Move ArchiveConstants to OpenSim.Framework.Archive
- move a couple constants from InventoryArchiveConstants to ArchiveConstants, now only one of these is needed - change InventoryArchiveConstants references to ArchiveConstants - remove InventoryArchive AssetInventoryServer plugin dependency on OpenSim.Region.CodeModules - trim trailing whitespace0.6.5-rc1
parent
f784620780
commit
7b2977d625
|
@ -28,7 +28,7 @@
|
|||
using System.Collections.Generic;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
namespace OpenSim.Framework.Archive
|
||||
{
|
||||
/// <summary>
|
||||
/// Constants for the archiving module
|
||||
|
@ -45,6 +45,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
|||
/// </summary>
|
||||
public static readonly string ASSETS_PATH = "assets/";
|
||||
|
||||
/// <summary>
|
||||
/// Path for the inventory data
|
||||
/// </summary>
|
||||
public static readonly string INVENTORY_PATH = "inventory/";
|
||||
|
||||
/// <summary>
|
||||
/// Path for the prims file
|
||||
/// </summary>
|
||||
|
@ -54,7 +59,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
|||
/// Path for terrains. Technically these may be assets, but I think it's quite nice to split them out.
|
||||
/// </summary>
|
||||
public static readonly string TERRAINS_PATH = "terrains/";
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Path for region settings.
|
||||
/// </summary>
|
||||
|
@ -65,6 +70,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
|||
/// </summary>
|
||||
public static readonly string ASSET_EXTENSION_SEPARATOR = "_";
|
||||
|
||||
/// <summary>
|
||||
/// Used to separate components in an inventory node name
|
||||
/// </summary>
|
||||
public static readonly string INVENTORY_NODE_NAME_COMPONENT_SEPARATOR = "__";
|
||||
|
||||
/// <summary>
|
||||
/// Extensions used for asset types in the archive
|
||||
/// </summary>
|
|
@ -35,7 +35,6 @@ using OpenMetaverse;
|
|||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Archive;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver;
|
||||
using log4net;
|
||||
|
||||
namespace OpenSim.Grid.AssetInventoryServer.Plugins
|
||||
|
@ -146,7 +145,7 @@ namespace OpenSim.Grid.AssetInventoryServer.Plugins
|
|||
MemoryStream ms = new MemoryStream();
|
||||
GZipStream gzs = new GZipStream(ms, CompressionMode.Compress, true);
|
||||
TarArchiveWriter archive = new TarArchiveWriter(gzs);
|
||||
WriteInventoryFolderToArchive(archive, rootFolder, InventoryArchiveConstants.INVENTORY_PATH);
|
||||
WriteInventoryFolderToArchive(archive, rootFolder, ArchiveConstants.INVENTORY_PATH);
|
||||
|
||||
archive.Close();
|
||||
|
||||
|
@ -181,7 +180,7 @@ namespace OpenSim.Grid.AssetInventoryServer.Plugins
|
|||
|
||||
private static void WriteInventoryFolderToArchive(TarArchiveWriter archive, InventoryFolderWithChildren folder, string path)
|
||||
{
|
||||
path += string.Format("{0}{1}{2}/", folder.Name, InventoryArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR, folder.ID);
|
||||
path += string.Format("{0}{1}{2}/", folder.Name, ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR, folder.ID);
|
||||
archive.WriteDir(path);
|
||||
|
||||
foreach (InventoryNodeBase inventoryNode in folder.Children.Values)
|
||||
|
|
|
@ -1,113 +0,0 @@
|
|||
/*
|
||||
* 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 OpenSim 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.Collections.Generic;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
||||
{
|
||||
/// <summary>
|
||||
/// Constants for the inventory archiving module
|
||||
/// </summary>
|
||||
public class InventoryArchiveConstants
|
||||
{
|
||||
/// <summary>
|
||||
/// Path for the inventory data
|
||||
/// </summary>
|
||||
public static readonly string INVENTORY_PATH = "inventory/";
|
||||
|
||||
/// <summary>
|
||||
/// Path for the assets held in an archive
|
||||
/// </summary>
|
||||
public static readonly string ASSETS_PATH = "assets/";
|
||||
|
||||
/// <summary>
|
||||
/// The character the separates the uuid from extension information in an archived asset filename
|
||||
/// </summary>
|
||||
public static readonly string ASSET_EXTENSION_SEPARATOR = "_";
|
||||
|
||||
/// <summary>
|
||||
/// Used to separate components in an inventory node name
|
||||
/// </summary>
|
||||
public static readonly string INVENTORY_NODE_NAME_COMPONENT_SEPARATOR = "__";
|
||||
|
||||
/// <summary>
|
||||
/// Extensions used for asset types in the archive
|
||||
/// </summary>
|
||||
public static readonly IDictionary<sbyte, string> ASSET_TYPE_TO_EXTENSION = new Dictionary<sbyte, string>();
|
||||
public static readonly IDictionary<string, sbyte> EXTENSION_TO_ASSET_TYPE = new Dictionary<string, sbyte>();
|
||||
|
||||
static InventoryArchiveConstants()
|
||||
{
