* On archive loading, tell the user how many objects we are ignoring because they already exist in the scene
* (ability to give objects new uuids will come later)0.6.0-stable
parent
23c4a409b7
commit
a89385818d
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@ -85,10 +85,7 @@ namespace OpenSim.Region.DataSnapshot
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#region IRegionModule
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public void Close()
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{
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m_log.Info("[DATASNAPSHOT]: Close called");
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}
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public void Close() {}
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public void Initialise(Scene scene, IConfigSource config)
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{
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@ -107,7 +107,10 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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foreach (string serialisedSceneObject in serialisedSceneObjects)
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{
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sceneObjects.Add(serialiser.LoadGroupFromXml2(m_scene, serialisedSceneObject));
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SceneObjectGroup sceneObject = serialiser.LoadGroupFromXml2(m_scene, serialisedSceneObject);
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if (null != sceneObject)
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sceneObjects.Add(sceneObject);
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}
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m_log.Debug("[ARCHIVER]: Starting scripts");
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@ -117,6 +120,13 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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sceneObject.CreateScriptInstances(0, true);
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}
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m_log.InfoFormat("[ARCHIVER]: Restored {0} objects to the scene", sceneObjects.Count);
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int ignoredObjects = serialisedSceneObjects.Count - sceneObjects.Count;
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if (ignoredObjects > 0)
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m_log.WarnFormat("[ARCHIVER]: Ignored {0} objects that already existed in the scene", ignoredObjects);
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m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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}
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@ -85,7 +85,7 @@ namespace OpenSim.Region.Environment.Modules.World.Serialiser
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="xmlString"></param>
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/// <returns>The scene object created</returns>
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/// <returns>The scene object created. null if the scene object already existed</returns>
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SceneObjectGroup LoadGroupFromXml2(Scene scene, string xmlString);
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/// <summary>
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@ -180,14 +180,15 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="xmlData"></param>
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/// <returns>The scene object created</returns>
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/// <returns>The scene object created. null if the scene object already existed</returns>
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protected static SceneObjectGroup CreatePrimFromXml2(Scene scene, string xmlData)
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{
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SceneObjectGroup obj = new SceneObjectGroup(xmlData);
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scene.AddRestoredSceneObject(obj, true);
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if (scene.AddRestoredSceneObject(obj, true))
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return obj;
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else
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return null;
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}
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public static void SavePrimsToXml2(Scene scene, string fileName)
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@ -196,7 +196,10 @@ namespace OpenSim.Region.Environment.Scenes
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/// If true, changes to the object will be reflected in its persisted data
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/// If false, the persisted data will not be changed even if the object in the scene is changed
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/// </param>
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protected internal void AddRestoredSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal bool AddRestoredSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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{
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sceneObject.RegionHandle = m_regInfo.RegionHandle;
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sceneObject.SetScene(m_parentScene);
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@ -208,7 +211,7 @@ namespace OpenSim.Region.Environment.Scenes
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sceneObject.UpdateParentIDs();
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AddSceneObject(sceneObject, attachToBackup);
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return AddSceneObject(sceneObject, attachToBackup);
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}
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/// <summary>
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@ -220,14 +223,15 @@ namespace OpenSim.Region.Environment.Scenes
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/// If true, the object is made persistent into the scene.
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/// If false, the object will not persist over server restarts
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/// </param>
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/// <returns>true if the object was added, false if an object with the same uuid was already in the scene
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal void AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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{
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// Ensure that we persist this new scene object
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sceneObject.HasGroupChanged = true;
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AddSceneObject(sceneObject, attachToBackup);
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return AddSceneObject(sceneObject, attachToBackup);
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}
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/// <summary>
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@ -1665,9 +1665,9 @@ namespace OpenSim.Region.Environment.Scenes
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/// Add an object into the scene that has come from storage
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/// </summary>
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/// <param name="sceneObject"></param>
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public void AddRestoredSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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public bool AddRestoredSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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{
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m_innerScene.AddRestoredSceneObject(sceneObject, attachToBackup);
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return m_innerScene.AddRestoredSceneObject(sceneObject, attachToBackup);
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}
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/// <summary>
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@ -1678,9 +1678,9 @@ namespace OpenSim.Region.Environment.Scenes
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/// If true, the object is made persistent into the scene.
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/// If false, the object will not persist over server restarts
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/// </param>
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public void AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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{
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m_innerScene.AddNewSceneObject(sceneObject, attachToBackup);
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return m_innerScene.AddNewSceneObject(sceneObject, attachToBackup);
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}
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/// <summary>
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@ -77,7 +77,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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if (null == m_host)
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{
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m_log.ErrorFormat(
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"[{0}]: Could not get scene object part corresponding to localID {1} to start script",
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"[{0}]: Could not find scene object part corresponding to localID {1} to start script",
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m_scriptEngine.ScriptEngineName, localID);
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return;
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