Merge branch 'master' into careminster-presence-refactor
commit
3284356bba
|
@ -247,6 +247,8 @@ namespace OpenSim.Data.MySQL
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public void RemoveObject(UUID obj, UUID regionUUID)
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{
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// m_log.DebugFormat("[REGION DB]: Deleting scene object {0} from {1} in database", obj, regionUUID);
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List<UUID> uuids = new List<UUID>();
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// Formerly, this used to check the region UUID.
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|
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@ -111,11 +111,11 @@ namespace OpenSim.Region.Framework.Scenes
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private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
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{
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m_log.Debug("[SCENE]: Starting send to inventory loop");
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m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
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while (InventoryDeQueueAndDelete())
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{
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//m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing...");
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//m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
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}
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}
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@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
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x = m_inventoryDeletes.Dequeue();
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m_log.DebugFormat(
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"[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left);
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"[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left);
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try
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{
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@ -152,7 +152,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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catch (Exception e)
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{
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m_log.DebugFormat("Exception background sending object: " + e);
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m_log.ErrorFormat(
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"[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
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}
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return true;
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@ -164,12 +165,16 @@ namespace OpenSim.Region.Framework.Scenes
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// We can't put the object group details in here since the root part may have disappeared (which is where these sit).
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// FIXME: This needs to be fixed.
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m_log.ErrorFormat(
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"[SCENE]: Queued sending of scene object to agent {0} {1} failed: {2}",
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(x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
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"[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}",
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(x != null ? x.remoteClient.Name : "unavailable"),
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(x != null ? x.remoteClient.AgentId.ToString() : "unavailable"),
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e.Message,
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e.StackTrace);
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}
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m_log.Debug("[SCENE]: No objects left in inventory send queue.");
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m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
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return false;
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}
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}
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}
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}
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@ -69,6 +69,7 @@ namespace OpenSim.Region.Framework.Scenes
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public bool IsDeleted
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{
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get { return m_isDeleted; }
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set { m_isDeleted = value; }
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}
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protected bool m_isDeleted;
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@ -688,7 +688,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void TriggerOnBackup(IRegionDataStore dstore)
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public void TriggerOnBackup(IRegionDataStore dstore, bool forced)
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{
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OnBackupDelegate handlerOnAttach = OnBackup;
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if (handlerOnAttach != null)
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@ -697,7 +697,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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try
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{
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d(dstore, false);
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d(dstore, forced);
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}
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catch (Exception e)
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{
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|
|
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@ -1719,7 +1719,7 @@ namespace OpenSim.Region.Framework.Scenes
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public virtual void DeRezObject(IClientAPI remoteClient, uint localID,
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UUID groupID, DeRezAction action, UUID destinationID)
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{
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DeRezObjects(remoteClient, new List<uint>() { localID} , groupID, action, destinationID);
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DeRezObjects(remoteClient, new List<uint>() { localID }, groupID, action, destinationID);
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}
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public virtual void DeRezObjects(IClientAPI remoteClient, List<uint> localIDs,
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@ -1764,11 +1764,6 @@ namespace OpenSim.Region.Framework.Scenes
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deleteIDs.Add(localID);
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deleteGroups.Add(grp);
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// Force a database backup/update on this SceneObjectGroup
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// So that we know the database is upto date,
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// for when deleting the object from it
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ForceSceneObjectBackup(grp);
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if (remoteClient == null)
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{
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// Autoreturn has a null client. Nothing else does. So
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|
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@ -1562,18 +1562,22 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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private void BackupWaitCallback(object o)
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{
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Backup();
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Backup(false);
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}
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/// <summary>
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/// Backup the scene. This acts as the main method of the backup thread.
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/// </summary>
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/// <param name="forced">
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/// If true, then any changes that have not yet been persisted are persisted. If false,
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/// then the persistence decision is left to the backup code (in some situations, such as object persistence,
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/// it's much more efficient to backup multiple changes at once rather than every single one).