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Animation] = ASSET_EXTENSION_SEPARATOR + "animation.bvh";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Bodypart] = ASSET_EXTENSION_SEPARATOR + "bodypart.txt";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.CallingCard] = ASSET_EXTENSION_SEPARATOR + "callingcard.txt";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Clothing] = ASSET_EXTENSION_SEPARATOR + "clothing.txt";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Folder] = ASSET_EXTENSION_SEPARATOR + "folder.txt"; // Not sure if we'll ever see this
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Gesture] = ASSET_EXTENSION_SEPARATOR + "gesture.txt";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageJPEG] = ASSET_EXTENSION_SEPARATOR + "image.jpg";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageTGA] = ASSET_EXTENSION_SEPARATOR + "image.tga";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Landmark] = ASSET_EXTENSION_SEPARATOR + "landmark.txt";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LostAndFoundFolder] = ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"; // Not sure if we'll ever see this
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLBytecode] = ASSET_EXTENSION_SEPARATOR + "bytecode.lso";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLText] = ASSET_EXTENSION_SEPARATOR + "script.lsl";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Notecard] = ASSET_EXTENSION_SEPARATOR + "notecard.txt";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Object] = ASSET_EXTENSION_SEPARATOR + "object.xml";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.RootFolder] = ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"; // Not sure if we'll ever see this
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Simstate] = ASSET_EXTENSION_SEPARATOR + "simstate.bin"; // Not sure if we'll ever see this
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SnapshotFolder] = ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"; // Not sure if we'll ever see this
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Sound] = ASSET_EXTENSION_SEPARATOR + "sound.ogg";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV] = ASSET_EXTENSION_SEPARATOR + "sound.wav";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga";
|
||||
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TrashFolder] = ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"; // Not sure if we'll ever see this
|
||||
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = (sbyte)AssetType.Animation;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = (sbyte)AssetType.Bodypart;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "callingcard.txt"] = (sbyte)AssetType.CallingCard;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "clothing.txt"] = (sbyte)AssetType.Clothing;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "folder.txt"] = (sbyte)AssetType.Folder;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "gesture.txt"] = (sbyte)AssetType.Gesture;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.jpg"] = (sbyte)AssetType.ImageJPEG;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.tga"] = (sbyte)AssetType.ImageTGA;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "landmark.txt"] = (sbyte)AssetType.Landmark;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"] = (sbyte)AssetType.LostAndFoundFolder;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bytecode.lso"] = (sbyte)AssetType.LSLBytecode;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "script.lsl"] = (sbyte)AssetType.LSLText;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "notecard.txt"] = (sbyte)AssetType.Notecard;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "object.xml"] = (sbyte)AssetType.Object;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"] = (sbyte)AssetType.RootFolder;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "simstate.bin"] = (sbyte)AssetType.Simstate;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"] = (sbyte)AssetType.SnapshotFolder;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.ogg"] = (sbyte)AssetType.Sound;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.wav"] = (sbyte)AssetType.SoundWAV;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.jp2"] = (sbyte)AssetType.Texture;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = (sbyte)AssetType.TextureTGA;
|
||||
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"] = (sbyte)AssetType.TrashFolder;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -51,32 +51,32 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
|
||||
private CachedUserInfo m_userInfo;
|
||||
private string m_invPath;
|
||||
|
||||
|
||||
/// <value>
|
||||
/// The stream from which the inventory archive will be loaded.
