Be smarter about stopping timers. Cleanup formatting.
Use a boolean flag to tell timers that fire after IRegionModuleBase.Close() is called that they should not execute. Also, I used MonoDevelop's auto-formatting feature to format the code uniformly. No guarantee about variable names though.bulletsim
parent
34b6904939
commit
a01c44e74d
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@ -73,20 +73,19 @@ using OpenSim.Region.Framework.Interfaces;
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namespace OpenSim.Region.OptionalModules.World.AutoBackup
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{
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public enum NamingType
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{
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TIME,
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SEQUENTIAL,
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OVERWRITE
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};
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}
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public class AutoBackupModule : ISharedRegionModule, IRegionModuleBase
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger (MethodBase.GetCurrentMethod ().DeclaringType);
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//AutoBackupModuleState: Auto-Backup state for one region (scene).
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public class AutoBackupModuleState
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{
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@ -97,84 +96,87 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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private bool m_busycheck = true;
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private string m_script = null;
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private string m_dir = ".";
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public AutoBackupModuleState(IScene scene)
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public AutoBackupModuleState (IScene scene)
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{
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m_scene = scene;
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if(scene == null)
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throw new NullReferenceException("Required parameter missing for AutoBackupModuleState constructor");
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if (scene == null)
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throw new NullReferenceException ("Required parameter missing for AutoBackupModuleState constructor");
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}
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public void SetEnabled(bool b)
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public void SetEnabled (bool b)
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{
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m_enabled = b;
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m_enabled = b;
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}
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public bool GetEnabled()
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public bool GetEnabled ()
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{
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return m_enabled;
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return m_enabled;
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}
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public Timer GetTimer()
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public Timer GetTimer ()
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{
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return m_timer;
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return m_timer;
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}
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public void SetTimer(Timer t)
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public void SetTimer (Timer t)
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{
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m_timer = t;
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m_timer = t;
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}
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public bool GetBusyCheck()
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public bool GetBusyCheck ()
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{
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return m_busycheck;
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return m_busycheck;
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}
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public void SetBusyCheck(bool b)
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public void SetBusyCheck (bool b)
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{
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m_busycheck = b;
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m_busycheck = b;
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}
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public string GetScript()
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public string GetScript ()
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{
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return m_script;
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return m_script;
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}
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public void SetScript(string s)
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public void SetScript (string s)
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{
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m_script = s;
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m_script = s;
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}
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public string GetBackupDir()
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public string GetBackupDir ()
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{
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return m_dir;
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return m_dir;
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}
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public void SetBackupDir(string s)
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public void SetBackupDir (string s)
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{
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m_dir = s;
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m_dir = s;
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}
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public NamingType GetNamingType()
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public NamingType GetNamingType ()
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{
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return m_naming;
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}
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public void SetNamingType(NamingType n)
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public void SetNamingType (NamingType n)
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{
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m_naming = n;
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m_naming = n;
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}
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}
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//Save memory by setting low initial capacities. Minimizes impact in common cases of all regions using same interval, and instances hosting 1 ~ 4 regions.
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//Also helps if you don't want AutoBackup at all
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readonly Dictionary<IScene, AutoBackupModuleState> states = new Dictionary<IScene, AutoBackupModuleState>(4);
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readonly Dictionary<double, Timer> timers = new Dictionary<double, Timer>(1);
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readonly Dictionary<Timer, List<IScene>> timerMap = new Dictionary<Timer, List<IScene>>(1);
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readonly Dictionary<IScene, AutoBackupModuleState> states = new Dictionary<IScene, AutoBackupModuleState> (4);
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readonly Dictionary<double, Timer> timers = new Dictionary<double, Timer> (1);
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readonly Dictionary<Timer, List<IScene>> timerMap = new Dictionary<Timer, List<IScene>> (1);
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private IConfigSource m_configSource = null;
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private bool m_Enabled = false; //Whether the shared module should be enabled at all. NOT the same as m_Enabled in AutoBackupModuleState!
