* Adds AutoOAR module, this will automatically OAR your regions every 20 minutes to a directory called "autooar", if enabled. Default disabled. Use [autooar] Enabled=true in OpenSim.ini to enable.

* Adds some MRM XMLDOC
0.6.5-rc1
Adam Frisby 2009-04-06 04:17:55 +00:00
parent 5b103aab89
commit 918c466881
2 changed files with 77 additions and 0 deletions

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@ -0,0 +1,72 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Timers;
using Nini.Config;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.Autooar
{
public class AutooarModule : IRegionModule
{
private readonly Timer m_timer = new Timer(60000*20);
private readonly List<Scene> m_scenes = new List<Scene>();
private IConfigSource config;
private bool m_enabled = false;
public void Initialise(Scene scene, IConfigSource source)
{
m_scenes.Add(scene);
config = source;
}
public void PostInitialise()
{
if(config.Configs["autooar"] != null)
{
m_enabled = config.Configs["autooar"].GetBoolean("Enabled", m_enabled);
}
if(m_enabled)
{
m_timer.Elapsed += m_timer_Elapsed;
m_timer.AutoReset = true;
m_timer.Start();
}
}
void m_timer_Elapsed(object sender, ElapsedEventArgs e)
{
if (!Directory.Exists("autooars"))
Directory.CreateDirectory("autooars");
foreach (Scene scene in m_scenes)
{
IRegionArchiverModule archiver = scene.RequestModuleInterface<IRegionArchiverModule>();
archiver.ArchiveRegion(Path.Combine("autooars",
scene.RegionInfo.RegionName + "_" + scene.RegionInfo.RegionLocX +
"x" + scene.RegionInfo.RegionLocY + ".oar.tar.gz"));
}
}
public void Close()
{
if (m_timer.Enabled)
m_timer.Stop();
}
public string Name
{
get { return "Automatic OAR Module"; }
}
public bool IsSharedModule
{
get { return true; }
}
}
}

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@ -5,6 +5,11 @@ using OpenMetaverse;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
{ {
/// <summary>
/// This implements an interface similar to that provided by physics engines to OpenSim internally.
/// Eg, PhysicsActor. It is capable of setting and getting properties related to the current
/// physics scene representation of this object.
/// </summary>
public interface IObjectPhysics public interface IObjectPhysics
{ {
bool Enabled { get; set; } bool Enabled { get; set; }