|
||||
/// </value>
|
||||
private Stream m_loadStream;
|
||||
|
||||
|
||||
CommunicationsManager commsManager;
|
||||
|
||||
public InventoryArchiveReadRequest(
|
||||
CachedUserInfo userInfo, string invPath, string loadPath, CommunicationsManager commsManager)
|
||||
: this(
|
||||
userInfo,
|
||||
invPath,
|
||||
invPath,
|
||||
new GZipStream(new FileStream(loadPath, FileMode.Open), CompressionMode.Decompress),
|
||||
commsManager)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
public InventoryArchiveReadRequest(
|
||||
CachedUserInfo userInfo, string invPath, Stream loadStream, CommunicationsManager commsManager)
|
||||
{
|
||||
m_userInfo = userInfo;
|
||||
m_invPath = invPath;
|
||||
m_loadStream = loadStream;
|
||||
m_loadStream = loadStream;
|
||||
this.commsManager = commsManager;
|
||||
}
|
||||
}
|
||||
|
||||
protected InventoryItemBase LoadInvItem(string contents)
|
||||
{
|
||||
|
@ -157,11 +157,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
int failedAssetRestores = 0;
|
||||
int successfulItemRestores = 0;
|
||||
List<InventoryNodeBase> nodesLoaded = new List<InventoryNodeBase>();
|
||||
|
||||
|
||||
if (!m_userInfo.HasReceivedInventory)
|
||||
{
|
||||
// If the region server has access to the user admin service (by which users are created),
|
||||
// then we'll assume that it's okay to fiddle with the user's inventory even if they are not on the
|
||||
// If the region server has access to the user admin service (by which users are created),
|
||||
// then we'll assume that it's okay to fiddle with the user's inventory even if they are not on the
|
||||
// server.
|
||||
//
|
||||
// FIXME: FetchInventory should probably be assumed to by async anyway, since even standalones might
|
||||
|
@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
}
|
||||
|
||||
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, InventoryFolderImpl> foldersCreated = new Dictionary<string, InventoryFolderImpl>();
|
||||
|
@ -200,18 +200,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
TarArchiveReader.TarEntryType entryType;
|
||||
while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
|
||||
{
|
||||
if (entryType == TarArchiveReader.TarEntryType.TYPE_DIRECTORY)
|
||||
if (entryType == TarArchiveReader.TarEntryType.TYPE_DIRECTORY)
|
||||
{
|
||||
m_log.WarnFormat("[INVENTORY ARCHIVER]: Ignoring directory entry {0}", filePath);
|
||||
}
|
||||
else if (filePath.StartsWith(InventoryArchiveConstants.ASSETS_PATH))
|
||||
}
|
||||
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
|
||||
{
|
||||
if (LoadAsset(filePath, data))
|
||||
successfulAssetRestores++;
|
||||
else
|
||||
failedAssetRestores++;
|
||||
}
|
||||
else if (filePath.StartsWith(InventoryArchiveConstants.INVENTORY_PATH))
|
||||
else if (filePath.StartsWith(ArchiveConstants.INVENTORY_PATH))
|
||||
{
|
||||
InventoryItemBase item = LoadInvItem(m_asciiEncoding.GetString(data));
|
||||
|
||||
|
@ -219,16 +219,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
{
|
||||
// Don't use the item ID that's in the file
|
||||
item.ID = UUID.Random();
|
||||
|
||||
|
||||
item.Creator = m_userInfo.UserProfile.ID;
|
||||
item.Owner = m_userInfo.UserProfile.ID;
|
||||
|
||||
string fsPath = filePath.Substring(InventoryArchiveConstants.INVENTORY_PATH.Length);
|
||||
|
||||
string fsPath = filePath.Substring(ArchiveConstants.INVENTORY_PATH.Length);
|
||||
fsPath = fsPath.Remove(fsPath.LastIndexOf("/") + 1);
|
||||
string originalFsPath = fsPath;
|
||||
|
||||
|
||||
m_log.DebugFormat("[INVENTORY ARCHIVER]: Loading to folder {0}", fsPath);
|
||||
|
||||
|
||||
InventoryFolderImpl foundFolder = null;
|
||||
while (null == foundFolder && fsPath.Length > 0)
|
||||
{
|
||||
|
@ -241,7 +241,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
{
|
||||
// Don't include the last slash
|
||||
int penultimateSlashIndex = fsPath.LastIndexOf("/", fsPath.Length - 2);
|
||||
|
||||
|
||||
if (penultimateSlashIndex >= 0)
|
||||
{
|
||||
fsPath = fsPath.Remove(penultimateSlashIndex + 1);
|
||||
|
@ -254,42 +254,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
fsPath = string.Empty;
|
||||
foundFolder = rootDestinationFolder;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
string fsPathSectionToCreate = originalFsPath.Substring(fsPath.Length);
|
||||
string[] rawDirsToCreate
|
||||
string[] rawDirsToCreate
|
||||
= fsPathSectionToCreate.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
|
||||
int i = 0;
|
||||
|
||||
|
||||
while (i < rawDirsToCreate.Length)
|
||||
{
|
||||
m_log.DebugFormat("[INVENTORY ARCHIVER]: Creating folder {0}", rawDirsToCreate[i]);
