From 5752c1f5c2ee069e2ff5ffc0ff2f186d7454c5c4 Mon Sep 17 00:00:00 2001
From: Jeff Ames
Date: Wed, 28 May 2008 03:44:49 +0000
Subject: Formatting cleanup.
---
.../Modules/World/Archiver/ArchiveRequest.cs | 68 +++++++++++-----------
1 file changed, 34 insertions(+), 34 deletions(-)
(limited to 'OpenSim/Region/Environment/Modules/World/Archiver/ArchiveRequest.cs')
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveRequest.cs
index 1579485..ea74941 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveRequest.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveRequest.cs
@@ -37,37 +37,37 @@ using log4net;
using Nini.Config;
namespace OpenSim.Region.Environment
-{
+{
///
/// Method called when all the necessary assets for an archive request have been received.
///
public delegate void AssetsRequestCallback(IDictionary assets);
-
+
///
/// Handles an individual archive request
///
public class ArchiveRequest
- {
+ {
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
+
private Scene m_scene;
private string m_savePath;
-
+
private string m_serializedEntities;
-
+
public ArchiveRequest(Scene scene, string savePath)
{
m_scene = scene;
m_savePath = savePath;
-
+
ArchiveRegion();
}
-
+
protected void ArchiveRegion()
{
m_log.Warn("[ARCHIVER]: Archive region not yet implemented");
- Dictionary textureUuids = new Dictionary();
+ Dictionary textureUuids = new Dictionary();
List entities = m_scene.GetEntities();
@@ -76,14 +76,14 @@ namespace OpenSim.Region.Environment
if (entity is SceneObjectGroup)
{
SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
-
+
foreach (SceneObjectPart part in sceneObject.GetParts())
{
LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0);
textureUuids[texture] = 1;
}
- }
- }
+ }
+ }
m_serializedEntities = SerializeObjects(entities);
@@ -91,30 +91,30 @@ namespace OpenSim.Region.Environment
{
m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", textureUuids.Count);
-
+
// Asynchronously request all the assets required to perform this archive operation
new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, textureUuids.Keys);
}
}
-
+
protected internal void ReceivedAllAssets(IDictionary assets)
{
m_log.DebugFormat("[ARCHIVER]: Received all {0} textures required", assets.Count);
-
+
// XXX: Shouldn't hijack the asset async callback thread like this - this is only temporary
-
+
TarArchive archive = new TarArchive();
-
+
archive.AddFile("prims.xml", m_serializedEntities);
-
+
foreach (LLUUID uuid in assets.Keys)
{
archive.AddFile(uuid.ToString() + ".jp2", assets[uuid].Data);
}
-
+
archive.WriteTar(m_savePath);
}
-
+
///
/// Get an xml representation of the given scene objects.
///
@@ -152,38 +152,38 @@ namespace OpenSim.Region.Environment
/// Callback used when all the assets requested have been received.
///
protected AssetsRequestCallback m_assetsRequestCallback;
-
+
///
/// Assets retrieved in this request
///
protected Dictionary m_assets = new Dictionary();
-
+
///
/// Record the number of asset replies required so we know when we've finished
///
private int m_repliesRequired;
-
+
///
/// Asset cache used to request the assets
///
- protected AssetCache m_assetCache;
-
- protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection uuids)
- {
- m_assetsRequestCallback = assetsRequestCallback;
+ protected AssetCache m_assetCache;
+
+ protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection uuids)
+ {
+ m_assetsRequestCallback = assetsRequestCallback;
m_assetCache = assetCache;
m_repliesRequired = uuids.Count;
-
+
// We can stop here if there are no assets to fetch
if (m_repliesRequired == 0)
- m_assetsRequestCallback(m_assets);
-
+ m_assetsRequestCallback(m_assets);
+
foreach (LLUUID uuid in uuids)
{
- m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
+ m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
}
}
-
+
///
/// Called back by the asset cache when it has the asset
///
@@ -192,7 +192,7 @@ namespace OpenSim.Region.Environment
public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
{
m_assets[assetID] = asset;
-
+
if (m_assets.Count == m_repliesRequired)
{
m_assetsRequestCallback(m_assets);
--
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