* When an inventory archive is loaded, immediately update the client's inventory if that client is online at that region server
* Not useable yet0.6.3-post-fixes
parent
8645c7482d
commit
9b6035c2a6
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@ -161,18 +161,26 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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return item;
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return item;
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}
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}
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public void Execute()
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/// <summary>
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/// Execute the request
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/// </summary>
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/// <returns>
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/// A list of the inventory nodes loaded. If folders were loaded then only the root folders are
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/// returned
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/// </returns>
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public List<InventoryNodeBase> Execute()
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{
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{
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string filePath = "ERROR";
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string filePath = "ERROR";
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int successfulAssetRestores = 0;
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int successfulAssetRestores = 0;
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int failedAssetRestores = 0;
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int failedAssetRestores = 0;
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int successfulItemRestores = 0;
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int successfulItemRestores = 0;
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List<InventoryNodeBase> nodesLoaded = new List<InventoryNodeBase>();
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UserProfileData userProfile = commsManager.UserService.GetUserProfile(m_firstName, m_lastName);
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UserProfileData userProfile = commsManager.UserService.GetUserProfile(m_firstName, m_lastName);
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if (null == userProfile)
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if (null == userProfile)
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{
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{
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m_log.ErrorFormat("[INVENTORY ARCHIVER]: Failed to find user {0} {1}", m_firstName, m_lastName);
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m_log.ErrorFormat("[INVENTORY ARCHIVER]: Failed to find user {0} {1}", m_firstName, m_lastName);
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return;
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return nodesLoaded;
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}
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}
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CachedUserInfo userInfo = commsManager.UserProfileCacheService.GetUserDetails(userProfile.ID);
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CachedUserInfo userInfo = commsManager.UserProfileCacheService.GetUserDetails(userProfile.ID);
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@ -182,7 +190,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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"[INVENTORY ARCHIVER]: Failed to find user info for {0} {1} {2}",
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"[INVENTORY ARCHIVER]: Failed to find user info for {0} {1} {2}",
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m_firstName, m_lastName, userProfile.ID);
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m_firstName, m_lastName, userProfile.ID);
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return;
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return nodesLoaded;
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}
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}
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if (!userInfo.HasReceivedInventory)
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if (!userInfo.HasReceivedInventory)
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@ -191,7 +199,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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"[INVENTORY ARCHIVER]: Have not yet received inventory info for user {0} {1} {2}",
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"[INVENTORY ARCHIVER]: Have not yet received inventory info for user {0} {1} {2}",
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m_firstName, m_lastName, userProfile.ID);
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m_firstName, m_lastName, userProfile.ID);
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return;
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return nodesLoaded;
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}
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}
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InventoryFolderImpl inventoryFolder = userInfo.RootFolder.FindFolderByPath(m_invPath);
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InventoryFolderImpl inventoryFolder = userInfo.RootFolder.FindFolderByPath(m_invPath);
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@ -201,7 +209,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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// TODO: Later on, automatically create this folder if it does not exist
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// TODO: Later on, automatically create this folder if it does not exist
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m_log.ErrorFormat("[INVENTORY ARCHIVER]: Inventory path {0} does not exist", m_invPath);
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m_log.ErrorFormat("[INVENTORY ARCHIVER]: Inventory path {0} does not exist", m_invPath);
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return;
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return nodesLoaded;
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}
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}
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archive = new TarArchiveReader(m_loadStream);
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archive = new TarArchiveReader(m_loadStream);
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@ -236,6 +244,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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userInfo.AddItem(item);
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userInfo.AddItem(item);
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successfulItemRestores++;
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successfulItemRestores++;
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nodesLoaded.Add(item);
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}
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}
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}
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}
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}
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}
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@ -244,6 +253,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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m_log.DebugFormat("[INVENTORY ARCHIVER]: Restored {0} assets", successfulAssetRestores);
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m_log.DebugFormat("[INVENTORY ARCHIVER]: Restored {0} assets", successfulAssetRestores);
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m_log.InfoFormat("[INVENTORY ARCHIVER]: Restored {0} items", successfulItemRestores);
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m_log.InfoFormat("[INVENTORY ARCHIVER]: Restored {0} items", successfulItemRestores);
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return nodesLoaded;
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}
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}
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/// <summary>
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/// <summary>
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@ -31,6 +31,7 @@ using System.Reflection;
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using log4net;
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using log4net;
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using Nini.Config;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes;
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@ -96,7 +97,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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{
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{
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if (m_scenes.Count > 0)
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if (m_scenes.Count > 0)
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{
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{
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new InventoryArchiveReadRequest(firstName, lastName, invPath, loadStream, m_commsManager).Execute();
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InventoryArchiveReadRequest request =
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new InventoryArchiveReadRequest(firstName, lastName, invPath, loadStream, m_commsManager);
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UpdateClientWithLoadedNodes(firstName, lastName, request.Execute());
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}
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}
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}
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}
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@ -111,20 +115,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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public void DearchiveInventory(string firstName, string lastName, string invPath, string loadPath)
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public void DearchiveInventory(string firstName, string lastName, string invPath, string loadPath)
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{
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{
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if (m_scenes.Count > 0)
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if (m_scenes.Count > 0)
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{
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{
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new InventoryArchiveReadRequest(firstName, lastName, invPath, loadPath, m_commsManager).Execute();
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InventoryArchiveReadRequest request =
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}
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new InventoryArchiveReadRequest(firstName, lastName, invPath, loadPath, m_commsManager);
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/*
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UpdateClientWithLoadedNodes(firstName, lastName, request.Execute());
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foreach (Scene scene in m_scenes.Values)
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}
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{
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ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
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if (user != null && !user.IsChildAgent)
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{
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user.ControllingClient.SendBulkUpdateInventory(folderCopy);
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}
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}
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*/
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}
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}
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public void ArchiveInventory(string firstName, string lastName, string invPath, string savePath)
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public void ArchiveInventory(string firstName, string lastName, string invPath, string savePath)
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@ -175,6 +171,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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string savePath = (cmdparams.Length > 5 ? cmdparams[5] : DEFAULT_INV_BACKUP_FILENAME);
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string savePath = (cmdparams.Length > 5 ? cmdparams[5] : DEFAULT_INV_BACKUP_FILENAME);
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ArchiveInventory(firstName, lastName, invPath, savePath);
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ArchiveInventory(firstName, lastName, invPath, savePath);
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}
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}
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/// <summary>
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/// Notify the client of loaded nodes if they are logged in
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/// </summary>
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/// <param name="loadedNodes">Can be empty. In which case, nothing happens</param>
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private void UpdateClientWithLoadedNodes(string firstName, string lastName, List<InventoryNodeBase> loadedNodes)
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{
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if (loadedNodes.Count == 0)
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return;
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UserProfileData userProfile = m_commsManager.UserService.GetUserProfile(firstName, lastName);
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if (null == userProfile)
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return;
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foreach (Scene scene in m_scenes.Values)
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{
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ScenePresence user = scene.GetScenePresence(userProfile.ID);
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if (user != null && !user.IsChildAgent)
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{
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foreach (InventoryNodeBase node in loadedNodes)
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{
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m_log.DebugFormat(
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"[INVENTORY ARCHIVER]: Notifying {0} of loaded inventory node {1}",
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user.Name, node.Name);
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user.ControllingClient.SendBulkUpdateInventory(node);
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}
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break;
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}
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}
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}
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}
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}
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}
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}
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