|
||||
|
||||
int identicalNameIdentifierIndex
|
||||
|
||||
int identicalNameIdentifierIndex
|
||||
= rawDirsToCreate[i].LastIndexOf(
|
||||
InventoryArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR);
|
||||
ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR);
|
||||
string folderName = rawDirsToCreate[i].Remove(identicalNameIdentifierIndex);
|
||||
|
||||
|
||||
UUID newFolderId = UUID.Random();
|
||||
m_userInfo.CreateFolder(
|
||||
folderName, newFolderId, (ushort)AssetType.Folder, foundFolder.ID);
|
||||
foundFolder = foundFolder.GetChildFolder(newFolderId);
|
||||
|
||||
|
||||
// Record that we have now created this folder
|
||||
fsPath += rawDirsToCreate[i] + "/";
|
||||
m_log.DebugFormat("[INVENTORY ARCHIVER]: Recording creation of fs path {0}", fsPath);
|
||||
foldersCreated[fsPath] = foundFolder;
|
||||
|
||||
|
||||
if (0 == i)
|
||||
nodesLoaded.Add(foundFolder);
|
||||
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
string[] rawFolders = filePath.Split(new char[] { '/' });
|
||||
|
||||
string[] rawFolders = filePath.Split(new char[] { '/' });
|
||||
|
||||
// Find the folders that do exist along the path given
|
||||
int i = 0;
|
||||
bool noFolder = false;
|
||||
|
@ -306,27 +306,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
else
|
||||
{
|
||||
noFolder = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Create any folders that did not previously exist
|
||||
while (i < rawFolders.Length)
|
||||
{
|
||||
m_log.DebugFormat("[INVENTORY ARCHIVER]: Creating folder {0}", rawFolders[i]);
|
||||
|
||||
|
||||
UUID newFolderId = UUID.Random();
|
||||
m_userInfo.CreateFolder(
|
||||
rawFolders[i++], newFolderId, (ushort)AssetType.Folder, foundFolder.ID);
|
||||
foundFolder = foundFolder.GetChildFolder(newFolderId);
|
||||
}
|
||||
*/
|
||||
}
|
||||
*/
|
||||
|
||||
// Reset folder ID to the one in which we want to load it
|
||||
item.Folder = foundFolder.ID;
|
||||
|
||||
m_userInfo.AddItem(item);
|
||||
successfulItemRestores++;
|
||||
|
||||
|
||||
// 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)
|
||||
|
@ -339,7 +339,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
|
||||
m_log.DebugFormat("[INVENTORY ARCHIVER]: Restored {0} assets", successfulAssetRestores);
|
||||
m_log.InfoFormat("[INVENTORY ARCHIVER]: Restored {0} items", successfulItemRestores);
|
||||
|
||||
|
||||
return nodesLoaded;
|
||||
}
|
||||
|
||||
|
@ -353,14 +353,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
{
|
||||
//IRegionSerialiser serialiser = scene.RequestModuleInterface<IRegionSerialiser>();
|
||||
// Right now we're nastily obtaining the UUID from the filename
|
||||
string filename = assetPath.Remove(0, InventoryArchiveConstants.ASSETS_PATH.Length);
|
||||
int i = filename.LastIndexOf(InventoryArchiveConstants.ASSET_EXTENSION_SEPARATOR);
|
||||
string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
|
||||
int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
|
||||
|
||||
if (i == -1)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[INVENTORY ARCHIVER]: Could not find extension information in asset path {0} since it's missing the separator {1}. Skipping",
|
||||
assetPath, InventoryArchiveConstants.ASSET_EXTENSION_SEPARATOR);
|
||||
assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
@ -368,9 +368,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
string extension = filename.Substring(i);
|
||||
string uuid = filename.Remove(filename.Length - extension.Length);
|
||||
|
||||
if (InventoryArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
|
||||
if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
|
||||
{
|
||||
sbyte assetType = InventoryArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
|
||||
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
|
||||
|
||||
//m_log.DebugFormat("[INVENTORY ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
|
||||
|
||||
|
|
|
@ -41,47 +41,47 @@ using OpenSim.Region.CoreModules.World.Archiver;
|
|||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
||||
{
|
||||
{
|
||||
public class InventoryArchiveWriteRequest
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
protected TarArchiveWriter m_archive;
|
||||
protected UuidGatherer m_assetGatherer;
|
||||
protected Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>();
|
||||
|
||||
|
||||
private InventoryArchiverModule m_module;
|
||||
private CachedUserInfo m_userInfo;
|
||||
private string m_invPath;
|
||||
|
||||
|
||||
/// <value>
|
||||
/// The stream to which the inventory archive will be saved.
