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authorTeravus Ovares2008-09-06 07:52:41 +0000
committerTeravus Ovares2008-09-06 07:52:41 +0000
commit7d89e122930be39e84a6d174548fa2d12ac0484a (patch)
treee5aa5752f988a9aba2a969f49e5e208985eda80c /OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
parent* minor: speculatively try a change to bamboo.build to see if this generates ... (diff)
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* This is the fabled LibOMV update with all of the libOMV types from JHurliman
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
Diffstat (limited to 'OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs')
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs32
1 files changed, 16 insertions, 16 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
index 20e15ab..a59148b 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
@@ -37,7 +37,7 @@ using System.Reflection;
37//using System.Text; 37//using System.Text;
38using System.Text.RegularExpressions; 38using System.Text.RegularExpressions;
39using System.Threading; 39using System.Threading;
40using libsecondlife; 40using OpenMetaverse;
41using log4net; 41using log4net;
42using Nini.Config; 42using Nini.Config;
43 43
@@ -84,7 +84,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
84 /// <summary> 84 /// <summary>
85 /// The callback made when we request the asset for an object from the asset service. 85 /// The callback made when we request the asset for an object from the asset service.
86 /// </summary> 86 /// </summary>
87 public void AssetRequestCallback(LLUUID assetID, AssetBase asset) 87 public void AssetRequestCallback(UUID assetID, AssetBase asset)
88 { 88 {
89 lock (this) 89 lock (this)
90 { 90 {
@@ -100,7 +100,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
100 /// </summary> 100 /// </summary>
101 /// <param name="uuid"></param> 101 /// <param name="uuid"></param>
102 /// <returns></returns> 102 /// <returns></returns>
103 protected AssetBase GetAsset(LLUUID uuid) 103 protected AssetBase GetAsset(UUID uuid)
104 { 104 {
105 m_waitingForObjectAsset = true; 105 m_waitingForObjectAsset = true;
106 m_scene.AssetCache.GetAsset(uuid, AssetRequestCallback, true); 106 m_scene.AssetCache.GetAsset(uuid, AssetRequestCallback, true);
@@ -128,20 +128,20 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
128 /// </summary> 128 /// </summary>
129 /// <param name="scriptUuid"></param> 129 /// <param name="scriptUuid"></param>
130 /// <param name="assetUuids">Dictionary in which to record the references</param> 130 /// <param name="assetUuids">Dictionary in which to record the references</param>
131 protected void GetScriptAssetUuids(LLUUID scriptUuid, IDictionary<LLUUID, int> assetUuids) 131 protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids)
132 { 132 {
133 AssetBase scriptAsset = GetAsset(scriptUuid); 133 AssetBase scriptAsset = GetAsset(scriptUuid);
134 134
135 if (null != scriptAsset) 135 if (null != scriptAsset)
136 { 136 {
137 string script = Helpers.FieldToUTF8String(scriptAsset.Data); 137 string script = Utils.BytesToString(scriptAsset.Data);
138 //m_log.DebugFormat("[ARCHIVER]: Script {0}", script); 138 //m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
139 MatchCollection uuidMatches = m_uuidRegex.Matches(script); 139 MatchCollection uuidMatches = m_uuidRegex.Matches(script);
140 //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count); 140 //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
141 141
142 foreach (Match uuidMatch in uuidMatches) 142 foreach (Match uuidMatch in uuidMatches)
143 { 143 {
144 LLUUID uuid = new LLUUID(uuidMatch.Value); 144 UUID uuid = new UUID(uuidMatch.Value);
145 //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); 145 //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
146 assetUuids[uuid] = 1; 146 assetUuids[uuid] = 1;
147 } 147 }
@@ -153,17 +153,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
153 /// </summary> 153 /// </summary>
154 /// <param name="wearableAssetUuid"></param> 154 /// <param name="wearableAssetUuid"></param>
155 /// <param name="assetUuids">Dictionary in which to record the references</param> 155 /// <param name="assetUuids">Dictionary in which to record the references</param>
156 protected void GetWearableAssetUuids(LLUUID wearableAssetUuid, IDictionary<LLUUID, int> assetUuids) 156 protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids)
157 { 157 {
158 AssetBase assetBase = GetAsset(wearableAssetUuid); 158 AssetBase assetBase = GetAsset(wearableAssetUuid);
159 //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); 159 //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
160 AssetWearable wearableAsset = new AssetBodypart(assetBase.Data); 160 AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
161 wearableAsset.Decode(); 161 wearableAsset.Decode();
162 162
163 //m_log.DebugFormat( 163 //m_log.DebugFormat(
164 // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); 164 // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
165 165
166 foreach (LLUUID uuid in wearableAsset.Textures.Values) 166 foreach (UUID uuid in wearableAsset.Textures.Values)
167 { 167 {
168 //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); 168 //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
169 assetUuids[uuid] = 1; 169 assetUuids[uuid] = 1;
@@ -176,14 +176,14 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
176 /// within this object). 176 /// within this object).