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private bool m_Enabled = false;
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//Whether the shared module should be enabled at all. NOT the same as m_Enabled in AutoBackupModuleState!
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private bool m_closed = false;
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//True means IRegionModuleBase.Close() was called on us, and we should stop operation ASAP.
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//Used to prevent elapsing timers after Close() is called from trying to start an autobackup while the sim is shutting down.
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public AutoBackupModule ()
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{
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@ -185,24 +187,22 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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{
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//Determine if we have been enabled at all in OpenSim.ini -- this is part and parcel of being an optional module
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m_configSource = source;
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IConfig moduleConfig = source.Configs["Modules"];
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if (moduleConfig != null)
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{
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m_Enabled = moduleConfig.GetBoolean("AutoBackupModule", false);
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if (m_Enabled)
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{
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m_log.Info("[AUTO BACKUP MODULE]: AutoBackupModule enabled");
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}
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}
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IConfig moduleConfig = source.Configs["Modules"];
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if (moduleConfig != null) {
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m_Enabled = moduleConfig.GetBoolean ("AutoBackupModule", false);
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if (m_Enabled) {
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m_log.Info ("[AUTO BACKUP MODULE]: AutoBackupModule enabled");
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}
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}
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}
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void IRegionModuleBase.Close ()
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{
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if(!m_Enabled)
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if (!m_Enabled)
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return;
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//We don't want any timers firing while the sim's coming down; strange things may happen.
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StopAllTimers();
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StopAllTimers ();
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}
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void IRegionModuleBase.AddRegion (Framework.Scenes.Scene scene)
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@ -212,327 +212,286 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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void IRegionModuleBase.RemoveRegion (Framework.Scenes.Scene scene)
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{
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if(!m_Enabled)
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if (!m_Enabled)
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return;
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AutoBackupModuleState abms = states[scene];
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Timer timer = abms.GetTimer();
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Timer timer = abms.GetTimer ();
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List<IScene> list = timerMap[timer];
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list.Remove(scene);
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if(list.Count == 0)
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{
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timerMap.Remove(timer);
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timers.Remove(timer.Interval);
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timer.Close();
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list.Remove (scene);
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if (list.Count == 0) {
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timerMap.Remove (timer);
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timers.Remove (timer.Interval);
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timer.Close ();
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}
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}
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void IRegionModuleBase.RegionLoaded (Framework.Scenes.Scene scene)
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{
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if(!m_Enabled)
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if (!m_Enabled)
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return;
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//This really ought not to happen, but just in case, let's pretend it didn't...
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if(scene == null)
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if (scene == null)
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return;
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string sRegionName = scene.RegionInfo.RegionName;
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AutoBackupModuleState st = new AutoBackupModuleState(scene);
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states.Add(scene, st);
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AutoBackupModuleState st = new AutoBackupModuleState (scene);
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states.Add (scene, st);
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//Read the config settings and set variables.
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IConfig config = m_configSource.Configs["AutoBackupModule"];
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if(config == null)
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{
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if (config == null) {
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//No config settings for any regions, let's just give up.
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st.SetEnabled(false);
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m_log.Info("[AUTO BACKUP MODULE]: Region " + sRegionName + " is NOT AutoBackup enabled.");
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st.SetEnabled (false);
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m_log.Info ("[AUTO BACKUP MODULE]: Region " + sRegionName + " is NOT AutoBackup enabled.");
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return;
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}
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st.SetEnabled(config.GetBoolean(sRegionName + ".AutoBackup", false));
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if(!st.GetEnabled()) //If you don't want AutoBackup, we stop.
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{
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m_log.Info("[AUTO BACKUP MODULE]: Region " + sRegionName + " is NOT AutoBackup enabled.");
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st.SetEnabled (config.GetBoolean (sRegionName + ".AutoBackup", false));
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//If you don't want AutoBackup, we stop.
