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-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs74
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs105
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs4
3 files changed, 113 insertions, 70 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs
index eab80ac..1d7042c 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs
@@ -97,6 +97,12 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
97 m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tit.AssetID, part.UUID); 97 m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tit.AssetID, part.UUID);
98 assetUuids[tit.AssetID] = 1; 98 assetUuids[tit.AssetID] = 1;
99 } 99 }
100 else
101 {
102 // TODO: Need to unpack every tit and go through its textures & items, recursively
103 // this will mean going through the 'assets' received multiple times so that we can
104 // unpack objects within objects before recursively requesting the inner assets
105 }
100 } 106 }
101 } 107 }
102 } 108 }
@@ -159,72 +165,4 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
159 return serialization; 165 return serialization;
160 } 166 }
161 } 167 }
162
163 /// <summary>
164 /// Encapsulate the asynchronous requests for the assets required for an archive operation
165 /// </summary>
166 class AssetsRequest
167 {
168 /// <summary>
169 /// Callback used when all the assets requested have been received.
170 /// </summary>
171 protected AssetsRequestCallback m_assetsRequestCallback;
172
173 /// <summary>
174 /// Assets retrieved in this request
175 /// </summary>
176 protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>();
177
178 /// <summary>
179 /// Record the number of asset replies required so we know when we've finished
180 /// </summary>
181 private int m_repliesRequired;
182
183 /// <summary>
184 /// Asset cache used to request the assets
185 /// </summary>
186 protected AssetCache m_assetCache;
187
188 protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids)
189 {
190 m_assetsRequestCallback = assetsRequestCallback;
191 m_assetCache = assetCache;
192 m_repliesRequired = uuids.Count;
193
194 // We can stop here if there are no assets to fetch
195 if (m_repliesRequired == 0)
196 m_assetsRequestCallback(m_assets);
197
198 foreach (LLUUID uuid in uuids)
199 {
200 m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
201 }
202 }
203
204 /// <summary>
205 /// Called back by the asset cache when it has the asset
206 /// </summary>
207 /// <param name="assetID"></param>
208 /// <param name="asset"></param>
209 public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
210 {
211 m_assets[assetID] = asset;
212
213 if (m_assets.Count == m_repliesRequired)
214 {
215 // We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive
216 Thread newThread = new Thread(PerformAssetsRequestCallback);
217 newThread.Name = "OpenSimulator archiving thread post assets receipt";
218 newThread.Start();
219 }
220 }
221
222 /// <summary>
223 /// Perform the callback on the original requester of the assets
224 /// </summary>
225 protected void PerformAssetsRequestCallback()
226 {
227 m_assetsRequestCallback(m_assets);
228 }
229 }
230} 168}
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs
new file mode 100644
index 0000000..2021b70
--- /dev/null
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs
@@ -0,0 +1,105 @@
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 OpenSim.Framework;
29using OpenSim.Framework.Communications.Cache;
30using OpenSim.Region.Environment.Interfaces;
31using OpenSim.Region.Environment.Scenes;
32using System.Collections.Generic;
33using System.Threading;
34using libsecondlife;
35
36namespace OpenSim.Region.Environment.Modules.World.Archiver
37{
38 /// <summary>
39 /// Encapsulate the asynchronous requests for the assets required for an archive operation
40 /// </summary>
41 class AssetsRequest
42 {
43 /// <summary>
44 /// Callback used when all the assets requested have been received.
45 /// </summary>
46 protected AssetsRequestCallback m_assetsRequestCallback;
47
48 /// <summary>
49 /// Assets retrieved in this request
50 /// </summary>
51 protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>();
52
53 /// <summary>
54 /// Record the number of asset replies required so we know when we've finished
55 /// </summary>
56 private int m_repliesRequired;
57
58 /// <summary>
59 /// Asset cache used to request the assets
60 /// </summary>
61 protected AssetCache m_assetCache;
62
63 protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids)
64 {
65 m_assetsRequestCallback = assetsRequestCallback;
66 m_assetCache = assetCache;
67 m_repliesRequired = uuids.Count;
68
69 // We can stop here if there are no assets to fetch
70 if (m_repliesRequired == 0)
71 m_assetsRequestCallback(m_assets);
72
73 foreach (LLUUID uuid in uuids)
74 {
75 m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
76 }
77 }
78
79 /// <summary>
80 /// Called back by the asset cache when it has the asset
81 /// </summary>
82 /// <param name="assetID"></param>
83 /// <param name="asset"></param>
84 public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
85 {
86 m_assets[assetID] = asset;
87
88 if (m_assets.Count == m_repliesRequired)
89 {
90 // We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive
91 Thread newThread = new Thread(PerformAssetsRequestCallback);
92 newThread.Name = "OpenSimulator archiving thread post assets receipt";
93 newThread.Start();
94 }
95 }
96
97 /// <summary>
98 /// Perform the callback on the original requester of the assets
99 /// </summary>
100 protected void PerformAssetsRequestCallback()
101 {
102 m_assetsRequestCallback(m_assets);
103 }
104 }
105}
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index dcc92cc..e274139 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -863,12 +863,12 @@ namespace OpenSim.Region.Environment.Scenes
863 } 863 }
864 864
865 /// <summary> 865 /// <summary>
866 /// 866 /// Backup the scene. This acts as the main method of the backup thread.
867 /// </summary> 867 /// </summary>
868 /// <returns></returns> 868 /// <returns></returns>
869 public void Backup() 869 public void Backup()
870 { 870 {
871 EventManager.TriggerOnBackup(m_storageManager.DataStore); 871 EventManager.TriggerOnBackup(m_storageManager.DataStore);
872 m_backingup = false; 872 m_backingup = false;
873 //return true; 873 //return true;
874 } 874 }