Merge branch 'master' into careminster-presence-refactor
commit
74d62901c8
|
@ -268,7 +268,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
|
|||
|
||||
if (m_Friends.ContainsKey(agentID))
|
||||
{
|
||||
if (m_Friends[agentID].RegionID == UUID.Zero && m_Friends[agentID].Friends == null)
|
||||
if (m_Friends[agentID].RegionID == UUID.Zero)
|
||||
{
|
||||
m_Friends[agentID].Friends =
|
||||
m_FriendsService.GetFriends(agentID);
|
||||
|
|
|
@ -97,9 +97,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
int successfulAssetRestores = 0;
|
||||
int failedAssetRestores = 0;
|
||||
int successfulItemRestores = 0;
|
||||
List<InventoryNodeBase> nodesLoaded = new List<InventoryNodeBase>();
|
||||
|
||||
//InventoryFolderImpl rootDestinationFolder = m_userInfo.RootFolder.FindFolderByPath(m_invPath);
|
||||
List<InventoryNodeBase> loadedNodes = new List<InventoryNodeBase>();
|
||||
|
||||
InventoryFolderBase rootDestinationFolder
|
||||
= InventoryArchiveUtils.FindFolderByPath(
|
||||
m_scene.InventoryService, m_userInfo.PrincipalID, m_invPath);
|
||||
|
@ -109,14 +109,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
// Possibly provide an option later on to automatically create this folder if it does not exist
|
||||
m_log.ErrorFormat("[INVENTORY ARCHIVER]: Inventory path {0} does not exist", m_invPath);
|
||||
|
||||
return nodesLoaded;
|
||||
return loadedNodes;
|
||||
}
|
||||
|
||||
archive = new TarArchiveReader(m_loadStream);
|
||||
|
||||
// In order to load identically named folders, we need to keep track of the folders that we have already
|
||||
// created
|
||||
Dictionary <string, InventoryFolderBase> foldersCreated = new Dictionary<string, InventoryFolderBase>();
|
||||
// resolved
|
||||
Dictionary <string, InventoryFolderBase> resolvedFolders = new Dictionary<string, InventoryFolderBase>();
|
||||
|
||||
byte[] data;
|
||||
TarArchiveReader.TarEntryType entryType;
|
||||
|
@ -139,10 +139,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
}
|
||||
else if (filePath.StartsWith(ArchiveConstants.INVENTORY_PATH))
|
||||
{
|
||||
filePath = filePath.Substring(ArchiveConstants.INVENTORY_PATH.Length);
|
||||
|
||||
// Trim off the file portion if we aren't already dealing with a directory path
|
||||
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY != entryType)
|
||||
filePath = filePath.Remove(filePath.LastIndexOf("/") + 1);
|
||||
|
||||
InventoryFolderBase foundFolder
|
||||
= ReplicateArchivePathToUserInventory(
|
||||
filePath, TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType,
|
||||
rootDestinationFolder, foldersCreated, nodesLoaded);
|
||||
filePath, rootDestinationFolder, resolvedFolders, loadedNodes);
|
||||
|
||||
if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY != entryType)
|
||||
{
|
||||
|
@ -155,7 +160,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
// If we're loading an item directly into the given destination folder then we need to record
|
||||
// it separately from any loaded root folders
|
||||
if (rootDestinationFolder == foundFolder)
|
||||
nodesLoaded.Add(item);
|
||||
loadedNodes.Add(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -171,7 +176,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
successfulAssetRestores, failedAssetRestores);
|
||||
m_log.InfoFormat("[INVENTORY ARCHIVER]: Successfully loaded {0} items", successfulItemRestores);
|
||||
|
||||
return nodesLoaded;
|
||||
return loadedNodes;
|
||||
}
|
||||
|
||||
public void Close()
|
||||
|
@ -184,126 +189,34 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
/// Replicate the inventory paths in the archive to the user's inventory as necessary.
