changes to load oar with --merge: with option --mergeReplaceObjects it will replace objects already in region, without it, skip; with opetion merge-parcels will try to merge them, without it ignores oar parcels. as before without --merge all is replaced. renamed the options force* as merge* since they are merge suboptions
parent
665037e366
commit
3707301c59
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@ -317,7 +317,8 @@ namespace OpenSim
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m_console.Commands.AddCommand("Archiving", false, "load oar",
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m_console.Commands.AddCommand("Archiving", false, "load oar",
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"load oar [-m|--merge] [-s|--skip-assets]"
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"load oar [-m|--merge] [-s|--skip-assets]"
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+ " [--default-user \"User Name\"]"
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+ " [--default-user \"User Name\"]"
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+ " [--force-terrain] [--force-parcels]"
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+ " [--merge-terrain] [--merge-parcels]"
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+ " [--mergeReplaceObjects]"
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+ " [--no-objects]"
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+ " [--no-objects]"
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+ " [--rotation degrees]"
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+ " [--rotation degrees]"
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+ " [--bounding-origin \"<x,y,z>\"]"
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+ " [--bounding-origin \"<x,y,z>\"]"
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@ -327,10 +328,13 @@ namespace OpenSim
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+ " [<OAR path>]",
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+ " [<OAR path>]",
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"Load a region's data from an OAR archive.",
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"Load a region's data from an OAR archive.",
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"--merge will merge the OAR with the existing scene (suppresses terrain and parcel info loading).\n"
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"--merge will merge the OAR with the existing scene (suppresses terrain and parcel info loading).\n"
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+ " options with --merge\n"
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+ " --merge-terrain also load the terrain, replacing original\n"
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+ " --merge-parcels also load parcels, merging with original\n"
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+ " --mergeReplaceObjects if scene as a object with same id, replace it\n"
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+ " without this option, skip loading that object\n"
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+ "--skip-assets will load the OAR but ignore the assets it contains.\n"
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+ "--skip-assets will load the OAR but ignore the assets it contains.\n"
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+ "--default-user will use this user for any objects with an owner whose UUID is not found in the grid.\n"
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+ "--default-user will use this user for any objects with an owner whose UUID is not found in the grid.\n"
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+ "--force-terrain forces the loading of terrain from the oar (undoes suppression done by --merge).\n"
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+ "--force-parcels forces the loading of parcels from the oar (undoes suppression done by --merge).\n"
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+ "--no-objects suppresses the addition of any objects (good for loading only the terrain).\n"
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+ "--no-objects suppresses the addition of any objects (good for loading only the terrain).\n"
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+ "--rotation specified rotation to be applied to the oar. Specified in degrees.\n"
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+ "--rotation specified rotation to be applied to the oar. Specified in degrees.\n"
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+ "--bounding-origin will only place objects that after displacement and rotation fall within the bounding cube who's position starts at <x,y,z>. Defaults to <0,0,0>.\n"
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+ "--bounding-origin will only place objects that after displacement and rotation fall within the bounding cube who's position starts at <x,y,z>. Defaults to <0,0,0>.\n"
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@ -101,16 +101,17 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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/// Merging usually suppresses terrain and parcel loading
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/// Merging usually suppresses terrain and parcel loading
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/// </value>
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/// </value>
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protected bool m_merge;
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protected bool m_merge;
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protected bool m_mergeReplaceObjects;
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/// <value>
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/// <value>
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/// If true, force the loading of terrain from the oar file
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/// If true, force the loading of terrain from the oar file
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/// </value>
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/// </value>
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protected bool m_forceTerrain;
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protected bool m_mergeTerrain;
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/// <value>
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/// <value>
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/// If true, force the loading of parcels from the oar file
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/// If true, force the merge of parcels from the oar file
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/// </value>
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/// </value>
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protected bool m_forceParcels;
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protected bool m_mergeParcels;
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/// <value>
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/// <value>
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/// Should we ignore any assets when reloading the archive?
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/// Should we ignore any assets when reloading the archive?
