Update svn properties.

0.6.0-stable
Jeff Ames 2008-06-17 08:14:58 +00:00
parent a401b03ab0
commit 255b87464a
2 changed files with 187 additions and 187 deletions

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@ -1,73 +1,73 @@
/* /*
* Copyright (c) Contributors, http://opensimulator.org/ * Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders. * See CONTRIBUTORS.TXT for a full list of copyright holders.
* *
* Redistribution and use in source and binary forms, with or without * Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met: * modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright * * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer. * notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright * * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the * notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution. * documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the * * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products * names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission. * derived from this software without specific prior written permission.
* *
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * 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 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/ */
using System.Collections.Generic; using System.Collections.Generic;
using System.Reflection; using System.Reflection;
using libsecondlife; using libsecondlife;
using log4net; using log4net;
using OpenSim.Framework; using OpenSim.Framework;
namespace OpenSim.Region.Environment.Modules.World.Archiver namespace OpenSim.Region.Environment.Modules.World.Archiver
{ {
/// <summary> /// <summary>
/// Method called when all the necessary assets for an archive request have been received. /// Method called when all the necessary assets for an archive request have been received.
/// </summary> /// </summary>
public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets); public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
/// <summary> /// <summary>
/// Execute the write of an archive once we have received all the necessary data /// Execute the write of an archive once we have received all the necessary data
/// </summary> /// </summary>
public class ArchiveWriteRequestExecution public class ArchiveWriteRequestExecution
{ {
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected string m_savePath; protected string m_savePath;
protected string m_serializedEntities; protected string m_serializedEntities;
public ArchiveWriteRequestExecution(string serializedEntities, string savePath) public ArchiveWriteRequestExecution(string serializedEntities, string savePath)
{ {
m_serializedEntities = serializedEntities; m_serializedEntities = serializedEntities;
m_savePath = savePath; m_savePath = savePath;
} }
protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets) protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
{ {
m_log.DebugFormat("[ARCHIVER]: Received all {0} assets required", assets.Count); m_log.DebugFormat("[ARCHIVER]: Received all {0} assets required", assets.Count);
TarArchiveWriter archive = new TarArchiveWriter(); TarArchiveWriter archive = new TarArchiveWriter();
archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities); archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities);
AssetsArchiver assetsArchiver = new AssetsArchiver(assets); AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
assetsArchiver.Archive(archive); assetsArchiver.Archive(archive);
archive.WriteTar(m_savePath); archive.WriteTar(m_savePath);
m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath); m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath);
} }
} }
} }

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@ -1,114 +1,114 @@
/* /*
* Copyright (c) Contributors, http://opensimulator.org/ * Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders. * See CONTRIBUTORS.TXT for a full list of copyright holders.
* *
* Redistribution and use in source and binary forms, with or without * Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met: * modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright * * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer. * notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright * * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the * notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution. * documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the * * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products * names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission. * derived from this software without specific prior written permission.
* *
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * 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 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/ */
using OpenSim.Framework; using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Environment.Scenes;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading; using System.Threading;
using libsecondlife; using libsecondlife;
namespace OpenSim.Region.Environment.Modules.World.Archiver namespace OpenSim.Region.Environment.Modules.World.Archiver
{ {
/// <summary> /// <summary>
/// Encapsulate the asynchronous requests for the assets required for an archive operation /// Encapsulate the asynchronous requests for the assets required for an archive operation
/// </summary> /// </summary>
class AssetsRequest class AssetsRequest
{ {
/// <summary> /// <summary>
/// uuids to request /// uuids to request
/// </summary> /// </summary>
protected ICollection<LLUUID> m_uuids; protected ICollection<LLUUID> m_uuids;
/// <summary> /// <summary>
/// Callback used when all the assets requested have been received. /// Callback used when all the assets requested have been received.
/// </summary> /// </summary>
protected AssetsRequestCallback m_assetsRequestCallback; protected AssetsRequestCallback m_assetsRequestCallback;
/// <summary> /// <summary>
/// Assets retrieved in this request /// Assets retrieved in this request
/// </summary> /// </summary>
protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>(); protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>();
/// <summary> /// <summary>
/// Record the number of asset replies required so we know when we've finished /// Record the number of asset replies required so we know when we've finished
/// </summary> /// </summary>
private int m_repliesRequired; private int m_repliesRequired;
/// <summary> /// <summary>
/// Asset cache used to request the assets /// Asset cache used to request the assets
/// </summary> /// </summary>
protected AssetCache m_assetCache; protected AssetCache m_assetCache;
protected internal AssetsRequest(ICollection<LLUUID> uuids, AssetCache assetCache, AssetsRequestCallback assetsRequestCallback) protected internal AssetsRequest(ICollection<LLUUID> uuids, AssetCache assetCache, AssetsRequestCallback assetsRequestCallback)
{ {
m_uuids = uuids; m_uuids = uuids;
m_assetsRequestCallback = assetsRequestCallback; m_assetsRequestCallback = assetsRequestCallback;
m_assetCache = assetCache; m_assetCache = assetCache;
m_repliesRequired = uuids.Count; m_repliesRequired = uuids.Count;
} }
protected internal void Execute() protected internal void Execute()
{ {
// We can stop here if there are no assets to fetch // We can stop here if there are no assets to fetch
if (m_repliesRequired == 0) if (m_repliesRequired == 0)
m_assetsRequestCallback(m_assets); m_assetsRequestCallback(m_assets);
foreach (LLUUID uuid in m_uuids) foreach (LLUUID uuid in m_uuids)
{ {
m_assetCache.GetAsset(uuid, AssetRequestCallback, true); m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
} }
} }
/// <summary> /// <summary>
/// Called back by the asset cache when it has the asset /// Called back by the asset cache when it has the asset
/// </summary> /// </summary>
/// <param name="assetID"></param> /// <param name="assetID"></param>
/// <param name="asset"></param> /// <param name="asset"></param>
public void AssetRequestCallback(LLUUID assetID, AssetBase asset) public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
{ {
m_assets[assetID] = asset; m_assets[assetID] = asset;
if (m_assets.Count == m_repliesRequired) if (m_assets.Count == m_repliesRequired)
{ {
// We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive // We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive
Thread newThread = new Thread(PerformAssetsRequestCallback); Thread newThread = new Thread(PerformAssetsRequestCallback);
newThread.Name = "OpenSimulator archiving thread post assets receipt"; newThread.Name = "OpenSimulator archiving thread post assets receipt";
newThread.Start(); newThread.Start();
} }
} }
/// <summary> /// <summary>
/// Perform the callback on the original requester of the assets /// Perform the callback on the original requester of the assets
/// </summary> /// </summary>
protected void PerformAssetsRequestCallback() protected void PerformAssetsRequestCallback()
{ {
m_assetsRequestCallback(m_assets); m_assetsRequestCallback(m_assets);
} }
} }
} }