|
||||
/// </value>
|
||||
private Stream m_saveStream;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// </summary>
|
||||
public InventoryArchiveWriteRequest(
|
||||
InventoryArchiverModule module, CachedUserInfo userInfo, string invPath, string savePath)
|
||||
: this(
|
||||
module,
|
||||
userInfo,
|
||||
invPath,
|
||||
invPath,
|
||||
new GZipStream(new FileStream(savePath, FileMode.Create), CompressionMode.Compress))
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
/// </summary>
|
||||
public InventoryArchiveWriteRequest(
|
||||
InventoryArchiverModule module, CachedUserInfo userInfo, string invPath, Stream saveStream)
|
||||
{
|
||||
m_module = module;
|
||||
m_userInfo = userInfo;
|
||||
m_invPath = invPath;
|
||||
m_saveStream = saveStream;
|
||||
m_saveStream = saveStream;
|
||||
m_assetGatherer = new UuidGatherer(m_module.CommsManager.AssetCache);
|
||||
}
|
||||
|
||||
|
@ -89,22 +89,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
{
|
||||
AssetsArchiver assetsArchiver = new AssetsArchiver(assetsFound);
|
||||
assetsArchiver.Archive(m_archive);
|
||||
|
||||
|
||||
Exception reportedException = null;
|
||||
bool succeeded = true;
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
m_archive.Close();
|
||||
}
|
||||
}
|
||||
catch (IOException e)
|
||||
{
|
||||
m_saveStream.Close();
|
||||
m_saveStream.Close();
|
||||
reportedException = e;
|
||||
succeeded = false;
|
||||
}
|
||||
|
||||
m_module.TriggerInventoryArchiveSaved(succeeded, m_userInfo, m_invPath, m_saveStream, reportedException);
|
||||
|
||||
m_module.TriggerInventoryArchiveSaved(succeeded, m_userInfo, m_invPath, m_saveStream, reportedException);
|
||||
}
|
||||
|
||||
protected void SaveInvItem(InventoryItemBase inventoryItem, string path)
|
||||
|
@ -113,9 +113,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
StringWriter sw = new StringWriter();
|
||||
XmlTextWriter writer = new XmlTextWriter(sw);
|
||||
writer.Formatting = Formatting.Indented;
|
||||
|
||||
|
||||
writer.WriteStartElement("InventoryItem");
|
||||
|
||||
|
||||
writer.WriteStartElement("Name");
|
||||
writer.WriteString(inventoryItem.Name);
|
||||
writer.WriteEndElement();
|
||||
|
@ -170,7 +170,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
writer.WriteStartElement("GroupOwned");
|
||||
writer.WriteString(inventoryItem.GroupOwned.ToString());
|
||||
writer.WriteEndElement();
|
||||
|
||||
|
||||
writer.WriteEndElement();
|
||||
|
||||
m_archive.WriteFile(filename, sw.ToString());
|
||||
|
@ -180,43 +180,43 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
|
||||
protected void SaveInvDir(InventoryFolderImpl inventoryFolder, string path)
|
||||
{
|
||||
path +=
|
||||
path +=
|
||||
string.Format(
|
||||
"{0}{1}{2}/",
|
||||
"{0}{1}{2}/",
|
||||
inventoryFolder.Name,
|
||||
InventoryArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR,
|
||||
ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR,
|
||||
inventoryFolder.ID);
|
||||
m_archive.WriteDir(path);
|
||||
|
||||
|
||||
List<InventoryFolderImpl> childFolders = inventoryFolder.RequestListOfFolderImpls();
|
||||
List<InventoryItemBase> items = inventoryFolder.RequestListOfItems();
|
||||
|
||||
List<InventoryItemBase> items = inventoryFolder.RequestListOfItems();
|
||||
|
||||
/*
|
||||
Dictionary identicalFolderNames = new Dictionary<string, int>();
|
||||
|
||||
|
||||
foreach (InventoryFolderImpl folder in inventories)
|
||||
{
|
||||
|
||||
|
||||
if (!identicalFolderNames.ContainsKey(folder.Name))
|
||||
identicalFolderNames[folder.Name] = 0;
|
||||
else
|
||||
identicalFolderNames[folder.Name] = identicalFolderNames[folder.Name]++;
|
||||
|
||||