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/// <returns></returns>
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public void Backup()
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public void Backup(bool forced)
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{
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lock (m_returns)
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{
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EventManager.TriggerOnBackup(m_storageManager.DataStore);
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EventManager.TriggerOnBackup(m_storageManager.DataStore, forced);
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m_backingup = false;
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foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns)
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@ -2155,7 +2159,7 @@ namespace OpenSim.Region.Framework.Scenes
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// rootPart.PhysActor = null;
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// }
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if (UnlinkSceneObject(group.UUID, false))
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if (UnlinkSceneObject(group, false))
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{
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EventManager.TriggerObjectBeingRemovedFromScene(group);
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EventManager.TriggerParcelPrimCountTainted();
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@ -2170,18 +2174,25 @@ namespace OpenSim.Region.Framework.Scenes
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/// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the
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/// object itself is not destroyed.
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/// </summary>
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/// <param name="uuid">Id of object.</param>
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/// <param name="so">The scene object.</param>
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/// <param name="softDelete">If true, only deletes from scene, but keeps the object in the database.</param>
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/// <returns>true if the object was in the scene, false if it was not</returns>
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/// <param name="softDelete">If true, only deletes from scene, but keeps object in database.</param>
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public bool UnlinkSceneObject(UUID uuid, bool softDelete)
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public bool UnlinkSceneObject(SceneObjectGroup so, bool softDelete)
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{
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if (m_sceneGraph.DeleteSceneObject(uuid, softDelete))
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if (m_sceneGraph.DeleteSceneObject(so.UUID, softDelete))
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{
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if (!softDelete)
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{
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m_storageManager.DataStore.RemoveObject(uuid,
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m_regInfo.RegionID);
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// Force a database update so that the scene object group ID is accurate. It's possible that the
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// group has recently been delinked from another group but that this change has not been persisted
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// to the DB.
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ForceSceneObjectBackup(so);
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so.DetachFromBackup();
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m_storageManager.DataStore.RemoveObject(so.UUID, m_regInfo.RegionID);
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}
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// We need to keep track of this state in case this group is still queued for further backup.
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so.IsDeleted = true;
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return true;
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}
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@ -2212,7 +2223,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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catch (Exception)
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{
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m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
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m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border.");
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}
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return;
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}
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@ -2229,7 +2240,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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catch (Exception)
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{
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m_log.Warn("[DATABASE]: exception when trying to return the prim that crossed the border.");
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m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border.");
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}
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return;
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}
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@ -300,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void BackupCurrentScene()
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{
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ForEachCurrentScene(delegate(Scene scene) { scene.Backup(); });
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ForEachCurrentScene(delegate(Scene scene) { scene.Backup(true); });
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}
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public bool TrySetCurrentScene(string regionName)
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|
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@ -1556,9 +1556,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// Delete this group from its scene and tell all the scene presences about that deletion.
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/// Delete this group from its scene.
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/// </summary>
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/// <param name="silent">Broadcast deletions to all clients.</param>
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///
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/// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
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/// up and all avatars receive notification of its removal. Removal of the scene object from database backup
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/// must be handled by the caller.
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///
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/// <param name="silent">If true then deletion is not broadcast to clients</param>
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public void DeleteGroup(bool silent)
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{
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// We need to keep track of this state in case this group is still queued for backup.
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@ -1729,14 +1734,21 @@ namespace OpenSim.Region.Framework.Scenes
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public virtual void ProcessBackup(IRegionDataStore datastore, bool forcedBackup)
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{
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if (!m_isBackedUp)
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{
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// m_log.DebugFormat(
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// "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID);
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return;
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// Since this is the top of the section of call stack for backing up a particular scene object, don't let
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// any exception propogate upwards.
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}
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if (IsDeleted || UUID == UUID.Zero)
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{
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// m_log.DebugFormat(
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// "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID);
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return;
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}
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// Since this is the top of the section of call stack for backing up a particular scene object, don't let
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// any exception propogate upwards.
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try
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{
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if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
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@ -1772,7 +1784,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (HasGroupChanged)
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{
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// don't backup while it's selected or you're asking for changes mid stream.