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if (!st.GetEnabled ()) {
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m_log.Info ("[AUTO BACKUP MODULE]: Region " + sRegionName + " is NOT AutoBackup enabled.");
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return;
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}
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else
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{
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m_log.Info("[AUTO BACKUP MODULE]: Region " + sRegionName + " is AutoBackup ENABLED.");
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} else {
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m_log.Info ("[AUTO BACKUP MODULE]: Region " + sRegionName + " is AutoBackup ENABLED.");
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}
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//Borrow an existing timer if one exists for the same interval; otherwise, make a new one.
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double interval = config.GetDouble(sRegionName + ".AutoBackupInterval", 720) * 60000;
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if(timers.ContainsKey(interval))
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{
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st.SetTimer(timers[interval]);
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m_log.Debug("[AUTO BACKUP MODULE]: Reusing timer for " + interval + " msec for region " + sRegionName);
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}
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else
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{
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double interval = config.GetDouble (sRegionName + ".AutoBackupInterval", 720) * 60000;
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if (timers.ContainsKey (interval)) {
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st.SetTimer (timers[interval]);
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m_log.Debug ("[AUTO BACKUP MODULE]: Reusing timer for " + interval + " msec for region " + sRegionName);
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} else {
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//0 or negative interval == do nothing.
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if(interval <= 0.0)
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{
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st.SetEnabled(false);
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if (interval <= 0.0) {
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st.SetEnabled (false);
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return;
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}
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Timer tim = new Timer(interval);
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st.SetTimer(tim); //Milliseconds -> minutes
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timers.Add(interval, tim);
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tim.Elapsed += HandleElapsed;
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Timer tim = new Timer (interval);
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st.SetTimer (tim);
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//Milliseconds -> minutes
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timers.Add (interval, tim);
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tim.Elapsed += HandleElapsed;
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tim.AutoReset = true;
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tim.Start();
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tim.Start ();
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//m_log.Debug("[AUTO BACKUP MODULE]: New timer for " + interval + " msec for region " + sRegionName);
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}
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//Add the current region to the list of regions tied to this timer.
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if(timerMap.ContainsKey(st.GetTimer()))
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{
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timerMap[st.GetTimer()].Add(scene);
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}
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else
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{
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List<IScene> scns = new List<IScene>(1);
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scns.Add(scene);
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timerMap.Add(st.GetTimer(), scns);
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if (timerMap.ContainsKey (st.GetTimer ())) {
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timerMap[st.GetTimer ()].Add (scene);
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} else {
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List<IScene> scns = new List<IScene> (1);
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scns.Add (scene);
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timerMap.Add (st.GetTimer (), scns);
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}
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st.SetBusyCheck(config.GetBoolean(sRegionName + ".AutoBackupBusyCheck", true));
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st.SetBusyCheck (config.GetBoolean (sRegionName + ".AutoBackupBusyCheck", true));
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//Set file naming algorithm
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string namingtype = config.GetString(sRegionName + ".AutoBackupNaming", "Time");
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if(namingtype.Equals("Time", StringComparison.CurrentCultureIgnoreCase))
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{
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st.SetNamingType(NamingType.TIME);
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}
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else if(namingtype.Equals("Sequential", StringComparison.CurrentCultureIgnoreCase))
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{
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st.SetNamingType(NamingType.SEQUENTIAL);
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}
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else if(namingtype.Equals("Overwrite", StringComparison.CurrentCultureIgnoreCase))
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{
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st.SetNamingType(NamingType.OVERWRITE);
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}
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else
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{
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m_log.Warn("Unknown naming type specified for region " + scene.RegionInfo.RegionName + ": " + namingtype);
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st.SetNamingType(NamingType.TIME);
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string namingtype = config.GetString (sRegionName + ".AutoBackupNaming", "Time");
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if (namingtype.Equals ("Time", StringComparison.CurrentCultureIgnoreCase)) {
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st.SetNamingType (NamingType.TIME);
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} else if (namingtype.Equals ("Sequential", StringComparison.CurrentCultureIgnoreCase)) {
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st.SetNamingType (NamingType.SEQUENTIAL);
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} else if (namingtype.Equals ("Overwrite", StringComparison.CurrentCultureIgnoreCase)) {
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st.SetNamingType (NamingType.OVERWRITE);
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} else {
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m_log.Warn ("Unknown naming type specified for region " + scene.RegionInfo.RegionName + ": " + namingtype);
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st.SetNamingType (NamingType.TIME);
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}
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st.SetScript(config.GetString(sRegionName + ".AutoBackupScript", null));
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st.SetBackupDir(config.GetString(sRegionName + ".AutoBackupDir", "."));
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st.SetScript (config.GetString (sRegionName + ".AutoBackupScript", null));
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st.SetBackupDir (config.GetString (sRegionName + ".AutoBackupDir", "."));
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//Let's give the user *one* convenience and auto-mkdir
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if(st.GetBackupDir() != ".")