|
||||
int folderNameNumber = identicalFolderName[folder.Name];
|
||||
|
||||
|
||||
SaveInvDir(
|
||||
folder,
|
||||
folder,
|
||||
string.Format(
|
||||
"{0}{1}{2}/",
|
||||
path, InventoryArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR, folderNameNumber));
|
||||
"{0}{1}{2}/",
|
||||
path, ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR, folderNameNumber));
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
foreach (InventoryFolderImpl childFolder in childFolders)
|
||||
{
|
||||
SaveInvDir(childFolder, path);
|
||||
}
|
||||
|
||||
|
||||
foreach (InventoryItemBase item in items)
|
||||
{
|
||||
SaveInvItem(item, path);
|
||||
|
@ -232,9 +232,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
InventoryItemBase inventoryItem = null;
|
||||
|
||||
if (!m_userInfo.HasReceivedInventory)
|
||||
{
|
||||
// If the region server has access to the user admin service (by which users are created),
|
||||
// then we'll assume that it's okay to fiddle with the user's inventory even if they are not on the
|
||||
{
|
||||
// If the region server has access to the user admin service (by which users are created),
|
||||
// then we'll assume that it's okay to fiddle with the user's inventory even if they are not on the
|
||||
// server.
|
||||
//
|
||||
// FIXME: FetchInventory should probably be assumed to by async anyway, since even standalones might
|
||||
|
@ -252,7 +252,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
m_userInfo.FetchInventory();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Eliminate double slashes and any leading / on the path. This might be better done within InventoryFolderImpl
|
||||
// itself (possibly at a small loss in efficiency).
|
||||
string[] components
|
||||
|
@ -280,8 +280,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
{
|
||||
inventoryItem = m_userInfo.RootFolder.FindItemByPath(m_invPath);
|
||||
}
|
||||
|
||||
m_archive = new TarArchiveWriter(m_saveStream);
|
||||
|
||||
m_archive = new TarArchiveWriter(m_saveStream);
|
||||
|
||||
if (null == inventoryFolder)
|
||||
{
|
||||
|
@ -289,16 +289,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
{
|
||||
m_saveStream.Close();
|
||||
m_module.TriggerInventoryArchiveSaved(
|
||||
false, m_userInfo, m_invPath, m_saveStream,
|
||||
false, m_userInfo, m_invPath, m_saveStream,
|
||||
new Exception(string.Format("Could not find inventory entry at path {0}", m_invPath)));
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[INVENTORY ARCHIVER]: Found item {0} {1} at {2}",
|
||||
"[INVENTORY ARCHIVER]: Found item {0} {1} at {2}",
|
||||
inventoryItem.Name, inventoryItem.ID, m_invPath);
|
||||
|
||||
|
||||
//get and export item info
|
||||
SaveInvItem(inventoryItem, m_invPath);
|
||||
}
|
||||
|
@ -306,11 +306,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
|||
else
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[INVENTORY ARCHIVER]: Found folder {0} {1} at {2}",
|
||||
"[INVENTORY ARCHIVER]: Found folder {0} {1} at {2}",
|
||||
inventoryFolder.Name, inventoryFolder.ID, m_invPath);
|
||||
|
||||
|
||||
//recurse through all dirs getting dirs and files
|
||||
SaveInvDir(inventoryFolder, InventoryArchiveConstants.INVENTORY_PATH);
|
||||
SaveInvDir(inventoryFolder, ArchiveConstants.INVENTORY_PATH);
|
||||
}
|
||||
|
||||
new AssetsRequest(assetUuids.Keys, m_module.CommsManager.AssetCache, ReceivedAllAssets).Execute();
|
||||
|
|
|
@ -53,31 +53,31 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
|
|||
lock (this)
|
||||
{
|
||||
Monitor.PulseAll(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Test saving a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet).