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if ((isTimeToPersist()) || (forcedBackup))
|
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if (isTimeToPersist() || forcedBackup)
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{
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// m_log.DebugFormat(
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// "[SCENE]: Storing {0}, {1} in {2}",
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|
@ -1795,19 +1807,19 @@ namespace OpenSim.Region.Framework.Scenes
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|
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backup_group = null;
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}
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// else
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// {
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// m_log.DebugFormat(
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// "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}",
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// Name, UUID, IsSelected);
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// }
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// else
|
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// {
|
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// m_log.DebugFormat(
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// "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}",
|
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// Name, UUID, IsSelected);
|
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// }
|
||||
}
|
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}
|
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catch (Exception e)
|
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{
|
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m_log.ErrorFormat(
|
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"[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}\n\t{4}",
|
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Name, UUID, m_scene.RegionInfo.RegionName, e, e.StackTrace);
|
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"[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}",
|
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Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace);
|
||||
}
|
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}
|
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|
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|
@ -2672,7 +2684,7 @@ namespace OpenSim.Region.Framework.Scenes
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part.ClearUndoState();
|
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}
|
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|
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m_scene.UnlinkSceneObject(objectGroup.UUID, true);
|
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m_scene.UnlinkSceneObject(objectGroup, true);
|
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objectGroup.m_isDeleted = true;
|
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|
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objectGroup.lockPartsForWrite(true);
|
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|
|
|
@ -28,20 +28,21 @@
|
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using System;
|
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using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using NUnit.Framework;
|
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using OpenMetaverse;
|
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using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
using NUnit.Framework;
|
||||
using OpenSim.Tests.Common;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
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{
|
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[TestFixture]
|
||||
public class BorderTests
|
||||
{
|
||||
|
||||
[Test]
|
||||
public void TestCross()
|
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{
|
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TestHelper.InMethod();
|
||||
|
||||
List<Border> testborders = new List<Border>();
|
||||
|
||||
Border NorthBorder = new Border();
|
||||
|
@ -75,8 +76,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
position = new Vector3(200,280,21);
|
||||
Assert.That(NorthBorder.TestCross(position));
|
||||
|
||||
|
||||
|
||||
// Test automatic border crossing
|
||||
// by setting the border crossing aabb to be the whole region
|
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position = new Vector3(25,25,21); // safely within one 256m region
|
||||
|
@ -95,12 +94,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
|
||||
WestBorder.BorderLine = new Vector3(0, 256, 255); // automatic border cross in the region
|
||||
Assert.That(WestBorder.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCrossSquare512()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
List<Border> testborders = new List<Border>();
|
||||
|
||||
Border NorthBorder = new Border();
|
||||
|
@ -174,12 +174,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCrossRectangle512x256()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
List<Border> testborders = new List<Border>();
|
||||
|
||||
Border NorthBorder = new Border();
|
||||
|
@ -258,6 +259,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
[Test]
|
||||
public void TestCrossOdd512x512w256hole()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
List<Border> testborders = new List<Border>();
|
||||
// 512____
|
||||
// | |
|
||||
|
|
|
@ -53,7 +53,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
public void T010_AddObjects()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
// Console.WriteLine("Beginning test {0}", MethodBase.GetCurrentMethod());
|
||||
|
||||
random = new Random();
|
||||
SceneObjectGroup found;
|
||||
|
@ -89,7 +88,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
public void T011_ThreadAddRemoveTest()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
// Console.WriteLine("Beginning test {0}", MethodBase.GetCurrentMethod());
|
||||
|
||||
// This test adds and removes with mutiple threads, attempting to break the
|
||||
// uuid and localid dictionary coherence.