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{
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try
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{
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DirectoryInfo dirinfo = new DirectoryInfo(st.GetBackupDir());
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if(!dirinfo.Exists)
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{
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dirinfo.Create();
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if (st.GetBackupDir () != ".") {
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try {
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DirectoryInfo dirinfo = new DirectoryInfo (st.GetBackupDir ());
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if (!dirinfo.Exists) {
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dirinfo.Create ();
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}
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}
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catch(Exception e)
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{
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m_log.Warn("BAD NEWS. You won't be able to save backups to directory " + st.GetBackupDir() +
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" because it doesn't exist or there's a permissions issue with it. Here's the exception.", e);
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} catch (Exception e) {
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m_log.Warn ("BAD NEWS. You won't be able to save backups to directory " + st.GetBackupDir () + " because it doesn't exist or there's a permissions issue with it. Here's the exception.", e);
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}
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}
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}
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void HandleElapsed (object sender, ElapsedEventArgs e)
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{
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if (m_closed)
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return;
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bool heuristicsRun = false;
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bool heuristicsPassed = false;
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if(!timerMap.ContainsKey((Timer) sender))
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{
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m_log.Debug("Code-up error: timerMap doesn't contain timer " + sender.ToString());
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if (!timerMap.ContainsKey ((Timer)sender)) {
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m_log.Debug ("Code-up error: timerMap doesn't contain timer " + sender.ToString ());
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}
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foreach(IScene scene in timerMap[(Timer)sender])
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{
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foreach (IScene scene in timerMap[(Timer)sender]) {
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AutoBackupModuleState state = states[scene];
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bool heuristics = state.GetBusyCheck();
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bool heuristics = state.GetBusyCheck ();
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//Fast path: heuristics are on; already ran em; and sim is fine; OR, no heuristics for the region.
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if((heuristics && heuristicsRun && heuristicsPassed)
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|| !heuristics)
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{
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doRegionBackup(scene);
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}
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if ((heuristics && heuristicsRun && heuristicsPassed) || !heuristics) {
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doRegionBackup (scene);
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//Heuristics are on; ran but we're too busy -- keep going. Maybe another region will have heuristics off!