|
||||
/// </summary>
|
||||
/// <param name="archivePath">The item archive path to replicate</param>
|
||||
/// <param name="isDir">Is the path we're dealing with a directory?</param>
|
||||
/// <param name="rootDestinationFolder">The root folder for the inventory load</param>
|
||||
/// <param name="foldersCreated">
|
||||
/// The folders created so far. This method will add more folders if necessary
|
||||
/// <param name="resolvedFolders">
|
||||
/// The folders that we have resolved so far for a given archive path.
|
||||
/// This method will add more folders if necessary
|
||||
/// </param>
|
||||
/// <param name="nodesLoaded">
|
||||
/// Track the inventory nodes created. This is distinct from the folders created since for a particular folder
|
||||
/// chain, only the root node needs to be recorded
|
||||
/// <param name="loadedNodes">
|
||||
/// Track the inventory nodes created.
|
||||
/// </param>
|
||||
/// <returns>The last user inventory folder created or found for the archive path</returns>
|
||||
public InventoryFolderBase ReplicateArchivePathToUserInventory(
|
||||
string archivePath,
|
||||
bool isDir,
|
||||
InventoryFolderBase rootDestFolder,
|
||||
Dictionary <string, InventoryFolderBase> foldersCreated,
|
||||
List<InventoryNodeBase> nodesLoaded)
|
||||
Dictionary <string, InventoryFolderBase> resolvedFolders,
|
||||
List<InventoryNodeBase> loadedNodes)
|
||||
{
|
||||
archivePath = archivePath.Substring(ArchiveConstants.INVENTORY_PATH.Length);
|
||||
|
||||
// Remove the file portion if we aren't already dealing with a directory path
|
||||
if (!isDir)
|
||||
archivePath = archivePath.Remove(archivePath.LastIndexOf("/") + 1);
|
||||
|
||||
string originalArchivePath = archivePath;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[INVENTORY ARCHIVER]: Loading folder {0} {1}", rootDestFolder.Name, rootDestFolder.ID);
|
||||
|
||||
InventoryFolderBase destFolder = null;
|
||||
InventoryFolderBase destFolder = ResolveDestinationFolder(rootDestFolder, ref archivePath, resolvedFolders);
|
||||
|
||||
// XXX: Nasty way of dealing with a path that has no directory component
|
||||
if (archivePath.Length > 0)
|
||||
{
|
||||
while (null == destFolder && archivePath.Length > 0)
|
||||
{
|
||||
if (foldersCreated.ContainsKey(archivePath))
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[INVENTORY ARCHIVER]: Found previously created folder from archive path {0}", archivePath);
|
||||
destFolder = foldersCreated[archivePath];
|
||||
}
|
||||
else
|
||||
{
|
||||
// Don't include the last slash
|
||||
int penultimateSlashIndex = archivePath.LastIndexOf("/", archivePath.Length - 2);
|
||||
|
||||
if (penultimateSlashIndex >= 0)
|
||||
{
|
||||
archivePath = archivePath.Remove(penultimateSlashIndex + 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[INVENTORY ARCHIVER]: Found no previously created folder for archive path {0}",
|
||||
originalArchivePath);
|
||||
archivePath = string.Empty;
|
||||
destFolder = rootDestFolder;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
destFolder = rootDestFolder;
|
||||
}
|
||||
// m_log.DebugFormat(
|
||||
// "[INVENTORY ARCHIVER]: originalArchivePath [{0}], section already loaded [{1}]",
|
||||
// originalArchivePath, archivePath);
|
||||
|
||||
string archivePathSectionToCreate = originalArchivePath.Substring(archivePath.Length);
|
||||
string[] rawDirsToCreate
|
||||
= archivePathSectionToCreate.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
|
||||
int i = 0;
|
||||
|
||||
while (i < rawDirsToCreate.Length)
|
||||
{
|
||||
m_log.DebugFormat("[INVENTORY ARCHIVER]: Loading archived folder {0}", rawDirsToCreate[i]);
|
||||
|
||||
int identicalNameIdentifierIndex
|
||||
= rawDirsToCreate[i].LastIndexOf(
|
||||
ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR);
|
||||
|
||||
if (identicalNameIdentifierIndex < 0)
|
||||
{
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
string newFolderName = rawDirsToCreate[i].Remove(identicalNameIdentifierIndex);
|
||||
|
||||
newFolderName = InventoryArchiveUtils.UnescapeArchivePath(newFolderName);
|
||||
UUID newFolderId = UUID.Random();
|
||||
|
||||
// Asset type has to be Unknown here rather than Folder, otherwise the created folder can't be
|
||||
// deleted once the client has relogged.