|
||||
|
|
|
@ -26,13 +26,13 @@
|
|||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using NUnit.Framework;
|
||||
using NUnit.Framework.SyntaxHelpers;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Communications;
|
||||
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
@ -260,5 +260,86 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
&& (part4.RotationOffset.W - compareQuaternion.W < 0.00003),
|
||||
"Badness 3");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test that a new scene object which is already linked is correctly persisted to the persistence layer.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestNewSceneObjectLinkPersistence()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
//log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
TestScene scene = SceneSetupHelpers.SetupScene();
|
||||
|
||||
string rootPartName = "rootpart";
|
||||
UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
|
||||
string linkPartName = "linkpart";
|
||||
UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
|
||||
|
||||
SceneObjectPart rootPart
|
||||
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
|
||||
{ Name = rootPartName, UUID = rootPartUuid };
|
||||
SceneObjectPart linkPart
|
||||
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
|
||||
{ Name = linkPartName, UUID = linkPartUuid };
|
||||
|
||||
SceneObjectGroup sog = new SceneObjectGroup(rootPart);
|
||||
sog.AddPart(linkPart);
|
||||
scene.AddNewSceneObject(sog, true);
|
||||
|
||||
// In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
|
||||
// scene backup thread.
|
||||
scene.Backup(true);
|
||||
|
||||
List<SceneObjectGroup> storedObjects = scene.StorageManager.DataStore.LoadObjects(scene.RegionInfo.RegionID);
|
||||
|
||||
Assert.That(storedObjects.Count, Is.EqualTo(1));
|
||||
Assert.That(storedObjects[0].Children.Count, Is.EqualTo(2));
|
||||
Assert.That(storedObjects[0].Children.ContainsKey(rootPartUuid));
|
||||
Assert.That(storedObjects[0].Children.ContainsKey(linkPartUuid));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test that a delink of a previously linked object is correctly persisted to the database
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestDelinkPersistence()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
//log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
TestScene scene = SceneSetupHelpers.SetupScene();
|
||||
|
||||
string rootPartName = "rootpart";
|
||||
UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
|
||||
string linkPartName = "linkpart";
|
||||
UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
|
||||
|
||||
SceneObjectPart rootPart
|
||||
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
|
||||
{ Name = rootPartName, UUID = rootPartUuid };
|
||||
SceneObjectPart linkPart
|
||||
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
|
||||
{ Name = linkPartName, UUID = linkPartUuid };
|
||||
|
||||
SceneObjectGroup sog = new SceneObjectGroup(rootPart);
|
||||
sog.AddPart(linkPart);
|
||||
scene.AddNewSceneObject(sog, true);
|
||||
|
||||
// In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
|
||||
// scene backup thread.
|
||||
scene.Backup(true);
|
||||
|
||||
// These changes should occur immediately without waiting for a backup pass
|
||||
SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false);
|
||||
scene.DeleteSceneObject(groupToDelete, false);
|
||||
|
||||
List<SceneObjectGroup> storedObjects = scene.StorageManager.DataStore.LoadObjects(scene.RegionInfo.RegionID);
|
||||
|
||||
Assert.That(storedObjects.Count, Is.EqualTo(1));
|
||||
Assert.That(storedObjects[0].Children.Count, Is.EqualTo(1));
|
||||
Assert.That(storedObjects[0].Children.ContainsKey(rootPartUuid));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -173,6 +173,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
|
||||
Assert.That(neighbours.Count, Is.EqualTo(2));
|
||||
}
|
||||
|
||||
public void fixNullPresence()
|
||||
{
|
||||
string firstName = "testfirstname";
|
||||
|
@ -389,8 +390,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
|
||||
public static string GetRandomCapsObjectPath()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
UUID caps = UUID.Random();
|
||||
string capsPath = caps.ToString();
|
||||
capsPath = capsPath.Remove(capsPath.Length - 4, 4);
|
||||
|
@ -429,4 +428,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
return name.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -300,7 +300,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
|
|||
}
|
||||
}
|
||||
m_log.Info("[CMMODEL]: Scheduling a backup of new scene object groups to backup.");
|
||||
scene.Backup();
|
||||
scene.Backup(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -133,7 +133,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
m_firstEmptyCompileQueue = false;
|
||||
m_oarFileLoading = false;
|
||||
|
||||
m_scene.Backup();
|
||||
m_scene.Backup(false);
|
||||
|
||||
c.From = "RegionReady";
|
||||
if (m_lastOarLoadedOk)
|
||||
|
|
|
@ -0,0 +1,203 @@
|
|||
/*
|
||||
* 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.Reflection;
|
||||
using System.Collections.Generic;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Data.Null
|
||||
{
|
||||
/// <summary>
|
||||
/// Mock region data plugin. This obeys the api contract for persistence but stores everything in memory, so that
|
||||
/// tests can check correct persistence.