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else if(heuristics && heuristicsRun && !heuristicsPassed)
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{
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} else if (heuristics && heuristicsRun && !heuristicsPassed) {
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continue;
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}
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//Logical Deduction: heuristics are on but haven't been run
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else
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{
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heuristicsPassed = RunHeuristics();
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} else {
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heuristicsPassed = RunHeuristics ();
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heuristicsRun = true;
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if(!heuristicsPassed)
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if (!heuristicsPassed)
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continue;
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doRegionBackup(scene);
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doRegionBackup (scene);
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}
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}
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}
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void doRegionBackup(IScene scene)
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void doRegionBackup (IScene scene)
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{
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AutoBackupModuleState state = states[scene];
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IRegionArchiverModule iram = scene.RequestModuleInterface<IRegionArchiverModule>();
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string savePath = BuildOarPath(scene.RegionInfo.RegionName, state.GetBackupDir(), state.GetNamingType());
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IRegionArchiverModule iram = scene.RequestModuleInterface<IRegionArchiverModule> ();
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string savePath = BuildOarPath (scene.RegionInfo.RegionName, state.GetBackupDir (), state.GetNamingType ());
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//m_log.Debug("[AUTO BACKUP MODULE]: savePath = " + savePath);
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if(savePath == null)
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{
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m_log.Warn("[AUTO BACKUP MODULE]: savePath is null in HandleElapsed");
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if (savePath == null) {
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m_log.Warn ("[AUTO BACKUP MODULE]: savePath is null in HandleElapsed");
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return;
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}
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iram.ArchiveRegion(savePath, null);
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ExecuteScript(state.GetScript(), savePath);
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iram.ArchiveRegion (savePath, null);
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ExecuteScript (state.GetScript (), savePath);
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}
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string IRegionModuleBase.Name {
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get {
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return "AutoBackupModule";
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}
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get { return "AutoBackupModule"; }
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}
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Type IRegionModuleBase.ReplaceableInterface {
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get {
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return null;
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}
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get { return null; }
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}
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#endregion
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#region ISharedRegionModule implementation
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void ISharedRegionModule.PostInitialise ()
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{
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//I don't care right now.
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}
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#endregion
|
||||
|
||||
|
||||
//Is this even needed?
|
||||
public bool IsSharedModule
|
||||
{
|
||||
get { return true; }
|
||||
}
|
||||
|
||||
private string BuildOarPath(string regionName, string baseDir, NamingType naming)
|
||||
public bool IsSharedModule {
|
||||
get { return true; }
|
||||
}
|
||||
|
||||
private string BuildOarPath (string regionName, string baseDir, NamingType naming)
|
||||
{
|
||||
FileInfo path = null;
|
||||
switch(naming)
|
||||
{
|
||||
switch (naming) {
|
||||
case NamingType.OVERWRITE:
|
||||
path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName);
|
||||
path = new FileInfo (baseDir + Path.DirectorySeparatorChar + regionName);
|
||||
return path.FullName;
|
||||
case NamingType.TIME:
|
||||
path = new FileInfo(baseDir + Path.DirectorySeparatorChar + regionName + GetTimeString() + ".oar");
|
||||
path = new FileInfo (baseDir + Path.DirectorySeparatorChar + regionName + GetTimeString () + ".oar");
|
||||
return path.FullName;
|
||||
case NamingType.SEQUENTIAL:
|
||||
path = new FileInfo(GetNextFile(baseDir, regionName));
|
||||
path = new FileInfo (GetNextFile (baseDir, regionName));
|
||||
return path.FullName;
|
||||
default:
|
||||
m_log.Warn("VERY BAD: Unhandled case element " + naming.ToString());
|
||||
m_log.Warn ("VERY BAD: Unhandled case element " + naming.ToString ());
|
||||
break;
|
||||
}
|
||||
|
||||
return path.FullName;
|
||||
}
|
||||
|
||||
|
||||
//Welcome to the TIME STRING. 4 CORNER INTEGERS, CUBES 4 QUAD MEMORY -- No 1 Integer God.
|
||||
//(Terrible reference to <timecube.com>)
|
||||
//This format may turn out to be too unwieldy to keep...
|
||||
//Besides, that's what ctimes are for. But then how do I name each file uniquely without using a GUID?
|
||||
//Sequential numbers, right? Ugh. Almost makes TOO much sense.