|
||||
// The root folder appears to be labelled AssetType.Folder (shows up as "Category" in the client)
|
||||
// even though there is a AssetType.RootCategory
|
||||
destFolder
|
||||
= new InventoryFolderBase(
|
||||
newFolderId, newFolderName, m_userInfo.PrincipalID,
|
||||
(short)AssetType.Unknown, destFolder.ID, 1);
|
||||
m_scene.InventoryService.AddFolder(destFolder);
|
||||
|
||||
// UUID newFolderId = UUID.Random();
|
||||
// m_scene.InventoryService.AddFolder(
|
||||
// m_userInfo.CreateFolder(
|
||||
// folderName, newFolderId, (ushort)AssetType.Folder, foundFolder.ID);
|
||||
|
||||
// m_log.DebugFormat("[INVENTORY ARCHIVER]: Retrieving newly created folder {0}", folderName);
|
||||
// foundFolder = foundFolder.GetChildFolder(newFolderId);
|
||||
// m_log.DebugFormat(
|
||||
// "[INVENTORY ARCHIVER]: Retrieved newly created folder {0} with ID {1}",
|
||||
// foundFolder.Name, foundFolder.ID);
|
||||
|
||||
// Record that we have now created this folder
|
||||
archivePath += rawDirsToCreate[i] + "/";
|
||||
m_log.DebugFormat("[INVENTORY ARCHIVER]: Loaded archive path {0}", archivePath);
|
||||
foldersCreated[archivePath] = destFolder;
|
||||
|
||||
if (0 == i)
|
||||
nodesLoaded.Add(destFolder);
|
||||
|
||||
i++;
|
||||
}
|
||||
CreateFoldersForPath(destFolder, archivePathSectionToCreate, resolvedFolders, loadedNodes);
|
||||
|
||||
return destFolder;
|
||||
|
||||
|
@ -342,6 +255,136 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
*/
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolve a destination folder
|
||||
/// </summary>
|
||||
///
|
||||
/// We require here a root destination folder (usually the root of the user's inventory) and the archive
|
||||
/// path. We also pass in a list of previously resolved folders in case we've found this one previously.
|
||||
///
|
||||
/// <param name="archivePath">
|
||||
/// The item archive path to resolve. The portion of the path passed back is that
|
||||
/// which corresponds to the resolved desintation folder.
|
||||
/// <param name="rootDestinationFolder">
|
||||
/// The root folder for the inventory load
|
||||
/// </param>
|
||||
/// <param name="resolvedFolders">
|
||||
/// The folders that we have resolved so far for a given archive path.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// The folder in the user's inventory that matches best the archive path given. If no such folder was found
|
||||
/// then the passed in root destination folder is returned.
|
||||
/// </returns>
|
||||
protected InventoryFolderBase ResolveDestinationFolder(
|
||||
InventoryFolderBase rootDestFolder,
|
||||
ref string archivePath,
|
||||
Dictionary <string, InventoryFolderBase> resolvedFolders)
|
||||
{
|
||||
string originalArchivePath = archivePath;
|
||||
|
||||
InventoryFolderBase destFolder = null;
|
||||
|
||||
if (archivePath.Length > 0)
|
||||
{
|
||||
while (null == destFolder && archivePath.Length > 0)
|
||||
{
|
||||
if (resolvedFolders.ContainsKey(archivePath))
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[INVENTORY ARCHIVER]: Found previously created folder from archive path {0}", archivePath);
|
||||
destFolder = resolvedFolders[archivePath];
|
||||
}
|
||||
else
|
||||
{
|
||||
// Don't include the last slash so find the penultimate one
|
||||
int penultimateSlashIndex = archivePath.LastIndexOf("/", archivePath.Length - 2);
|
||||
|
||||
if (penultimateSlashIndex >= 0)
|
||||
{
|
||||
// Remove the last section of path so that we can see if we've already resolved the parent
|
||||
archivePath = archivePath.Remove(penultimateSlashIndex + 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[INVENTORY ARCHIVER]: Found no previously created folder for archive path {0}",
|
||||
originalArchivePath);
|
||||
archivePath = string.Empty;
|
||||
destFolder = rootDestFolder;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (null == destFolder)
|
||||
destFolder = rootDestFolder;
|
||||
|
||||
return destFolder;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a set of folders for the given path.
