OpenSim.Region.Environment
+namespace OpenSim.Region.Environment.Modules.World.Archiver
{
///
/// Temporary code to produce a tar archive in tar v7 format
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/Environment/Modules/World/Archiver/Tests/ArchiverTests.cs
index db296b0..4f4f53c 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/Tests/ArchiverTests.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/Tests/ArchiverTests.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver.Tests
public class ArchiverTests
{
///
- /// Test saving a V0.2 OpenSim Region Archive. Does not yet do what it says on the tin
+ /// Test saving a V0.2 OpenSim Region Archive.
///
[Test]
public void TestSaveOarV0p2()
@@ -76,5 +76,29 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver.Tests
// TODO: Test presence of more files and contents of files.
}
+
+ ///
+ /// Test loading a V0.2 OpenSim Region Archive. Does not yet do what it says on the tin.
+ ///
+ [Test]
+ public void TestLoadOarV0p2()
+ {
+ MemoryStream archiveWriteStream = new MemoryStream();
+ TarArchiveWriter tar = new TarArchiveWriter();
+
+ tar.AddFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestExecution.Create0p2ControlFile());
+ tar.WriteTar(archiveWriteStream);
+
+ MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
+
+ ArchiverModule archiverModule = new ArchiverModule();
+
+ Scene scene = SceneSetupHelpers.SetupScene();
+ SceneSetupHelpers.SetupSceneModules(scene, archiverModule);
+
+ archiverModule.DearchiveRegion(archiveReadStream);
+
+ // TODO: Okay, so nothing is tested yet apart from the fact that it doesn't blow up
+ }
}
}
\ No newline at end of file
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