* Refactor: Break out AssetsRequest to a separate file in the Archiver module
parent
ec78a2871b
commit
ba69cc31e5
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@ -97,6 +97,12 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tit.AssetID, part.UUID);
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m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tit.AssetID, part.UUID);
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assetUuids[tit.AssetID] = 1;
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assetUuids[tit.AssetID] = 1;
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}
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}
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else
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{
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// TODO: Need to unpack every tit and go through its textures & items, recursively
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// this will mean going through the 'assets' received multiple times so that we can
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// unpack objects within objects before recursively requesting the inner assets
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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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@ -159,72 +165,4 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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return serialization;
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return serialization;
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}
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}
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}
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}
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/// <summary>
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/// Encapsulate the asynchronous requests for the assets required for an archive operation
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/// </summary>
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class AssetsRequest
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{
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/// <summary>
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/// Callback used when all the assets requested have been received.
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/// </summary>
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protected AssetsRequestCallback m_assetsRequestCallback;
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/// <summary>
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/// Assets retrieved in this request
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/// </summary>
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protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>();
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/// <summary>
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/// Record the number of asset replies required so we know when we've finished
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/// </summary>
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private int m_repliesRequired;
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/// <summary>
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/// Asset cache used to request the assets
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/// </summary>
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protected AssetCache m_assetCache;
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protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids)
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{
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m_assetsRequestCallback = assetsRequestCallback;
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m_assetCache = assetCache;
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m_repliesRequired = uuids.Count;
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// We can stop here if there are no assets to fetch
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if (m_repliesRequired == 0)
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m_assetsRequestCallback(m_assets);
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foreach (LLUUID uuid in uuids)
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{
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m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
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}
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}
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/// <summary>
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/// Called back by the asset cache when it has the asset
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/// </summary>
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/// <param name="assetID"></param>
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/// <param name="asset"></param>
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public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
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{
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m_assets[assetID] = asset;
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if (m_assets.Count == m_repliesRequired)
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{
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// We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive
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Thread newThread = new Thread(PerformAssetsRequestCallback);
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newThread.Name = "OpenSimulator archiving thread post assets receipt";
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newThread.Start();
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}
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}
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/// <summary>
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/// Perform the callback on the original requester of the assets
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/// </summary>
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protected void PerformAssetsRequestCallback()
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{
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m_assetsRequestCallback(m_assets);
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}
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}
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}
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}
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@ -0,0 +1,105 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using System.Collections.Generic;
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using System.Threading;
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using libsecondlife;
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namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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/// <summary>
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/// Encapsulate the asynchronous requests for the assets required for an archive operation
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/// </summary>
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class AssetsRequest
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{
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/// <summary>
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/// Callback used when all the assets requested have been received.
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/// </summary>
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protected AssetsRequestCallback m_assetsRequestCallback;
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/// <summary>
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/// Assets retrieved in this request
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/// </summary>
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protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>();
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/// <summary>
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/// Record the number of asset replies required so we know when we've finished
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/// </summary>
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private int m_repliesRequired;
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/// <summary>
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/// Asset cache used to request the assets
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/// </summary>
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protected AssetCache m_assetCache;
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protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids)
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{
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m_assetsRequestCallback = assetsRequestCallback;
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m_assetCache = assetCache;
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m_repliesRequired = uuids.Count;
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// We can stop here if there are no assets to fetch
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if (m_repliesRequired == 0)
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m_assetsRequestCallback(m_assets);
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foreach (LLUUID uuid in uuids)
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{
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m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
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}
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}
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/// <summary>
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/// Called back by the asset cache when it has the asset
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/// </summary>
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/// <param name="assetID"></param>
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/// <param name="asset"></param>
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public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
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{
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m_assets[assetID] = asset;
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if (m_assets.Count == m_repliesRequired)
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{
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// We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive
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Thread newThread = new Thread(PerformAssetsRequestCallback);
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newThread.Name = "OpenSimulator archiving thread post assets receipt";
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newThread.Start();
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}
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}
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/// <summary>
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/// Perform the callback on the original requester of the assets
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/// </summary>
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protected void PerformAssetsRequestCallback()
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{
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m_assetsRequestCallback(m_assets);
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}
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}
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}
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@ -863,12 +863,12 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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/// <summary>
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/// <summary>
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///
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/// Backup the scene. This acts as the main method of the backup thread.
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/// </summary>
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/// </summary>
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/// <returns></returns>
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/// <returns></returns>
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public void Backup()
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public void Backup()
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{
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{
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EventManager.TriggerOnBackup(m_storageManager.DataStore);
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EventManager.TriggerOnBackup(m_storageManager.DataStore);
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m_backingup = false;
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m_backingup = false;
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//return true;
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//return true;
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}
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}
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