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|
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Net;
using System.Reflection;
using System.Text;
using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Terrain;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.World.Archiver
{
/// <summary>
/// Handles an individual archive read request
/// </summary>
public class ArchiveReadRequest
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// The maximum major version of OAR that we can read. Minor versions shouldn't need a max number since version
/// bumps here should be compatible.
/// </summary>
public static int MAX_MAJOR_VERSION = 1;
/// <summary>
/// Has the control file been loaded for this archive?
/// </summary>
public bool ControlFileLoaded { get; private set; }
protected Scene m_scene;
protected Stream m_loadStream;
protected Guid m_requestId;
protected string m_errorMessage;
/// <value>
/// Should the archive being loaded be merged with what is already on the region?
/// </value>
protected bool m_merge;
/// <value>
/// Should we ignore any assets when reloading the archive?
/// </value>
protected bool m_skipAssets;
/// <summary>
/// Used to cache lookups for valid uuids.
/// </summary>
private IDictionary<UUID, bool> m_validUserUuids = new Dictionary<UUID, bool>();
private IUserManagement m_UserMan;
private IUserManagement UserManager
{
get
{
if (m_UserMan == null)
{
m_UserMan = m_scene.RequestModuleInterface<IUserManagement>();
}
return m_UserMan;
}
}
/// <summary>
/// Used to cache lookups for valid groups.
/// </summary>
private IDictionary<UUID, bool> m_validGroupUuids = new Dictionary<UUID, bool>();
private IGroupsModule m_groupsModule;
public ArchiveReadRequest(Scene scene, string loadPath, bool merge, bool skipAssets, Guid requestId)
{
m_scene = scene;
try
{
m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress);
}
catch (EntryPointNotFoundException e)
{
m_log.ErrorFormat(
"[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream."
+ "If you've manually installed Mono, have you appropriately updated zlib1g as well?");
m_log.Error(e);
}
m_errorMessage = String.Empty;
m_merge = merge;
m_skipAssets = skipAssets;
m_requestId = requestId;
// Zero can never be a valid user id
m_validUserUuids[UUID.Zero] = false;
m_groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
}
public ArchiveReadRequest(Scene scene, Stream loadStream, bool merge, bool skipAssets, Guid requestId)
{
m_scene = scene;
m_loadStream = loadStream;
m_merge = merge;
m_skipAssets = skipAssets;
m_requestId = requestId;
// Zero can never be a valid user id
m_validUserUuids[UUID.Zero] = false;
m_groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
}
/// <summary>
/// Dearchive the region embodied in this request.
/// </summary>
public void DearchiveRegion()
{
// The same code can handle dearchiving 0.1 and 0.2 OpenSim Archive versions
DearchiveRegion0DotStar();
}
private void DearchiveRegion0DotStar()
{
int successfulAssetRestores = 0;
int failedAssetRestores = 0;
List<string> serialisedSceneObjects = new List<string>();
List<string> serialisedParcels = new List<string>();
string filePath = "NONE";
TarArchiveReader archive = new TarArchiveReader(m_loadStream);
byte[] data;
TarArchiveReader.TarEntryType entryType;
try
{
while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
{
//m_log.DebugFormat(
// "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length);
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
continue;
if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
{
serialisedSceneObjects.Add(Encoding.UTF8.GetString(data));
}
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets)
{
if (LoadAsset(filePath, data))
successfulAssetRestores++;
else
failedAssetRestores++;
if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
{
LoadTerrain(filePath, data);
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
{
LoadRegionSettings(filePath, data);
}
else if (!m_merge && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH))
{
serialisedParcels.Add(Encoding.UTF8.GetString(data));
}
else if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
{
LoadControlFile(filePath, data);
}
}
//m_log.Debug("[ARCHIVER]: Reached end of archive");
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ARCHIVER]: Aborting load with error in archive file {0}. {1}", filePath, e);
m_errorMessage += e.ToString();
m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
return;
}
finally
{
archive.Close();
}
if (!m_skipAssets)
{
m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
if (failedAssetRestores > 0)
{
m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores);
}
}
if (!m_merge)
{
m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
m_scene.DeleteAllSceneObjects();
}
LoadParcels(serialisedParcels);
LoadObjects(serialisedSceneObjects);
m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
}
/// <summary>
/// Load serialized scene objects.