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@ -210,8 +211,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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m_errorMessage = String.Empty;
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m_errorMessage = String.Empty;
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m_merge = options.ContainsKey("merge");
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m_merge = options.ContainsKey("merge");
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m_forceTerrain = options.ContainsKey("force-terrain");
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m_mergeReplaceObjects = options.ContainsKey("mReplaceObjects");
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m_forceParcels = options.ContainsKey("force-parcels");
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m_mergeTerrain = options.ContainsKey("merge-terrain");
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m_mergeParcels = options.ContainsKey("merge-parcels");
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m_noObjects = options.ContainsKey("no-objects");
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m_noObjects = options.ContainsKey("no-objects");
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m_skipAssets = options.ContainsKey("skipAssets");
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m_skipAssets = options.ContainsKey("skipAssets");
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m_requestId = requestId;
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m_requestId = requestId;
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@ -270,6 +272,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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m_loadStream = loadStream;
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m_loadStream = loadStream;
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m_skipAssets = options.ContainsKey("skipAssets");
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m_skipAssets = options.ContainsKey("skipAssets");
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m_merge = options.ContainsKey("merge");
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m_merge = options.ContainsKey("merge");
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m_mergeReplaceObjects = options.ContainsKey("mReplaceObjects");
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m_requestId = requestId;
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m_requestId = requestId;
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m_defaultUser = scene.RegionInfo.EstateSettings.EstateOwner;
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m_defaultUser = scene.RegionInfo.EstateSettings.EstateOwner;
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@ -352,7 +355,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
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if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
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m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
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m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
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}
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}
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else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH) && (!m_merge || m_forceTerrain))
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else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH) && (!m_merge || m_mergeTerrain))
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{
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{
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LoadTerrain(scene, filePath, data);
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LoadTerrain(scene, filePath, data);
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}
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}
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@ -360,7 +363,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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{
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{
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LoadRegionSettings(scene, filePath, data, dearchivedScenes);
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LoadRegionSettings(scene, filePath, data, dearchivedScenes);
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}
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}
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else if (filePath.StartsWith(ArchiveConstants.LANDDATA_PATH) && (!m_merge || m_forceParcels))
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else if (filePath.StartsWith(ArchiveConstants.LANDDATA_PATH) && (!m_merge || m_mergeParcels))
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{
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{
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sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data));
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sceneContext.SerialisedParcels.Add(Encoding.UTF8.GetString(data));
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}
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}
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@ -546,23 +549,21 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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int sceneObjectsLoadedCount = 0;
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int sceneObjectsLoadedCount = 0;
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Vector3 boundingExtent = new Vector3(m_boundingOrigin.X + m_boundingSize.X, m_boundingOrigin.Y + m_boundingSize.Y, m_boundingOrigin.Z + m_boundingSize.Z);
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Vector3 boundingExtent = new Vector3(m_boundingOrigin.X + m_boundingSize.X, m_boundingOrigin.Y + m_boundingSize.Y, m_boundingOrigin.Z + m_boundingSize.Z);
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int mergeskip = 0;
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foreach (string serialisedSceneObject in serialisedSceneObjects)
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foreach (string serialisedSceneObject in serialisedSceneObjects)
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{
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{
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/*
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SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
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m_log.DebugFormat("[ARCHIVER]: Loading xml with raw size {0}", serialisedSceneObject.Length);
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if (m_merge)
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// Really large xml files (multi megabyte) appear to cause
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// memory problems
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// when loading the xml. But don't enable this check yet
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if (serialisedSceneObject.Length > 5000000)
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{
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{
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m_log.Error("[ARCHIVER]: Ignoring xml since size > 5000000);");
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if(scene.TryGetSceneObjectGroup(sceneObject.UUID, out SceneObjectGroup oldSog))
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{
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++mergeskip;
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if (m_mergeReplaceObjects)
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scene.DeleteSceneObject(oldSog, false);
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else
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continue;
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continue;
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}
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}
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*/
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}
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SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
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Vector3 pos = sceneObject.AbsolutePosition;
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Vector3 pos = sceneObject.AbsolutePosition;
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if (m_debug)
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if (m_debug)
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@ -636,12 +637,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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}
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}
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}
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}
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m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjectsLoadedCount);
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m_log.InfoFormat("[ARCHIVER]: Loaded {0} scene objects to the scene", sceneObjectsLoadedCount);
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int ignoredObjects = serialisedSceneObjects.Count - sceneObjectsLoadedCount - mergeskip;
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int ignoredObjects = serialisedSceneObjects.Count - sceneObjectsLoadedCount;
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if(mergeskip > 0)
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{
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if(m_mergeReplaceObjects)
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m_log.InfoFormat("[ARCHIVER]: Replaced {0} scene objects", mergeskip);
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else
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m_log.InfoFormat("[ARCHIVER]: Skipped {0} scene objects that already existed in the scene", mergeskip);
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}
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if (ignoredObjects > 0)
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if (ignoredObjects > 0)
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m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene or were out of bounds", ignoredObjects);
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m_log.WarnFormat("[ARCHIVER]: Ignored {0} possible out of bounds", ignoredObjects);
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if (oldTelehubUUID != UUID.Zero)
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if (oldTelehubUUID != UUID.Zero)
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{
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{
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@ -730,6 +737,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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/// <param name="serialisedParcels"></param>
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/// <param name="serialisedParcels"></param>
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protected void LoadParcels(Scene scene, List<string> serialisedParcels)
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protected void LoadParcels(Scene scene, List<string> serialisedParcels)
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{
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{
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if(serialisedParcels.Count == 0)
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{
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m_log.Info("[ARCHIVER]: No parcels to load, or skiping load");
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return;
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}
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// Reload serialized parcels
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// Reload serialized parcels
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m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count);
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m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count);
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List<LandData> landData = new List<LandData>();
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List<LandData> landData = new List<LandData>();
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// Gather any existing parcels before we add any more. Later as we add parcels we can check if the new parcel
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// Gather any existing parcels before we add any more. Later as we add parcels we can check if the new parcel
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// data overlays any of the old data, and we can modify and remove (if empty) the old parcel so that there's no conflict
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// data overlays any of the old data, and we can modify and remove (if empty) the old parcel so that there's no conflict
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bool domerge = m_merge & m_mergeParcels;
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parcels = scene.LandChannel.AllParcels();
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parcels = scene.LandChannel.AllParcels();
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foreach (string serialisedParcel in serialisedParcels)
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foreach (string serialisedParcel in serialisedParcels)
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parcel.AABBMin = AABBMin;
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parcel.AABBMin = AABBMin;
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parcel.AABBMax = AABBMax;
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parcel.AABBMax = AABBMax;
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if (m_merge)
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if (domerge)
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{
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{
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// give the remapped parcel a new GlobalID, in case we're using the same OAR twice and a bounding cube, displacement and --merge
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// give the remapped parcel a new GlobalID, in case we're using the same OAR twice and a bounding cube, displacement and --merge
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parcel.GlobalID = UUID.Random();
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parcel.GlobalID = UUID.Random();
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landData.Add(parcel);
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landData.Add(parcel);
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}
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}
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if (m_merge)
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{
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for (int i = 0; i < parcels.Count; i++) //if merging then we need to also add back in any existing parcels
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{
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if (parcels[i] != null) landData.Add(parcels[i].LandData);
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}
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}
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m_log.InfoFormat("[ARCHIVER]: Clearing {0} parcels.", parcels.Count);
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m_log.InfoFormat("[ARCHIVER]: Clearing {0} parcels.", parcels.Count);
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bool setupDefaultParcel = (landData.Count == 0);
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bool setupDefaultParcel = (landData.Count == 0);
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scene.LandChannel.Clear(setupDefaultParcel);
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scene.LandChannel.Clear(setupDefaultParcel);
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if (domerge)
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{
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int j = 0;
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for (int i = 0; i < parcels.Count; i++) //if merging then we need to also add back in any existing parcels
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{
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if (parcels[i] != null)
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{
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landData.Add(parcels[i].LandData);
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j++;
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}
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}
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m_log.InfoFormat("[ARCHIVER]: Keeping {0} old parcels.", j);
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}
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scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
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scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
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m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);
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m_log.InfoFormat("[ARCHIVER]: Added {0} total parcels.", landData.Count);
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}
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}
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/// <summary>
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/// <summary>
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public void HandleLoadOarConsoleCommand(string module, string[] cmdparams)
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public void HandleLoadOarConsoleCommand(string module, string[] cmdparams)
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{
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{
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bool mergeOar = false;
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bool mergeOar = false;
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bool mergeReplaceObjects = false;
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bool skipAssets = false;
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bool skipAssets = false;
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bool forceTerrain = false;
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bool mergeTerrain = false;
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bool forceParcels = false;
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bool mergeParcels = false;
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bool noObjects = false;
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bool noObjects = false;
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Vector3 displacement = new Vector3(0f, 0f, 0f);
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Vector3 displacement = new Vector3(0f, 0f, 0f);
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String defaultUser = "";
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String defaultUser = "";
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OptionSet options = new OptionSet();
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OptionSet options = new OptionSet();
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options.Add("m|merge", delegate(string v) { mergeOar = (v != null); });
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options.Add("m|merge", delegate(string v) { mergeOar = (v != null); });
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options.Add("mergeReplaceObjects", delegate (string v) { mergeReplaceObjects = (v != null); });
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options.Add("s|skip-assets", delegate(string v) { skipAssets = (v != null); });
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options.Add("s|skip-assets", delegate(string v) { skipAssets = (v != null); });
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options.Add("force-terrain", delegate(string v) { forceTerrain = (v != null); });
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options.Add("merge-terrain", delegate(string v) { mergeTerrain = (v != null); });
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options.Add("forceterrain", delegate(string v) { forceTerrain = (v != null); }); // downward compatibility
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options.Add("force-terrain", delegate (string v) { mergeTerrain = (v != null); }); // downward compatibility
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options.Add("force-parcels", delegate(string v) { forceParcels = (v != null); });
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options.Add("forceterrain", delegate (string v) { mergeTerrain = (v != null); }); // downward compatibility
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options.Add("forceparcels", delegate(string v) { forceParcels = (v != null); }); // downward compatibility
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options.Add("merge-parcels", delegate(string v) { mergeParcels = (v != null); });
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options.Add("force-parcels", delegate (string v) { mergeParcels = (v != null); }); // downward compatibility
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options.Add("forceparcels", delegate (string v) { mergeParcels = (v != null); }); // downward compatibility
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options.Add("no-objects", delegate(string v) { noObjects = (v != null); });
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options.Add("no-objects", delegate(string v) { noObjects = (v != null); });
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options.Add("default-user=", delegate(string v) { defaultUser = (v == null) ? "" : v; });
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options.Add("default-user=", delegate(string v) { defaultUser = (v == null) ? "" : v; });
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options.Add("displacement=", delegate(string v)
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options.Add("displacement=", delegate(string v)
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Dictionary<string, object> archiveOptions = new Dictionary<string, object>();
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Dictionary<string, object> archiveOptions = new Dictionary<string, object>();
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if (mergeOar) archiveOptions.Add("merge", null);
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if (mergeOar) archiveOptions.Add("merge", null);
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if (skipAssets) archiveOptions.Add("skipAssets", null);
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if (skipAssets) archiveOptions.Add("skipAssets", null);
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if (forceTerrain) archiveOptions.Add("force-terrain", null);
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if (mergeReplaceObjects) archiveOptions.Add("mReplaceObjects", null);
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if (forceParcels) archiveOptions.Add("force-parcels", null);
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if (mergeTerrain) archiveOptions.Add("merge-terrain", null);
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if (mergeParcels) archiveOptions.Add("merge-parcels", null);
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if (noObjects) archiveOptions.Add("no-objects", null);
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if (noObjects) archiveOptions.Add("no-objects", null);
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if (defaultUser != "")
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if (defaultUser != "")
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{
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{
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Loading…
Reference in New Issue