diff options
Minor formatting cleanup.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs index 5ff435c..a0c6dbf 100644 --- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs | |||
@@ -1,4 +1,4 @@ | |||
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 | * |
@@ -47,14 +47,14 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
47 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 47 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
48 | 48 | ||
49 | protected Scene m_scene; | 49 | protected Scene m_scene; |
50 | protected string m_savePath; | 50 | protected string m_savePath; |
51 | 51 | ||
52 | /// <summary> | 52 | /// <summary> |
53 | /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate | 53 | /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate |
54 | /// asset was found by the asset service. | 54 | /// asset was found by the asset service. |
55 | /// </summary> | 55 | /// </summary> |
56 | protected AssetBase m_requestedObjectAsset; | 56 | protected AssetBase m_requestedObjectAsset; |
57 | 57 | ||
58 | /// <summary> | 58 | /// <summary> |
59 | /// Signal whether we are currently waiting for the asset service to deliver an asset. | 59 | /// Signal whether we are currently waiting for the asset service to deliver an asset. |
60 | /// </summary> | 60 | /// </summary> |
@@ -68,7 +68,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
68 | m_scene = scene; | 68 | m_scene = scene; |
69 | m_savePath = savePath; | 69 | m_savePath = savePath; |
70 | } | 70 | } |
71 | 71 | ||
72 | /// <summary> | 72 | /// <summary> |
73 | /// The callback made when we request the asset for an object from the asset service. | 73 | /// The callback made when we request the asset for an object from the asset service. |
74 | /// </summary> | 74 | /// </summary> |
@@ -81,7 +81,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
81 | Monitor.Pulse(this); | 81 | Monitor.Pulse(this); |
82 | } | 82 | } |
83 | } | 83 | } |
84 | 84 | ||
85 | /// <summary> | 85 | /// <summary> |
86 | /// Get all the asset uuids associated with a given object. This includes both those directly associated with | 86 | /// Get all the asset uuids associated with a given object. This includes both those directly associated with |
87 | /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained | 87 | /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained |
@@ -93,17 +93,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
93 | { | 93 | { |
94 | m_log.DebugFormat( | 94 | m_log.DebugFormat( |
95 | "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.RootPart.Name, sceneObject.UUID); | 95 | "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.RootPart.Name, sceneObject.UUID); |
96 | 96 | ||
97 | foreach (SceneObjectPart part in sceneObject.GetParts()) | 97 | foreach (SceneObjectPart part in sceneObject.GetParts()) |
98 | { | 98 | { |
99 | m_log.DebugFormat( | 99 | m_log.DebugFormat( |
100 | "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); | 100 | "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); |
101 | 101 | ||
102 | LLObject.TextureEntry textureEntry = part.Shape.Textures; | 102 | LLObject.TextureEntry textureEntry = part.Shape.Textures; |
103 | 103 | ||
104 | // Get the prim's default texture. This will be used for faces which don't have their own texture | 104 | // Get the prim's default texture. This will be used for faces which don't have their own texture |
105 | assetUuids[textureEntry.DefaultTexture.TextureID] = 1; | 105 | assetUuids[textureEntry.DefaultTexture.TextureID] = 1; |
106 | 106 | ||
107 | // XXX: Not a great way to iterate through face textures, but there's no | 107 | // XXX: Not a great way to iterate through face textures, but there's no |
108 | // other method available to tell how many faces there actually are | 108 | // other method available to tell how many faces there actually are |
109 | int i = 0; | 109 | int i = 0; |
@@ -114,26 +114,26 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
114 | m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); | 114 | m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); |
115 | assetUuids[texture.TextureID] = 1; | 115 | assetUuids[texture.TextureID] = 1; |
116 | } | 116 | } |
117 | } | 117 | } |
118 | 118 | ||
119 | foreach (TaskInventoryItem tii in part.TaskInventory.Values) | 119 | foreach (TaskInventoryItem tii in part.TaskInventory.Values) |
120 | { | 120 | { |
121 | if (!assetUuids.ContainsKey(tii.AssetID)) | 121 | if (!assetUuids.ContainsKey(tii.AssetID)) |
122 | { | 122 | { |
123 | assetUuids[tii.AssetID] = 1; | 123 | assetUuids[tii.AssetID] = 1; |
124 | 124 | ||
125 | if (tii.Type != (int)InventoryType.Object) | 125 | if (tii.Type != (int)InventoryType.Object) |
126 | { | 126 | { |
127 | m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); | 127 | m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); |
128 | } | 128 | } |
129 | else | 129 | else |
130 | { | 130 | { |
131 | m_waitingForObjectAsset = true; | 131 | m_waitingForObjectAsset = true; |
132 | m_scene.AssetCache.GetAsset(tii.AssetID, AssetRequestCallback, true); | 132 | m_scene.AssetCache.GetAsset(tii.AssetID, AssetRequestCallback, true); |
133 | 133 | ||
134 | // The asset cache callback can either | 134 | // The asset cache callback can either |
135 | // | 135 | // |
136 | // 1. Complete on the same thread (if the asset is already in the cache) or | 136 | // 1. Complete on the same thread (if the asset is already in the cache) or |
137 | // 2. Come in via a different thread (if we need to go fetch it). | 137 | // 2. Come in via a different thread (if we need to go fetch it). |
138 | // | 138 | // |
139 | // The code below handles both these alternatives. | 139 | // The code below handles both these alternatives. |
@@ -141,11 +141,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
141 | { | 141 | { |
142 | if (m_waitingForObjectAsset) | 142 | if (m_waitingForObjectAsset) |
143 | { | 143 | { |
144 | Monitor.Wait(this); | 144 | Monitor.Wait(this); |
145 | m_waitingForObjectAsset = false; | 145 | m_waitingForObjectAsset = false; |
146 | } | 146 | } |
147 | } | 147 | } |
148 | 148 | ||
149 | if (null != m_requestedObjectAsset) | 149 | if (null != m_requestedObjectAsset) |
150 | { | 150 | { |
151 | string xml = Helpers.FieldToUTF8String(m_requestedObjectAsset.Data); | 151 | string xml = Helpers.FieldToUTF8String(m_requestedObjectAsset.Data); |
@@ -156,7 +156,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
156 | } | 156 | } |
157 | } | 157 | } |
158 | } | 158 | } |
159 | } | 159 | } |
160 | 160 | ||
161 | public void ArchiveRegion() | 161 | public void ArchiveRegion() |
162 | { | 162 | { |
@@ -180,7 +180,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
180 | m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} assets", assetUuids.Count); | 180 | m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} assets", assetUuids.Count); |
181 | 181 | ||
182 | // Asynchronously request all the assets required to perform this archive operation | 182 | // Asynchronously request all the assets required to perform this archive operation |
183 | ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution(serializedEntities, m_savePath); | 183 | ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution(serializedEntities, m_savePath); |
184 | new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute(); | 184 | new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute(); |
185 | } | 185 | } |
186 | } | 186 | } |