|
||||
/// </summary>
|
||||
/// <param name="destFolder">
|
||||
/// The root folder from which the creation will take place.
|
||||
/// </param>
|
||||
/// <param name="path">
|
||||
/// The path to create
|
||||
/// </param>
|
||||
/// <param name="resolvedFolders">
|
||||
/// The folders that we have resolved so far for a given archive path.
|
||||
/// </param>
|
||||
/// <param name="loadedNodes">
|
||||
/// Track the inventory nodes created.
|
||||
/// </param>
|
||||
protected void CreateFoldersForPath(
|
||||
InventoryFolderBase destFolder, string path, Dictionary <string, InventoryFolderBase> resolvedFolders,
|
||||
List<InventoryNodeBase> loadedNodes)
|
||||
{
|
||||
string pathCreated = "";
|
||||
string[] rawDirsToCreate = path.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
|
||||
int i = 0;
|
||||
|
||||
while (i < rawDirsToCreate.Length)
|
||||
{
|
||||
// m_log.DebugFormat("[INVENTORY ARCHIVER]: Creating folder {0} from IAR", rawDirsToCreate[i]);
|
||||
|
||||
int identicalNameIdentifierIndex
|
||||
= rawDirsToCreate[i].LastIndexOf(
|
||||
ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR);
|
||||
|
||||
if (identicalNameIdentifierIndex < 0)
|
||||
{
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
string newFolderName = rawDirsToCreate[i].Remove(identicalNameIdentifierIndex);
|
||||
|
||||
newFolderName = InventoryArchiveUtils.UnescapeArchivePath(newFolderName);
|
||||
UUID newFolderId = UUID.Random();
|
||||
|
||||
// Asset type has to be Unknown here rather than Folder, otherwise the created folder can't be
|
||||
// deleted once the client has relogged.
|
||||
// The root folder appears to be labelled AssetType.Folder (shows up as "Category" in the client)
|
||||
// even though there is a AssetType.RootCategory
|
||||
destFolder
|
||||
= new InventoryFolderBase(
|
||||
newFolderId, newFolderName, m_userInfo.PrincipalID,
|
||||
(short)AssetType.Unknown, destFolder.ID, 1);
|
||||
m_scene.InventoryService.AddFolder(destFolder);
|
||||
|
||||
// Record that we have now created this folder
|
||||
pathCreated += rawDirsToCreate[i] + "/";
|
||||
m_log.DebugFormat("[INVENTORY ARCHIVER]: Created folder {0} from IAR", pathCreated);
|
||||
resolvedFolders[pathCreated] = destFolder;
|
||||
|
||||
if (0 == i)
|
||||
loadedNodes.Add(destFolder);
|
||||
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load an item from the archive
|
||||
/// </summary>
|
||||
|
|
|
@ -30,11 +30,11 @@ using System.Collections.Generic;
|
|||
using System.IO;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using NDesk.Options;
|
||||
using Nini.Config;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Communications;
|
||||
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Services.Interfaces;
|
||||
|
@ -91,8 +91,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
|
||||
scene.AddCommand(
|
||||
this, "load iar",
|
||||
"load iar <first> <last> <inventory path> <password> [<IAR path>]",
|
||||
"load iar <first> <last> <inventory path> <password> [<IAR path>]",
|
||||
//"load iar [--merge] <first> <last> <inventory path> <password> [<IAR path>]",
|
||||
"Load user inventory archive (IAR).",
|
||||
//"--merge is an option which merges the loaded IAR with existing inventory folders where possible, rather than always creating new ones"
|
||||
//+ "<first> is user's first name." + Environment.NewLine
|
||||
"<first> is user's first name." + Environment.NewLine
|
||||
+ "<last> is user's last name." + Environment.NewLine
|
||||
+ "<inventory path> is the path inside the user's inventory where the IAR should be loaded." + Environment.NewLine