177 /// </summary> 177 /// </summary>
178 /// <param name="sceneObject"></param> 178 /// <param name="sceneObject"></param>
179 /// <param name="assetUuids"></param> 179 /// <param name="assetUuids"></param>
180 protected void GetSceneObjectAssetUuids(LLUUID sceneObjectUuid, IDictionary<LLUUID, int> assetUuids) 180 protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids)
181 { 181 {
182 AssetBase objectAsset = GetAsset(sceneObjectUuid); 182 AssetBase objectAsset = GetAsset(sceneObjectUuid);
183 183
184 if (null != objectAsset) 184 if (null != objectAsset)
185 { 185 {
186 string xml = Helpers.FieldToUTF8String(objectAsset.Data); 186 string xml = Utils.BytesToString(objectAsset.Data);
187 SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml); 187 SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml);
188 GetSceneObjectAssetUuids(sog, assetUuids); 188 GetSceneObjectAssetUuids(sog, assetUuids);
189 } 189 }
@@ -196,7 +196,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
196 /// </summary> 196 /// </summary>
197 /// <param name="sceneObject"></param> 197 /// <param name="sceneObject"></param>
198 /// <param name="assetUuids"></param> 198 /// <param name="assetUuids"></param>
199 protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<LLUUID, int> assetUuids) 199 protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids)
200 { 200 {
201 m_log.DebugFormat( 201 m_log.DebugFormat(
202 "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); 202 "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
@@ -208,7 +208,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
208 208
209 try 209 try
210 { 210 {
211 LLObject.TextureEntry textureEntry = part.Shape.Textures; 211 Primitive.TextureEntry textureEntry = part.Shape.Textures;
212 212
213 // Get the prim's default texture. This will be used for faces which don't have their own texture 213 // Get the prim's default texture. This will be used for faces which don't have their own texture
214 assetUuids[textureEntry.DefaultTexture.TextureID] = 1; 214 assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
@@ -216,7 +216,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
216 // XXX: Not a great way to iterate through face textures, but there's no 216 // XXX: Not a great way to iterate through face textures, but there's no
217 // other method available to tell how many faces there actually are 217 // other method available to tell how many faces there actually are
218 //int i = 0; 218 //int i = 0;
219 foreach (LLObject.TextureEntryFace texture in textureEntry.FaceTextures) 219 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
220 { 220 {
221 if (texture != null) 221 if (texture != null)
222 { 222 {
@@ -262,7 +262,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
262 262
263 public void ArchiveRegion() 263 public void ArchiveRegion()
264 { 264 {
265 Dictionary<LLUUID, int> assetUuids = new Dictionary<LLUUID, int>(); 265 Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>();
266 266
267 List<EntityBase> entities = m_scene.GetEntities(); 267 List<EntityBase> entities = m_scene.GetEntities();
268 List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); 268 List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();