|
||||
/// </summary>
|
||||
public class NullDataStore : IRegionDataStore
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
protected Dictionary<UUID, RegionSettings> m_regionSettings = new Dictionary<UUID, RegionSettings>();
|
||||
protected Dictionary<UUID, SceneObjectPart> m_sceneObjectParts = new Dictionary<UUID, SceneObjectPart>();
|
||||
protected Dictionary<UUID, ICollection<TaskInventoryItem>> m_primItems
|
||||
= new Dictionary<UUID, ICollection<TaskInventoryItem>>();
|
||||
protected Dictionary<UUID, double[,]> m_terrains = new Dictionary<UUID, double[,]>();
|
||||
protected Dictionary<UUID, LandData> m_landData = new Dictionary<UUID, LandData>();
|
||||
|
||||
public void Initialise(string dbfile)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
}
|
||||
|
||||
public void StoreRegionSettings(RegionSettings rs)
|
||||
{
|
||||
m_regionSettings[rs.RegionUUID] = rs;
|
||||
}
|
||||
|
||||
public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
|
||||
{
|
||||
//This connector doesn't support the windlight module yet
|
||||
//Return default LL windlight settings
|
||||
return new RegionLightShareData();
|
||||
}
|
||||
|
||||
public void StoreRegionWindlightSettings(RegionLightShareData wl)
|
||||
{
|
||||
//This connector doesn't support the windlight module yet
|
||||
}
|
||||
|
||||
public RegionSettings LoadRegionSettings(UUID regionUUID)
|
||||
{
|
||||
RegionSettings rs = null;
|
||||
m_regionSettings.TryGetValue(regionUUID, out rs);
|
||||
return rs;
|
||||
}
|
||||
|
||||
public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
|
||||
{
|
||||
// We can't simply store groups here because on delinking, OpenSim will not update the original group
|
||||
// directly. Rather, the newly delinked parts will be updated to be in their own scene object group
|
||||
// Therefore, we need to store parts rather than groups.
|
||||
foreach (SceneObjectPart prim in obj.Children.Values)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[MOCK REGION DATA PLUGIN]: Storing part {0} {1} in object {2} {3} in region {4}",
|
||||
prim.Name, prim.UUID, obj.Name, obj.UUID, regionUUID);
|
||||
|
||||
m_sceneObjectParts[prim.UUID] = prim;
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveObject(UUID obj, UUID regionUUID)
|
||||
{
|
||||
// All parts belonging to the object with the uuid are removed.
|
||||
List<SceneObjectPart> parts = new List<SceneObjectPart>(m_sceneObjectParts.Values);
|
||||
foreach (SceneObjectPart part in parts)
|
||||
{
|
||||
if (part.ParentGroup.UUID == obj)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[MOCK REGION DATA PLUGIN]: Removing part {0} {1} as part of object {2} from {3}",
|
||||
part.Name, part.UUID, obj, regionUUID);
|
||||
m_sceneObjectParts.Remove(part.UUID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// see IRegionDatastore
|
||||
public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
|
||||
{
|
||||
m_primItems[primID] = items;
|
||||
}
|
||||
|
||||
public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
|
||||
{
|
||||
Dictionary<UUID, SceneObjectGroup> objects = new Dictionary<UUID, SceneObjectGroup>();
|
||||
|
||||
// Create all of the SOGs from the root prims first
|
||||
foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
|
||||
{
|
||||
if (prim.IsRoot)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[MOCK REGION DATA PLUGIN]: Loading root part {0} {1} in {2}", prim.Name, prim.UUID, regionUUID);
|
||||
objects[prim.UUID] = new SceneObjectGroup(prim);
|
||||
}
|
||||
}
|
||||
|
||||
// Add all of the children objects to the SOGs
|
||||
foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
|
||||
{
|
||||
SceneObjectGroup sog;
|
||||
if (prim.UUID != prim.ParentUUID)
|
||||
{
|
||||
if (objects.TryGetValue(prim.ParentUUID, out sog))
|
||||
{
|
||||
int originalLinkNum = prim.LinkNum;
|
||||
|
||||
sog.AddPart(prim);
|
||||
|
||||
// SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
|
||||
// We override that here
|
||||
if (originalLinkNum != 0)
|
||||
prim.LinkNum = originalLinkNum;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[MOCK REGION DATA PLUGIN]: Database contains an orphan child prim {0} {1} in region {2} pointing to missing parent {3}. This prim will not be loaded.",
|
||||
prim.Name, prim.UUID, regionUUID, prim.ParentUUID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Load items. This is assymetric - we store items as a separate method but don't retrieve them that
|
||||
// way!