|
||||
private string GetTimeString()
|
||||
private string GetTimeString ()
|
||||
{
|
||||
StringWriter sw = new StringWriter();
|
||||
sw.Write("_");
|
||||
StringWriter sw = new StringWriter ();
|
||||
sw.Write ("_");
|
||||
DateTime now = DateTime.Now;
|
||||
sw.Write(now.Year);
|
||||
sw.Write("y_");
|
||||
sw.Write(now.Month);
|
||||
sw.Write("M_");
|
||||
sw.Write(now.Day);
|
||||
sw.Write("d_");
|
||||
sw.Write(now.Hour);
|
||||
sw.Write("h_");
|
||||
sw.Write(now.Minute);
|
||||
sw.Write("m_");
|
||||
sw.Write(now.Second);
|
||||
sw.Write("s");
|
||||
sw.Flush();
|
||||
string output = sw.ToString();
|
||||
sw.Close();
|
||||
sw.Write (now.Year);
|
||||
sw.Write ("y_");
|
||||
sw.Write (now.Month);
|
||||
sw.Write ("M_");
|
||||
sw.Write (now.Day);
|
||||
sw.Write ("d_");
|
||||
sw.Write (now.Hour);
|
||||
sw.Write ("h_");
|
||||
sw.Write (now.Minute);
|
||||
sw.Write ("m_");
|
||||
sw.Write (now.Second);
|
||||
sw.Write ("s");
|
||||
sw.Flush ();
|
||||
string output = sw.ToString ();
|
||||
sw.Close ();
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
//Get the next logical file name
|
||||
//I really shouldn't put fields here, but for now.... ;)
|
||||
private string m_dirName = null;
|
||||
private string m_regionName = null;
|
||||
private string GetNextFile(string dirName, string regionName)
|
||||
private string GetNextFile (string dirName, string regionName)
|
||||
{
|
||||
FileInfo uniqueFile = null;
|
||||
m_dirName = dirName;
|
||||
m_regionName = regionName;
|
||||
long biggestExistingFile = HalfIntervalMaximize(1, FileExistsTest);
|
||||
biggestExistingFile++; //We don't want to overwrite the biggest existing file; we want to write to the NEXT biggest.
|
||||
|
||||
uniqueFile = new FileInfo(m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + biggestExistingFile + ".oar");
|
||||
if(uniqueFile.Exists)
|
||||
{
|
||||
long biggestExistingFile = HalfIntervalMaximize (1, FileExistsTest);
|
||||
biggestExistingFile++;
|
||||
//We don't want to overwrite the biggest existing file; we want to write to the NEXT biggest.
|
||||
uniqueFile = new FileInfo (m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + biggestExistingFile + ".oar");
|
||||
if (uniqueFile.Exists) {
|
||||
//Congratulations, your strange deletion patterns fooled my half-interval search into picking an existing file!
|
||||
//Now you get to pay the performance cost :)
|
||||
uniqueFile = UniqueFileSearchLinear(biggestExistingFile);
|
||||
uniqueFile = UniqueFileSearchLinear (biggestExistingFile);
|
||||
}
|
||||
|
||||
return uniqueFile.FullName;
|
||||
}
|
||||
|
||||
private bool RunHeuristics()
|
||||
|
||||
private bool RunHeuristics ()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
private void ExecuteScript(string scriptName, string savePath)
|
||||
|
||||
private void ExecuteScript (string scriptName, string savePath)
|
||||
{
|
||||
//Fast path out
|
||||
if(scriptName == null || scriptName.Length <= 0)
|
||||
if (scriptName == null || scriptName.Length <= 0)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
FileInfo fi = new FileInfo(scriptName);
|
||||
if(fi.Exists)
|
||||
{
|
||||
ProcessStartInfo psi = new ProcessStartInfo(scriptName);
|
||||
try {
|
||||
FileInfo fi = new FileInfo (scriptName);
|
||||
if (fi.Exists) {
|
||||
ProcessStartInfo psi = new ProcessStartInfo (scriptName);
|
||||
psi.Arguments = savePath;
|
||||
psi.CreateNoWindow = true;
|
||||
Process proc = Process.Start(psi);
|
||||
Process proc = Process.Start (psi);
|
||||
proc.ErrorDataReceived += HandleProcErrorDataReceived;
|
||||
}
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
m_log.Warn("Exception encountered when trying to run script for oar backup " + savePath, e);
|
||||
} catch (Exception e) {
|
||||
m_log.Warn ("Exception encountered when trying to run script for oar backup " + savePath, e);
|
||||
}
|
||||
}
|
||||
|
||||
void HandleProcErrorDataReceived (object sender, DataReceivedEventArgs e)
|
||||
{
|
||||
m_log.Warn("ExecuteScript hook " + ((Process)sender).ProcessName + " is yacking on stderr: " + e.Data);
|
||||
m_log.Warn ("ExecuteScript hook " + ((Process)sender).ProcessName + " is yacking on stderr: " + e.Data);
|
||||
}
|
||||
|
||||
private void StopAllTimers()
|
||||
|
||||
private void StopAllTimers ()
|
||||
{
|
||||
foreach(Timer t in timerMap.Keys)
|
||||
{
|
||||
t.Close();
|
||||
foreach (Timer t in timerMap.Keys) {
|
||||
t.Close ();
|
||||
}
|
||||
m_closed = true;
|
||||
}
|
||||
|
||||
|
||||
/* Find the largest value for which the predicate returns true.
