refactor: use direct scene reference in inventory archive read request

remotes/origin/0.6.7-post-fixes
Justin Clark-Casey (justincc) 2009-09-06 20:16:56 +01:00
parent 8616230fcf
commit 79c22651d7
4 changed files with 21 additions and 30 deletions

View File

@ -42,6 +42,7 @@ using OpenSim.Framework.Communications.Osp;
using OpenSim.Framework.Serialization;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.CoreModules.World.Archiver;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
@ -55,32 +56,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
private CachedUserInfo m_userInfo;
private string m_invPath;
/// <value>
/// We only use this to request modules
/// </value>
protected Scene m_scene;
/// <value>
/// The stream from which the inventory archive will be loaded.
/// </value>
private Stream m_loadStream;
protected CommunicationsManager m_commsManager;
protected IAssetService m_assetService;
public InventoryArchiveReadRequest(
CachedUserInfo userInfo, string invPath, string loadPath, CommunicationsManager commsManager, IAssetService assetService)
Scene scene, CachedUserInfo userInfo, string invPath, string loadPath)
: this(
scene,
userInfo,
invPath,
new GZipStream(new FileStream(loadPath, FileMode.Open), CompressionMode.Decompress),
commsManager, assetService)
new GZipStream(new FileStream(loadPath, FileMode.Open), CompressionMode.Decompress))
{
}
public InventoryArchiveReadRequest(
CachedUserInfo userInfo, string invPath, Stream loadStream, CommunicationsManager commsManager, IAssetService assetService)
Scene scene, CachedUserInfo userInfo, string invPath, Stream loadStream)
{
m_scene = scene;
m_userInfo = userInfo;
m_invPath = invPath;
m_loadStream = loadStream;
m_commsManager = commsManager;
m_assetService = assetService;
}
/// <summary>
@ -106,7 +108,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
//
// FIXME: FetchInventory should probably be assumed to by async anyway, since even standalones might
// use a remote inventory service, though this is vanishingly rare at the moment.
if (null == m_commsManager.UserAdminService)
if (null == m_scene.CommsManager.UserAdminService)
{
m_log.ErrorFormat(
"[INVENTORY ARCHIVER]: Have not yet received inventory info for user {0} {1}",
@ -167,7 +169,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
// Don't use the item ID that's in the file
item.ID = UUID.Random();
UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_commsManager);
UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.CommsManager);
if (UUID.Zero != ospResolvedId)
item.CreatorIdAsUuid = ospResolvedId;
@ -371,7 +373,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
asset.Type = assetType;
asset.Data = data;
m_assetService.Store(asset);
m_scene.AssetService.Store(asset);
return true;
}

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@ -39,7 +39,6 @@ using OpenSim.Framework.Serialization.External;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Communications.Osp;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.CoreModules.World.Archiver;
using OpenSim.Region.Framework.Scenes;
@ -114,7 +113,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
m_userInfo = userInfo;
m_invPath = invPath;
m_saveStream = saveStream;
m_assetGatherer = new UuidGatherer(m_module.AssetService);
m_assetGatherer = new UuidGatherer(m_scene.AssetService);
}
protected void ReceivedAllAssets(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids)

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@ -69,19 +69,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
/// </value>
private Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
private Scene m_aScene;
/// <value>
/// The comms manager we will use for all comms requests
/// </value>
protected internal CommunicationsManager CommsManager;
protected internal IAssetService AssetService;
public void Initialise(Scene scene, IConfigSource source)
{
if (m_scenes.Count == 0)
{
scene.RegisterModuleInterface<IInventoryArchiverModule>(this);
CommsManager = scene.CommsManager;
OnInventoryArchiveSaved += SaveInvConsoleCommandCompleted;
scene.AddCommand(
@ -99,11 +92,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
m_scenes[scene.RegionInfo.RegionID] = scene;
}
public void PostInitialise()
{
AssetService = m_aScene.AssetService;
}
public void PostInitialise() {}
public void Close() {}
@ -150,7 +140,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
if (userInfo != null)
{
InventoryArchiveReadRequest request =
new InventoryArchiveReadRequest(userInfo, invPath, loadStream, CommsManager, AssetService);
new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadStream);
UpdateClientWithLoadedNodes(userInfo, request.Execute());
}
}
@ -165,7 +155,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
if (userInfo != null)
{
InventoryArchiveReadRequest request =
new InventoryArchiveReadRequest(userInfo, invPath, loadPath, CommsManager, AssetService);
new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadPath);
UpdateClientWithLoadedNodes(userInfo, request.Execute());
}
}
@ -261,7 +251,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
/// <returns></returns>
protected CachedUserInfo GetUserInfo(string firstName, string lastName)
{
CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(firstName, lastName);
CachedUserInfo userInfo = m_aScene.CommsManager.UserProfileCacheService.GetUserDetails(firstName, lastName);
if (null == userInfo)
{
m_log.ErrorFormat(

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@ -412,7 +412,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
Console.WriteLine("userInfo.RootFolder 2: {0}", userInfo.RootFolder);
new InventoryArchiveReadRequest(userInfo, null, (Stream)null, null, null)
new InventoryArchiveReadRequest(scene, userInfo, null, (Stream)null)
.ReplicateArchivePathToUserInventory(
itemArchivePath, false, userInfo.RootFolder, foldersCreated, nodesLoaded);