|
||||
|
@ -134,7 +137,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
handlerInventoryArchiveSaved(id, succeeded, userInfo, invPath, saveStream, reportedException);
|
||||
}
|
||||
|
||||
public bool ArchiveInventory(Guid id, string firstName, string lastName, string invPath, string pass, Stream saveStream)
|
||||
public bool ArchiveInventory(
|
||||
Guid id, string firstName, string lastName, string invPath, string pass, Stream saveStream)
|
||||
{
|
||||
return ArchiveInventory(id, firstName, lastName, invPath, pass, saveStream, new Dictionary<string, object>());
|
||||
}
|
||||
|
||||
public bool ArchiveInventory(
|
||||
Guid id, string firstName, string lastName, string invPath, string pass, Stream saveStream,
|
||||
Dictionary<string, object> options)
|
||||
{
|
||||
if (m_scenes.Count > 0)
|
||||
{
|
||||
|
@ -172,7 +183,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
return false;
|
||||
}
|
||||
|
||||
public bool ArchiveInventory(Guid id, string firstName, string lastName, string invPath, string pass, string savePath)
|
||||
public bool ArchiveInventory(
|
||||
Guid id, string firstName, string lastName, string invPath, string pass, string savePath,
|
||||
Dictionary<string, object> options)
|
||||
{
|
||||
if (m_scenes.Count > 0)
|
||||
{
|
||||
|
@ -211,6 +224,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
}
|
||||
|
||||
public bool DearchiveInventory(string firstName, string lastName, string invPath, string pass, Stream loadStream)
|
||||
{
|
||||
return DearchiveInventory(firstName, lastName, invPath, pass, loadStream, new Dictionary<string, object>());
|
||||
}
|
||||
|
||||
public bool DearchiveInventory(
|
||||
string firstName, string lastName, string invPath, string pass, Stream loadStream,
|
||||
Dictionary<string, object> options)
|
||||
{
|
||||
if (m_scenes.Count > 0)
|
||||
{
|
||||
|
@ -252,7 +272,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
return false;
|
||||
}
|
||||
|
||||
public bool DearchiveInventory(string firstName, string lastName, string invPath, string pass, string loadPath)
|
||||
public bool DearchiveInventory(
|
||||
string firstName, string lastName, string invPath, string pass, string loadPath,
|
||||
Dictionary<string, object> options)
|
||||
{
|
||||
if (m_scenes.Count > 0)
|
||||
{
|
||||
|
@ -300,26 +322,31 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
/// <param name="cmdparams"></param>
|
||||
protected void HandleLoadInvConsoleCommand(string module, string[] cmdparams)
|
||||
{
|
||||
if (cmdparams.Length < 6)
|
||||
m_log.Info("[INVENTORY ARCHIVER]: PLEASE NOTE THAT THIS FACILITY IS EXPERIMENTAL. BUG REPORTS WELCOME.");
|
||||
|
||||
Dictionary<string, object> options = new Dictionary<string, object>();
|
||||
OptionSet optionSet = new OptionSet().Add("m|merge", delegate (string v) { options["merge"] = v != null; });
|
||||
|
||||
List<string> mainParams = optionSet.Parse(cmdparams);
|
||||
|
||||
if (mainParams.Count < 6)
|
||||
{
|
||||
m_log.Error(
|
||||
"[INVENTORY ARCHIVER]: usage is load iar <first name> <last name> <inventory path> <user password> [<load file path>]");
|
||||
return;
|
||||
}
|
||||
|
||||
m_log.Info("[INVENTORY ARCHIVER]: PLEASE NOTE THAT THIS FACILITY IS EXPERIMENTAL. BUG REPORTS WELCOME.");
|
||||
|
||||
string firstName = cmdparams[2];
|
||||
string lastName = cmdparams[3];
|
||||
string invPath = cmdparams[4];
|
||||
string pass = cmdparams[5];
|
||||
string loadPath = (cmdparams.Length > 6 ? cmdparams[6] : DEFAULT_INV_BACKUP_FILENAME);