/// </summary>
/// <param name="serialisedSceneObjects"></param>
protected void LoadObjects(List<string> serialisedSceneObjects)
{
// Reload serialized prims
m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
UUID oldTelehubUUID = m_scene.RegionInfo.RegionSettings.TelehubObject;
IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface<IRegionSerialiserModule>();
int sceneObjectsLoadedCount = 0;
foreach (string serialisedSceneObject in serialisedSceneObjects)
{
/*
m_log.DebugFormat("[ARCHIVER]: Loading xml with raw size {0}", serialisedSceneObject.Length);
// Really large xml files (multi megabyte) appear to cause
// memory problems
// when loading the xml. But don't enable this check yet
if (serialisedSceneObject.Length > 5000000)
{
m_log.Error("[ARCHIVER]: Ignoring xml since size > 5000000);");
continue;
}
*/
SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
bool isTelehub = (sceneObject.UUID == oldTelehubUUID);
// For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
// on the same region server and multiple examples a single object archive to be imported
// to the same scene (when this is possible).
sceneObject.ResetIDs();
if (isTelehub)
{
// Change the Telehub Object to the new UUID
m_scene.RegionInfo.RegionSettings.TelehubObject = sceneObject.UUID;
m_scene.RegionInfo.RegionSettings.Save();
oldTelehubUUID = UUID.Zero;
}
// Try to retain the original creator/owner/lastowner if their uuid is present on this grid
// or creator data is present. Otherwise, use the estate owner instead.
foreach (SceneObjectPart part in sceneObject.Parts)
{
if (part.CreatorData == null || part.CreatorData == string.Empty)
{
if (!ResolveUserUuid(part.CreatorID))
part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
}
if (UserManager != null)
UserManager.AddUser(part.CreatorID, part.CreatorData);
if (!ResolveUserUuid(part.OwnerID))
part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveUserUuid(part.LastOwnerID))
part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveGroupUuid(part.GroupID))
part.GroupID = UUID.Zero;
// And zap any troublesome sit target information
// part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
// part.SitTargetPosition = new Vector3(0, 0, 0);
// Fix ownership/creator of inventory items
// Not doing so results in inventory items
// being no copy/no mod for everyone
lock (part.TaskInventory)
{
if (!ResolveUserUuid(part.CreatorID))
part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveUserUuid(part.OwnerID))
part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveUserUuid(part.LastOwnerID))
part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
// And zap any troublesome sit target information
part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
part.SitTargetPosition = new Vector3(0, 0, 0);
// Fix ownership/creator of inventory items
// Not doing so results in inventory items
// being no copy/no mod for everyone
part.TaskInventory.LockItemsForRead(true);
TaskInventoryDictionary inv = part.TaskInventory;
foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
{
if (!ResolveUserUuid(kvp.Value.OwnerID))
{
kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
}
if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty)
{
if (!ResolveUserUuid(kvp.Value.CreatorID))
kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
}
if (UserManager != null)
UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
if (!ResolveGroupUuid(kvp.Value.GroupID))
kvp.Value.GroupID = UUID.Zero;
}
part.TaskInventory.LockItemsForRead(false);
}
}
if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
{
sceneObjectsLoadedCount++;
sceneObject.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, 0);
sceneObject.ResumeScripts();
}
}
m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjectsLoadedCount);
int ignoredObjects = serialisedSceneObjects.Count - sceneObjectsLoadedCount;
if (ignoredObjects > 0)
m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
if (oldTelehubUUID != UUID.Zero)
{
m_log.WarnFormat("Telehub object not found: {0}", oldTelehubUUID);
m_scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero;
m_scene.RegionInfo.RegionSettings.ClearSpawnPoints();
}
}
/// <summary>
/// Load serialized parcels.
/// </summary>
/// <param name="serialisedParcels"></param>
protected void LoadParcels(List<string> serialisedParcels)
{
// Reload serialized parcels
m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count);
List<LandData> landData = new List<LandData>();
foreach (string serialisedParcel in serialisedParcels)
{
LandData parcel = LandDataSerializer.Deserialize(serialisedParcel);
// Validate User and Group UUID's
if (!ResolveUserUuid(parcel.OwnerID))
parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
if (!ResolveGroupUuid(parcel.GroupID))
{
parcel.GroupID = UUID.Zero;
parcel.IsGroupOwned = false;
}
List<LandAccessEntry> accessList = new List<LandAccessEntry>();
foreach (LandAccessEntry entry in parcel.ParcelAccessList)
{
if (ResolveUserUuid(entry.AgentID))
accessList.Add(entry);
// else, drop this access rule
}
parcel.ParcelAccessList = accessList;
// m_log.DebugFormat(
// "[ARCHIVER]: Adding parcel {0}, local id {1}, area {2}",
// parcel.Name, parcel.LocalID, parcel.Area);
landData.Add(parcel);
}
if (!m_merge)
{
bool setupDefaultParcel = (landData.Count == 0);
m_scene.LandChannel.Clear(setupDefaultParcel);
}
m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);
}
/// <summary>
/// Look up the given user id to check whether it's one that is valid for this grid.
/// </summary>
/// <param name="uuid"></param>
/// <returns></returns>
private bool ResolveUserUuid(UUID uuid)
{
if (!m_validUserUuids.ContainsKey(uuid))
{
UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid);
m_validUserUuids.Add(uuid, account != null);
}
return m_validUserUuids[uuid];
}
/// <summary>
/// Look up the given group id to check whether it's one that is valid for this grid.
/// </summary>
/// <param name="uuid"></param>
/// <returns></returns>
private bool ResolveGroupUuid(UUID uuid)
{
if (uuid == UUID.Zero)
return true; // this means the object has no group
if (!m_validGroupUuids.ContainsKey(uuid))
{
bool exists;
if (m_groupsModule == null)
exists = false;
else
exists = (m_groupsModule.GetGroupRecord(uuid) != null);
m_validGroupUuids.Add(uuid, exists);
}
return m_validGroupUuids[uuid];
}
/// Load an asset
/// </summary>
/// <param name="assetFilename"></param>
/// <param name="data"></param>
/// <returns>true if asset was successfully loaded, false otherwise</returns>
private bool LoadAsset(string assetPath, byte[] data)
{
// Right now we're nastily obtaining the UUID from the filename
string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
if (i == -1)
{
m_log.ErrorFormat(
"[ARCHIVER]: Could not find extension information in asset path {0} since it's missing the separator {1}. Skipping",
assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
return false;
}
string extension = filename.Substring(i);
string uuid = filename.Remove(filename.Length - extension.Length);
if (m_scene.AssetService.GetMetadata(uuid) != null)
{
// m_log.DebugFormat("[ARCHIVER]: found existing asset {0}",uuid);
return true;
}
if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
{
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
if (assetType == (sbyte)AssetType.Unknown)
m_log.WarnFormat("[ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType, UUID.Zero.ToString());
asset.Data = data;
// We're relying on the asset service to do the sensible thing and not store the asset if it already
// exists.
m_scene.AssetService.Store(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<IJ2KDecoder>();
if (cacheLayerDecode != null)
cacheLayerDecode.syncdecode(asset.FullID, asset.Data);
}
*/
return true;
}
else
{
m_log.ErrorFormat(
"[ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
assetPath, extension);
return false;
}
}
/// <summary>
/// Load region settings data
/// </summary>
/// <param name="settingsPath"></param>
/// <param name="data"></param>
/// <returns>
/// true if settings were loaded successfully, false otherwise
/// </returns>
private bool LoadRegionSettings(string settingsPath, byte[] data)
{
RegionSettings loadedRegionSettings;
try
{
loadedRegionSettings = RegionSettingsSerializer.Deserialize(data);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ARCHIVER]: Could not parse region settings file {0}. Ignoring. Exception was {1}",
settingsPath, e);
return false;
}
RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit;
currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage;
currentRegionSettings.AllowLandJoinDivide = loadedRegionSettings.AllowLandJoinDivide;
currentRegionSettings.AllowLandResell = loadedRegionSettings.AllowLandResell;
currentRegionSettings.BlockFly = loadedRegionSettings.BlockFly;
currentRegionSettings.BlockShowInSearch = loadedRegionSettings.BlockShowInSearch;
currentRegionSettings.BlockTerraform = loadedRegionSettings.BlockTerraform;
currentRegionSettings.DisableCollisions = loadedRegionSettings.DisableCollisions;
currentRegionSettings.DisablePhysics = loadedRegionSettings.DisablePhysics;
currentRegionSettings.DisableScripts = loadedRegionSettings.DisableScripts;
currentRegionSettings.Elevation1NE = loadedRegionSettings.Elevation1NE;
currentRegionSettings.Elevation1NW = loadedRegionSettings.Elevation1NW;
currentRegionSettings.Elevation1SE = loadedRegionSettings.Elevation1SE;
currentRegionSettings.Elevation1SW = loadedRegionSettings.Elevation1SW;
currentRegionSettings.Elevation2NE = loadedRegionSettings.Elevation2NE;
currentRegionSettings.Elevation2NW = loadedRegionSettings.Elevation2NW;
currentRegionSettings.Elevation2SE = loadedRegionSettings.Elevation2SE;
currentRegionSettings.Elevation2SW = loadedRegionSettings.Elevation2SW;
currentRegionSettings.FixedSun = loadedRegionSettings.FixedSun;
currentRegionSettings.SunPosition = loadedRegionSettings.SunPosition;
currentRegionSettings.ObjectBonus = loadedRegionSettings.ObjectBonus;
currentRegionSettings.RestrictPushing = loadedRegionSettings.RestrictPushing;
currentRegionSettings.TerrainLowerLimit = loadedRegionSettings.TerrainLowerLimit;
currentRegionSettings.TerrainRaiseLimit = loadedRegionSettings.TerrainRaiseLimit;
currentRegionSettings.TerrainTexture1 = loadedRegionSettings.TerrainTexture1;
currentRegionSettings.TerrainTexture2 = loadedRegionSettings.TerrainTexture2;
currentRegionSettings.TerrainTexture3 = loadedRegionSettings.TerrainTexture3;
currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4;
currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun;
currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight;
currentRegionSettings.TelehubObject = loadedRegionSettings.TelehubObject;
currentRegionSettings.ClearSpawnPoints();
foreach (SpawnPoint sp in loadedRegionSettings.SpawnPoints())
currentRegionSettings.AddSpawnPoint(sp);
currentRegionSettings.Save();
m_scene.TriggerEstateSunUpdate();
IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
if (estateModule != null)
estateModule.sendRegionHandshakeToAll();
return true;
}
/// <summary>
/// Load terrain data
/// </summary>
/// <param name="terrainPath"></param>
/// <param name="data"></param>
/// <returns>
/// true if terrain was resolved successfully, false otherwise.
/// </returns>
private bool LoadTerrain(string terrainPath, byte[] data)
{
ITerrainModule terrainModule = m_scene.RequestModuleInterface<ITerrainModule>();
MemoryStream ms = new MemoryStream(data);
terrainModule.LoadFromStream(terrainPath, ms);
ms.Close();
m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath);
return true;
}
/// <summary>
/// Load oar control file
/// </summary>
/// <param name="path"></param>
/// <param name="data"></param>
public void LoadControlFile(string path, byte[] data)
{
XmlNamespaceManager nsmgr = new XmlNamespaceManager(new NameTable());
XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None);
XmlTextReader xtr = new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context);
RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
// Loaded metadata will empty if no information exists in the archive
currentRegionSettings.LoadedCreationDateTime = 0;
currentRegionSettings.LoadedCreationID = "";
while (xtr.Read())
{
if (xtr.NodeType == XmlNodeType.Element)
{
if (xtr.Name.ToString() == "archive")
{
int majorVersion = int.Parse(xtr["major_version"]);
int minorVersion = int.Parse(xtr["minor_version"]);
string version = string.Format("{0}.{1}", majorVersion, minorVersion);
if (majorVersion > MAX_MAJOR_VERSION)
{
throw new Exception(
string.Format(
"The OAR you are trying to load has major version number of {0} but this version of OpenSim can only load OARs with major version number {1} and below",
majorVersion, MAX_MAJOR_VERSION));
}
m_log.InfoFormat("[ARCHIVER]: Loading OAR with version {0}", version);
}
if (xtr.Name.ToString() == "datetime")
{
int value;
if (Int32.TryParse(xtr.ReadElementContentAsString(), out value))
currentRegionSettings.LoadedCreationDateTime = value;
}
else if (xtr.Name.ToString() == "id")
{
currentRegionSettings.LoadedCreationID = xtr.ReadElementContentAsString();
}
}
}
currentRegionSettings.Save();
ControlFileLoaded = true;
}
}
}
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