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestSaveIarV0p1()
|
||||
{
|
||||
{
|
||||
//log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
|
||||
InventoryArchiverModule archiverModule = new InventoryArchiverModule();
|
||||
|
||||
|
||||
Scene scene = SceneSetupHelpers.SetupScene();
|
||||
SceneSetupHelpers.SetupSceneModules(scene, archiverModule);
|
||||
CommunicationsManager cm = scene.CommsManager;
|
||||
|
||||
// Create user
|
||||
|
||||
// Create user
|
||||
string userFirstName = "Jock";
|
||||
string userLastName = "Stirrup";
|
||||
UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000020");
|
||||
cm.UserAdminService.AddUser(userFirstName, userLastName, string.Empty, string.Empty, 1000, 1000, userId);
|
||||
CachedUserInfo userInfo = cm.UserProfileCacheService.GetUserDetails(userId);
|
||||
userInfo.FetchInventory();
|
||||
|
||||
|
||||
// Create asset
|
||||
SceneObjectGroup object1;
|
||||
SceneObjectPart part1;
|
||||
|
@ -88,81 +88,81 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
|
|||
Vector3 groupPosition = new Vector3(10, 20, 30);
|
||||
Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
|
||||
Vector3 offsetPosition = new Vector3(5, 10, 15);
|
||||
|
||||
part1
|
||||
|
||||
part1
|
||||
= new SceneObjectPart(
|
||||
ownerId, shape, groupPosition, rotationOffset, offsetPosition);
|
||||
part1.Name = partName;
|
||||
|
||||
|
||||
object1 = new SceneObjectGroup(part1);
|
||||
}
|
||||
|
||||
UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
|
||||
UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
|
||||
AssetBase asset1 = new AssetBase();
|
||||
asset1.FullID = asset1Id;
|
||||
asset1.Data = Encoding.ASCII.GetBytes(object1.ToXmlString2());
|
||||
asset1.Data = Encoding.ASCII.GetBytes(object1.ToXmlString2());
|
||||
cm.AssetCache.AddAsset(asset1);
|
||||
|
||||
|
||||
// Create item
|
||||
UUID item1Id = UUID.Parse("00000000-0000-0000-0000-000000000080");
|
||||
InventoryItemBase item1 = new InventoryItemBase();
|
||||
item1.Name = "My Little Dog";
|
||||
item1.AssetID = asset1.FullID;
|
||||
item1.ID = item1Id;
|
||||
item1.Folder = userInfo.RootFolder.FindFolderByPath("Objects").ID;
|
||||
scene.AddInventoryItem(userId, item1);
|
||||
|
||||
item1.Folder = userInfo.RootFolder.FindFolderByPath("Objects").ID;
|
||||
scene.AddInventoryItem(userId, item1);
|
||||
|
||||
MemoryStream archiveWriteStream = new MemoryStream();
|
||||
archiverModule.OnInventoryArchiveSaved += SaveCompleted;
|
||||
|
||||
archiverModule.OnInventoryArchiveSaved += SaveCompleted;
|
||||
|
||||
lock (this)
|
||||
{
|
||||
archiverModule.ArchiveInventory(userFirstName, userLastName, "Objects", archiveWriteStream);
|
||||
archiverModule.ArchiveInventory(userFirstName, userLastName, "Objects", archiveWriteStream);
|
||||
Monitor.Wait(this, 60000);
|
||||
}
|
||||
}
|
||||
|
||||
byte[] archive = archiveWriteStream.ToArray();
|
||||
byte[] archive = archiveWriteStream.ToArray();
|
||||
MemoryStream archiveReadStream = new MemoryStream(archive);
|
||||
TarArchiveReader tar = new TarArchiveReader(archiveReadStream);
|
||||
|
||||
|
||||
InventoryFolderImpl objectsFolder = userInfo.RootFolder.FindFolderByPath("Objects");
|
||||
|
||||
|
||||
//bool gotControlFile = false;
|
||||
bool gotObject1File = false;
|
||||
//bool gotObject2File = false;
|
||||
string expectedObject1FilePath = string.Format(
|
||||
"{0}{1}/{2}_{3}.xml",
|
||||
InventoryArchiveConstants.INVENTORY_PATH,
|
||||
ArchiveConstants.INVENTORY_PATH,
|
||||
string.Format(
|
||||
"Objects{0}{1}", InventoryArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR, objectsFolder.ID),
|
||||
"Objects{0}{1}", ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR, objectsFolder.ID),
|
||||
item1.Name,
|
||||
item1Id);
|
||||
|
||||
|
||||
/*
|
||||
string expectedObject2FileName = string.Format(
|
||||
"{0}_{1:000}-{2:000}-{3:000}__{4}.xml",
|
||||
part2.Name,
|
||||
Math.Round(part2.GroupPosition.X), Math.Round(part2.GroupPosition.Y), Math.Round(part2.GroupPosition.Z),
|
||||
part2.UUID);
|
||||
*/
|
||||
|
||||
*/
|
||||
|
||||
string filePath;
|
||||