|
||||
string firstName = mainParams[2];
|
||||
string lastName = mainParams[3];
|
||||
string invPath = mainParams[4];
|
||||
string pass = mainParams[5];
|
||||
string loadPath = (mainParams.Count > 6 ? mainParams[6] : DEFAULT_INV_BACKUP_FILENAME);
|
||||
|
||||
m_log.InfoFormat(
|
||||
"[INVENTORY ARCHIVER]: Loading archive {0} to inventory path {1} for {2} {3}",
|
||||
loadPath, invPath, firstName, lastName);
|
||||
|
||||
if (DearchiveInventory(firstName, lastName, invPath, pass, loadPath))
|
||||
if (DearchiveInventory(firstName, lastName, invPath, pass, loadPath, options))
|
||||
m_log.InfoFormat(
|
||||
"[INVENTORY ARCHIVER]: Loaded archive {0} for {1} {2}",
|
||||
loadPath, firstName, lastName);
|
||||
|
@ -351,7 +378,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
savePath, invPath, firstName, lastName);
|
||||
|
||||
Guid id = Guid.NewGuid();
|
||||
ArchiveInventory(id, firstName, lastName, invPath, pass, savePath);
|
||||
ArchiveInventory(id, firstName, lastName, invPath, pass, savePath, new Dictionary<string, object>());
|
||||
|
||||
lock (m_pendingConsoleSaves)
|
||||
m_pendingConsoleSaves.Add(id);
|
||||
|
|
|
@ -279,7 +279,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
|
|||
public void TestIarV0_1WithEscapedChars()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
string itemName = "You & you are a mean/man/";
|
||||
string humanEscapedItemName = @"You & you are a mean\/man\/";
|
||||
|
@ -531,7 +531,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
|
|||
|
||||
new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null)
|
||||
.ReplicateArchivePathToUserInventory(
|
||||
itemArchivePath, false, scene.InventoryService.GetRootFolder(ua1.PrincipalID),
|
||||
itemArchivePath, scene.InventoryService.GetRootFolder(ua1.PrincipalID),
|
||||
foldersCreated, nodesLoaded);
|
||||
|
||||
InventoryFolderBase folder1
|
||||
|
|
|
@ -410,6 +410,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
teleportFlags, capsPath);
|
||||
}
|
||||
|
||||
// Let's set this to true tentatively. This does not trigger OnChildAgent
|
||||
sp.IsChildAgent = true;
|
||||
|
||||
// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
|
||||
// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
|
||||
// that the client contacted the destination before we send the attachments and close things here.
|
||||
|
@ -418,6 +421,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// Client never contacted destination. Let's restore everything back
|
||||
sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
|
||||
|
||||
// Fail. Reset it back
|
||||
sp.IsChildAgent = false;
|
||||
|
||||
ResetFromTransit(sp.UUID);
|
||||
|
||||
// Yikes! We should just have a ref to scene here.
|
||||
|
@ -436,7 +442,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
KillEntity(sp.Scene, sp.LocalId);
|
||||
|
||||
// Now let's make it officially a child agent
|
||||
sp.MakeChildAgent();
|
||||
|
||||
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
|
||||
|
||||
if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
||||
|
@ -538,6 +546,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
client.SendTeleportFailed("Your home region could not be found.");
|
||||
return;
|
||||
}
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
|
||||
regionInfo.RegionName, regionInfo.RegionID, regionInfo.RegionLocX / Constants.RegionSize, regionInfo.RegionLocY / Constants.RegionSize);
|
||||
|
||||
// a little eekie that this goes back to Scene and with a forced cast, will fix that at some point...