|
||||
|
||||
return new List<SceneObjectGroup>(objects.Values);
|
||||
}
|
||||
|
||||
public void StoreTerrain(double[,] ter, UUID regionID)
|
||||
{
|
||||
m_terrains[regionID] = ter;
|
||||
}
|
||||
|
||||
public double[,] LoadTerrain(UUID regionID)
|
||||
{
|
||||
if (m_terrains.ContainsKey(regionID))
|
||||
return m_terrains[regionID];
|
||||
else
|
||||
return null;
|
||||
}
|
||||
|
||||
public void RemoveLandObject(UUID globalID)
|
||||
{
|
||||
if (m_landData.ContainsKey(globalID))
|
||||
m_landData.Remove(globalID);
|
||||
}
|
||||
|
||||
public void StoreLandObject(ILandObject land)
|
||||
{
|
||||
m_landData[land.LandData.GlobalID] = land.LandData;
|
||||
}
|
||||
|
||||
public List<LandData> LoadLandObjects(UUID regionUUID)
|
||||
{
|
||||
return new List<LandData>(m_landData.Values);
|
||||
}
|
||||
|
||||
public void Shutdown()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
|
@ -42,7 +42,7 @@ namespace OpenSim.Tests.Common.Mock
|
|||
/// </summary>
|
||||
public class TestInventoryDataPlugin : IInventoryDataPlugin
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <value>
|
||||
/// Inventory folders
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
|
@ -29,7 +29,6 @@ using System;
|
|||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Communications;
|
||||
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Region.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
@ -48,6 +47,11 @@ namespace OpenSim.Tests.Common.Mock
|
|||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allow retrieval for test check purposes
|
||||
/// </summary>
|
||||
public StorageManager StorageManager { get { return m_storageManager; } }
|
||||
|
||||
/// <summary>
|
||||
/// Temporarily override session authentication for tests (namely teleport).
|
||||
/// </summary>
|
||||
|
|
|
@ -157,7 +157,7 @@ namespace OpenSim.Tests.Common.Setup
|
|||
AgentCircuitManager acm = new AgentCircuitManager();
|
||||
SceneCommunicationService scs = new SceneCommunicationService();
|
||||
|
||||
StorageManager sm = new StorageManager("OpenSim.Data.Null.dll", "", "");
|
||||
StorageManager sm = new StorageManager("OpenSim.Tests.Common.dll", "", "");
|
||||
IConfigSource configSource = new IniConfigSource();
|
||||
|
||||
TestScene testScene = new TestScene(
|
||||
|
|
|
@ -52,7 +52,7 @@ namespace OpenSim.Tests.Common
|
|||
InventoryFolderBase objsFolder = scene.InventoryService.GetFolderForType(userId, AssetType.Object);
|
||||
|
||||
item.Folder = objsFolder.ID;
|
||||
scene.AddInventoryItem(userId, item);
|
||||
scene.AddInventoryItem(item);
|
||||
|
||||
return item;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue