* This update causes the backup process to run in a separate thread.
* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy. * Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change) * You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete. * This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.0.6.0-stable
parent
3e997772ea
commit
5af108a029
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@ -355,10 +355,16 @@ namespace OpenSim.Region.Environment.Scenes
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public void TriggerOnBackup(IRegionDataStore dstore)
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{
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handlerBackup = OnBackup;
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if (handlerBackup != null)
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Delegate[] items = OnBackup.GetInvocationList();
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foreach (OnBackupDelegate del in items)
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{
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handlerBackup(dstore);
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if (del != null)
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del(dstore);
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}
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//if (handlerBackup != null)
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//{
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// handlerBackup(dstore);
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//}
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}
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public void TriggerParcelPrimCountUpdate()
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@ -1399,7 +1399,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (m_parentScene.ExternalChecks.ExternalChecksCanDuplicateObject(originPrim.Children.Count, originPrim.UUID, AgentID, originPrim.AbsolutePosition))
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{
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SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID);
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SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID, true);
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copy.AbsolutePosition = copy.AbsolutePosition + offset;
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copy.ResetIDs();
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@ -58,6 +58,7 @@ namespace OpenSim.Region.Environment.Scenes
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public SynchronizeSceneHandler SynchronizeScene = null;
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public int splitID = 0;
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#region Fields
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protected Timer m_heartbeatTimer = new Timer();
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@ -83,6 +84,7 @@ namespace OpenSim.Region.Environment.Scenes
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private int m_RestartTimerCounter;
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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private int m_incrementsof15seconds = 0;
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private bool m_backingup = false;
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public string m_simulatorVersion = "OpenSimulator 0.5";
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@ -842,7 +844,14 @@ namespace OpenSim.Region.Environment.Scenes
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private void UpdateStorageBackup()
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{
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Backup();
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if (!m_backingup)
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{
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m_backingup = true;
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Thread backupthread = new Thread(Backup);
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backupthread.Name = "BackupWriter";
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backupthread.IsBackground = true;
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backupthread.Start();
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}
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}
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private void UpdateEvents()
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@ -863,10 +872,11 @@ namespace OpenSim.Region.Environment.Scenes
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///
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/// </summary>
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/// <returns></returns>
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public bool Backup()
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public void Backup()
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{
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EventManager.TriggerOnBackup(m_storageManager.DataStore);
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return true;
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m_backingup = false;
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//return true;
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}
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#endregion
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@ -1085,13 +1085,24 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="datastore"></param>
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public void ProcessBackup(IRegionDataStore datastore)
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{
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if (HasGroupChanged)
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// don't backup while it's selected or you're asking for changes mid stream.
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if (HasGroupChanged && !IsSelected)
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{
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datastore.StoreObject(this, m_scene.RegionInfo.RegionID);
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m_log.Info("STORING");
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SceneObjectGroup backup_group = Copy(OwnerID, GroupID, false);
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datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
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HasGroupChanged = false;
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backup_group.ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
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backup_group = null;
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}
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ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
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// Why is storing the inventory outside of HasGroupChanged?
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//ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
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}
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#endregion
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@ -1165,7 +1176,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// Duplicates this object, including operations such as physics set up and attaching to the backup event.
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/// </summary>
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/// <returns></returns>
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public SceneObjectGroup Copy(LLUUID cAgentID, LLUUID cGroupID)
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public SceneObjectGroup Copy(LLUUID cAgentID, LLUUID cGroupID, bool userExposed)
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{
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SceneObjectGroup dupe = (SceneObjectGroup) MemberwiseClone();
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dupe.m_parts = new Dictionary<LLUUID, SceneObjectPart>();
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@ -1176,11 +1187,13 @@ namespace OpenSim.Region.Environment.Scenes
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dupe.m_scene = m_scene;
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dupe.m_regionHandle = m_regionHandle;
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID);
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dupe.m_rootPart.TrimPermissions();
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
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if (userExposed)
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dupe.m_rootPart.TrimPermissions();
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/// may need to create a new Physics actor.
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if (dupe.RootPart.PhysActor != null)
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if (dupe.RootPart.PhysActor != null && userExposed)
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{
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PrimitiveBaseShape pbs = dupe.RootPart.Shape;
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@ -1202,26 +1215,36 @@ namespace OpenSim.Region.Environment.Scenes
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// switch the owner to the person who did the copying
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// Second Life copies an object and duplicates the first one in it's place
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// So, we have to make a copy of this one, set it in it's place then set the owner on this one
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SetRootPartOwner(m_rootPart, cAgentID, cGroupID);
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if (userExposed)
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{
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SetRootPartOwner(m_rootPart, cAgentID, cGroupID);
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m_rootPart.ScheduleFullUpdate();
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}
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m_rootPart.ScheduleFullUpdate();
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List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values);
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foreach (SceneObjectPart part in partList)
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{
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if (part.UUID != m_rootPart.UUID)
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{
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dupe.CopyPart(part, OwnerID, GroupID);
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SetPartOwner(part, cAgentID, cGroupID);
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part.ScheduleFullUpdate();
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dupe.CopyPart(part, OwnerID, GroupID, userExposed);
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if (userExposed)
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{
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SetPartOwner(part, cAgentID, cGroupID);
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part.ScheduleFullUpdate();
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}
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}
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}
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dupe.UpdateParentIDs();
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dupe.AttachToBackup();
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ScheduleGroupForFullUpdate();
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if (userExposed)
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{
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dupe.UpdateParentIDs();
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dupe.AttachToBackup();
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ScheduleGroupForFullUpdate();
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}
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return dupe;
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}
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@ -1232,9 +1255,9 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="part"></param>
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/// <param name="cAgentID"></param>
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/// <param name="cGroupID"></param>
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public void CopyRootPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
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public void CopyRootPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID, bool userExposed)
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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count, userExposed);
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newPart.SetParent(this);
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lock (m_parts)
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@ -1364,9 +1387,9 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="part"></param>
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/// <param name="cAgentID"></param>
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/// <param name="cGroupID"></param>
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public void CopyPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
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public void CopyPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID, bool userExposed)
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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count, userExposed);
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newPart.SetParent(this);
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lock (m_parts)
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@ -99,7 +99,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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HasInventoryChanged = true;
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ParentGroup.HasGroupChanged = true;
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IList<TaskInventoryItem> items = new List<TaskInventoryItem>(TaskInventory.Values);
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TaskInventory.Clear();
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@ -121,7 +121,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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HasInventoryChanged = true;
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ParentGroup.HasGroupChanged = true;
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IList<TaskInventoryItem> items = new List<TaskInventoryItem>(TaskInventory.Values);
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foreach (TaskInventoryItem item in items)
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{
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@ -304,6 +304,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_inventorySerial++;
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//m_inventorySerial += 2;
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HasInventoryChanged = true;
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ParentGroup.HasGroupChanged = true;
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}
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/// <summary>
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TriggerScriptChangedEvent(Changed.INVENTORY);
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HasInventoryChanged = true;
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ParentGroup.HasGroupChanged = true;
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return true;
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}
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@ -411,6 +413,7 @@ namespace OpenSim.Region.Environment.Scenes
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TriggerScriptChangedEvent(Changed.INVENTORY);
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HasInventoryChanged = true;
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ParentGroup.HasGroupChanged = true;
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int scriptcount = 0;
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lock (m_taskInventory)
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@ -1523,12 +1523,14 @@ namespace OpenSim.Region.Environment.Scenes
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/// Duplicates this part.
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/// </summary>
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/// <returns></returns>
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public SceneObjectPart Copy(uint localID, LLUUID AgentID, LLUUID GroupID, int linkNum)
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public SceneObjectPart Copy(uint localID, LLUUID AgentID, LLUUID GroupID, int linkNum, bool userExposed)
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{
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SceneObjectPart dupe = (SceneObjectPart) MemberwiseClone();
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dupe.m_shape = m_shape.Copy();
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dupe.m_regionHandle = m_regionHandle;
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dupe.UUID = LLUUID.Random();
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if (userExposed)
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dupe.UUID = LLUUID.Random();
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dupe.LocalId = localID;
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dupe.OwnerID = AgentID;
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dupe.GroupID = GroupID;
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@ -1548,7 +1550,8 @@ namespace OpenSim.Region.Environment.Scenes
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dupe.TaskInventory = (TaskInventoryDictionary)dupe.TaskInventory.Clone();
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dupe.ResetIDs(linkNum);
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if (userExposed)
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dupe.ResetIDs(linkNum);
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// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
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dupe.LastOwnerID = ObjectOwner;
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@ -1556,13 +1559,16 @@ namespace OpenSim.Region.Environment.Scenes
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byte[] extraP = new byte[Shape.ExtraParams.Length];
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Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
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dupe.Shape.ExtraParams = extraP;
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if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != LLUUID.Zero)
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{
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m_parentGroup.Scene.AssetCache.GetAsset(dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true);
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}
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bool UsePhysics = ((dupe.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
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dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
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if (userExposed)
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{
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if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != LLUUID.Zero)
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{
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m_parentGroup.Scene.AssetCache.GetAsset(dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true);
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}
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bool UsePhysics = ((dupe.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0);
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dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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return dupe;
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}
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