|
||||
* We use a bisection algorithm (half interval) to make the algorithm scalable.
|
||||
* The worst-case complexity is about O(log(n)^2) in practice.
|
||||
|
@ -542,65 +501,54 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
|
|||
* And of course it is fantastic with powers of 2, which are densely packed in values under 100 anyway.
|
||||
* The Predicate<long> parameter must be a function that accepts a long and returns a bool.
|
||||
* */
|
||||
public long HalfIntervalMaximize(long start, Predicate<long> pred)
|
||||
public long HalfIntervalMaximize (long start, Predicate<long> pred)
|
||||
{
|
||||
long prev = start, curr = start, biggest = 0;
|
||||
|
||||
if(start < 0)
|
||||
throw new IndexOutOfRangeException("Start value for HalfIntervalMaximize must be non-negative");
|
||||
if (start < 0)
|
||||
throw new IndexOutOfRangeException ("Start value for HalfIntervalMaximize must be non-negative");
|
||||
|
||||
do
|
||||
{
|
||||
if(pred(curr))
|
||||
{
|
||||
if(curr > biggest)
|
||||
{
|
||||
do {
|
||||
if (pred (curr)) {
|
||||
if (curr > biggest) {
|
||||
biggest = curr;
|
||||
}
|
||||
prev = curr;
|
||||
if(curr == 0)
|
||||
{
|
||||
if (curr == 0) {
|
||||
//Special case because 0 * 2 = 0 :)
|
||||
curr = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
//Look deeper
|
||||
curr *= 2;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
// We went too far, back off halfway
|
||||
curr = (curr + prev) / 2;
|
||||
}
|
||||
}
|
||||
while(curr - prev > 0);
|
||||
} while (curr - prev > 0);
|
||||
|
||||
return biggest;
|
||||
}
|
||||
|
||||
public bool FileExistsTest(long num)
|
||||
|
||||
public bool FileExistsTest (long num)
|
||||
{
|
||||
FileInfo test = new FileInfo(m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + num + ".oar");
|
||||
FileInfo test = new FileInfo (m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + num + ".oar");
|
||||
return test.Exists;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//Very slow, hence why we try the HalfIntervalMaximize first!
|
||||
public FileInfo UniqueFileSearchLinear(long start)
|
||||
public FileInfo UniqueFileSearchLinear (long start)
|
||||
{
|
||||
long l = start;
|
||||
FileInfo retval = null;
|
||||
do
|
||||
{
|
||||
retval = new FileInfo(m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + (l++) + ".oar");
|
||||
}
|
||||
while(retval.Exists);
|
||||
do {
|
||||
retval = new FileInfo (m_dirName + Path.DirectorySeparatorChar + m_regionName + "_" + (l++) + ".oar");
|
||||
} while (retval.Exists);
|
||||
|
||||
return retval;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue