* if the user uuid is present, preserve ownership information when loading an archive
* if the uuid isn't present, ownership is given to the region's master avatar0.6.0-stable
parent
d0480a87c3
commit
03f9a3e1d6
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@ -48,10 +48,15 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding();
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private static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding();
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protected Scene m_scene;
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private Scene m_scene;
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protected string m_loadPath;
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private string m_loadPath;
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/// <summary>
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/// Used to cache lookups for valid uuids.
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/// </summary>
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private IDictionary<LLUUID, bool> m_validUserUuids = new Dictionary<LLUUID, bool>();
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public ArchiveReadRequest(Scene scene, string loadPath)
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public ArchiveReadRequest(Scene scene, string loadPath)
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{
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{
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@ -61,7 +66,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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DearchiveRegion();
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DearchiveRegion();
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}
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}
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protected void DearchiveRegion()
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private void DearchiveRegion()
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{
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{
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TarArchiveReader archive
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TarArchiveReader archive
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= new TarArchiveReader(
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= new TarArchiveReader(
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@ -129,13 +134,20 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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// to the same scene (when this is possible).
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// to the same scene (when this is possible).
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sceneObject.ResetIDs();
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sceneObject.ResetIDs();
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// Make the master the owner/creator of everything imported for now
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// Try to retain the original creator/owner/lastowner if their uuid is present on this grid
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// otherwise, use the master avatar uuid instead
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LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID;
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LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID;
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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{
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part.CreatorID = masterAvatarId;
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if (!resolveUserUuid(part.CreatorID))
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part.OwnerID = masterAvatarId;
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part.CreatorID = masterAvatarId;
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part.LastOwnerID = masterAvatarId;
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if (!resolveUserUuid(part.OwnerID))
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part.OwnerID = masterAvatarId;
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if (!resolveUserUuid(part.LastOwnerID))
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part.LastOwnerID = masterAvatarId;
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// And zap any troublesome sit target information
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// And zap any troublesome sit target information
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part.SitTargetOrientation = new Quaternion(0,0,0,1);
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part.SitTargetOrientation = new Quaternion(0,0,0,1);
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part.SitTargetPosition = new Vector3(0,0,0);
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part.SitTargetPosition = new Vector3(0,0,0);
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@ -164,13 +176,34 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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}
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}
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}
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}
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/// <summary>
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/// Look up the given user id to check whether it's one that is valid for this grid.
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/// </summary>
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/// <param name="uuid"></param>
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/// <returns></returns>
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private bool resolveUserUuid(LLUUID uuid)
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{
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if (!m_validUserUuids.ContainsKey(uuid))
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{
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if (m_scene.CommsManager.UserService.GetUserProfile(uuid) != null)
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m_validUserUuids.Add(uuid, true);
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else
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m_validUserUuids.Add(uuid, false);
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}
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if (m_validUserUuids[uuid])
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return true;
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else
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return false;
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}
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/// <summary>
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/// <summary>
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/// Load an asset
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/// Load an asset
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/// </summary>
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/// </summary>
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/// <param name="assetFilename"></param>
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/// <param name="assetFilename"></param>
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/// <param name="data"></param>
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/// <param name="data"></param>
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/// <returns>true if asset was successfully loaded, false otherwise</returns>
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/// <returns>true if asset was successfully loaded, false otherwise</returns>
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protected bool LoadAsset(string assetPath, byte[] data)
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private bool LoadAsset(string assetPath, byte[] data)
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{
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{
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// Right now we're nastily obtaining the lluuid from the filename
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// Right now we're nastily obtaining the lluuid from the filename
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string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
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string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
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@ -209,7 +242,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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/// <returns>
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/// <returns>
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/// true if terrain was resolved successfully, false otherwise.
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/// true if terrain was resolved successfully, false otherwise.
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/// </returns>
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/// </returns>
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protected bool LoadTerrain(string terrainPath, byte[] data)
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private bool LoadTerrain(string terrainPath, byte[] data)
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{
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{
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ITerrainModule terrainModule = m_scene.RequestModuleInterface<ITerrainModule>();
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ITerrainModule terrainModule = m_scene.RequestModuleInterface<ITerrainModule>();
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