TarArchiveReader.TarEntryType tarEntryType;
|
||||
|
||||
|
||||
while (tar.ReadEntry(out filePath, out tarEntryType) != null)
|
||||
{
|
||||
Console.WriteLine("Got {0}", filePath);
|
||||
|
||||
|
||||
/*
|
||||
if (ArchiveConstants.CONTROL_FILE_PATH == filePath)
|
||||
{
|
||||
gotControlFile = true;
|
||||
}
|
||||
*/
|
||||
if (filePath.StartsWith(InventoryArchiveConstants.INVENTORY_PATH) && filePath.EndsWith(".xml"))
|
||||
{
|
||||
if (filePath.StartsWith(ArchiveConstants.INVENTORY_PATH) && filePath.EndsWith(".xml"))
|
||||
{
|
||||
//string fileName = filePath.Remove(0, "Objects/".Length);
|
||||
|
||||
|
||||
//if (fileName.StartsWith(part1.Name))
|
||||
//{
|
||||
Assert.That(filePath, Is.EqualTo(expectedObject1FilePath));
|
||||
|
@ -171,7 +171,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
|
|||
//else if (fileName.StartsWith(part2.Name))
|
||||
//{
|
||||
// Assert.That(fileName, Is.EqualTo(expectedObject2FileName));
|
||||
// gotObject2File = true;
|
||||
// gotObject2File = true;
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
@ -179,8 +179,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
|
|||
//Assert.That(gotControlFile, Is.True, "No control file in archive");
|
||||
Assert.That(gotObject1File, Is.True, "No item1 file in archive");
|
||||
//Assert.That(gotObject2File, Is.True, "No object2 file in archive");
|
||||
|
||||
// TODO: Test presence of more files and contents of files.
|
||||
}
|
||||
|
||||
// TODO: Test presence of more files and contents of files.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -34,6 +34,7 @@ using System.Xml;
|
|||
using log4net;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Archive;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
{
|
||||
|
|
64
prebuild.xml
64
prebuild.xml
|
@ -118,6 +118,7 @@
|
|||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../bin/</ReferencePath>
|
||||
<Reference name="OpenMetaverse" />
|
||||
<Reference name="System"/>
|
||||
<Reference name="log4net.dll"/>
|
||||
|
||||
|
@ -865,6 +866,36 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project name="OpenSim.Grid.AssetInventoryServer.Plugins" path="OpenSim/Grid/AssetInventoryServer/Plugins" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Xml"/>
|
||||
<Reference name="System.Web"/>
|
||||
<Reference name="OpenMetaverseTypes"/>
|
||||
<Reference name="OpenMetaverse.StructuredData"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Archive"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Grid.AssetInventoryServer" />
|
||||
<Reference name="log4net"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="false" />
|
||||
<Match path="Resources" pattern="*.addin.xml" buildAction="EmbeddedResource" recurse="true" />
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project name="OpenSim.Grid.AssetInventoryServer.Plugins.Simple" path="OpenSim/Grid/AssetInventoryServer/Plugins/Simple" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
|
@ -1141,39 +1172,6 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project name="OpenSim.Grid.AssetInventoryServer.Plugins" path="OpenSim/Grid/AssetInventoryServer/Plugins" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Xml"/>
|
||||
<Reference name="System.Web"/>
|
||||
<Reference name="OpenMetaverseTypes"/>
|
||||
<Reference name="OpenMetaverse.StructuredData"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Archive"/>
|
||||
<Reference name="OpenSim.Framework.Servers"/>
|
||||
<Reference name="OpenSim.Grid.AssetInventoryServer" />
|
||||
<Reference name="log4net"/>
|
||||
|
||||
<!-- Needed for InventoryArchiveConstants. Hopefully it can be moved to Framework or something so we don't depend on Region DLLs. -->
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="false" />
|
||||
<Match path="Resources" pattern="*.addin.xml" buildAction="EmbeddedResource" recurse="true" />
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project name="OpenSim.Region.CoreModules.World.Terrain.DefaultEffects" path="OpenSim/Region/CoreModules/World/Terrain/DefaultEffects" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
|
|
Loading…
Reference in New Issue