|
||||
((Scene)(client.Scene)).RequestTeleportLocation(
|
||||
client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
|
||||
|
|
|
@ -26,6 +26,7 @@
|
|||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using OpenSim.Services.Interfaces;
|
||||
|
||||
|
@ -60,6 +61,20 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <returns>true if the first stage of the operation succeeded, false otherwise</returns>
|
||||
bool DearchiveInventory(string firstName, string lastName, string invPath, string pass, Stream loadStream);
|
||||
|
||||
/// <summary>
|
||||
/// Dearchive a user's inventory folder from the given stream
|
||||
/// </summary>
|
||||
/// <param name="firstName"></param>
|
||||
/// <param name="lastName"></param>
|
||||
/// <param name="invPath">The inventory path in which to place the loaded folders and items</param>
|
||||
/// <param name="loadStream">The stream from which the inventory archive will be loaded</param>
|
||||
/// <param name="options">Dearchiving options. At the moment, the only option is ("merge", true). This merges
|
||||
/// the loaded IAR with existing folders where possible.</param>
|
||||
/// <returns>true if the first stage of the operation succeeded, false otherwise</returns>
|
||||
bool DearchiveInventory(
|
||||
string firstName, string lastName, string invPath, string pass, Stream loadStream,
|
||||
Dictionary<string, object> options);
|
||||
|
||||
/// <summary>
|
||||
/// Archive a user's inventory folder to the given stream
|
||||
/// </summary>
|
||||
|
@ -70,5 +85,19 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="saveStream">The stream to which the inventory archive will be saved</param>
|
||||
/// <returns>true if the first stage of the operation succeeded, false otherwise</returns>
|
||||
bool ArchiveInventory(Guid id, string firstName, string lastName, string invPath, string pass, Stream saveStream);
|
||||
|
||||
/// <summary>
|
||||
/// Archive a user's inventory folder to the given stream
|
||||
/// </summary>
|
||||
/// <param name="id">ID representing this request. This will later be returned in the save event</param>
|
||||
/// <param name="firstName"></param>
|
||||
/// <param name="lastName"></param>
|
||||
/// <param name="invPath">The inventory path from which the inventory should be saved.</param>
|
||||
/// <param name="saveStream">The stream to which the inventory archive will be saved</param>
|
||||
/// <param name="options">Archiving options. Currently, there are none.</param>
|
||||
/// <returns>true if the first stage of the operation succeeded, false otherwise</returns>
|
||||
bool ArchiveInventory(
|
||||
Guid id, string firstName, string lastName, string invPath, string pass, Stream saveStream,
|
||||
Dictionary<string, object> options);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4039,7 +4039,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// bordercross if position is outside of region
|
||||
|
||||
if (!result)
|
||||
{
|
||||
regionHandle = m_regInfo.RegionHandle;
|
||||
}
|
||||
else
|
||||
{
|
||||
// not in this region, undo the shift!
|
||||
|
|
|
@ -206,9 +206,7 @@ namespace OpenSim.Services.Connectors
|
|||
if ((replyData != null) && replyData.ContainsKey("result") && (replyData["result"] != null))
|
||||
{
|
||||
if (replyData["result"] is Dictionary<string, object>)
|
||||
{
|
||||
guinfo = new GridUserInfo((Dictionary<string, object>)replyData["result"]);
|
||||
}
|
||||
}
|
||||
|
||||
return guinfo;
|
||||
|
|
|
@ -65,7 +65,7 @@ namespace OpenSim.Services.Interfaces
|
|||
Vector3.TryParse(kvp["HomeLookAt"].ToString(), out HomeLookAt);
|
||||
|
||||
if (kvp.ContainsKey("LastRegionID"))
|
||||
UUID.TryParse(kvp["LastRegionID"].ToString(), out HomeRegionID);
|
||||
UUID.TryParse(kvp["LastRegionID"].ToString(), out LastRegionID);
|
||||
if (kvp.ContainsKey("LastPosition"))
|
||||
Vector3.TryParse(kvp["LastPosition"].ToString(), out LastPosition);
|
||||
if (kvp.ContainsKey("LastLookAt"))
|
||||
|
|
Loading…
Reference in New Issue