* archive each object as a separate xml file rather than put them all in one single large file
* this is being done for reasons of compositionality0.6.0-stable
parent
5b159e957a
commit
ca88e3580b
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@ -50,6 +50,6 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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/// <summary>
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/// <summary>
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/// Path for the prims file
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/// Path for the prims file
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/// </summary>
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/// </summary>
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public static readonly string PRIMS_PATH = "objects/prims.xml";
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public static readonly string OBJECTS_PATH = "objects/";
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}
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}
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}
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}
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@ -29,6 +29,7 @@ using OpenSim.Framework;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Modules.World.Serialiser;
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using OpenSim.Region.Environment.Modules.World.Serialiser;
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using System;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using System.Reflection;
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using System.Reflection;
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using System.Xml;
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using System.Xml;
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@ -62,9 +63,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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TarArchiveReader archive = new TarArchiveReader(m_loadPath);
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TarArchiveReader archive = new TarArchiveReader(m_loadPath);
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AssetsDearchiver dearchiver = new AssetsDearchiver(m_scene.AssetCache);
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AssetsDearchiver dearchiver = new AssetsDearchiver(m_scene.AssetCache);
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string serializedPrims = string.Empty;
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List<string> serialisedSceneObjects = new List<string>();
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// Just test for now by reading first file
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string filePath = "ERROR";
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string filePath = "ERROR";
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byte[] data;
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byte[] data;
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@ -73,9 +72,9 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[ARCHIVER]: Successfully read {0} ({1} bytes) from archive {2}", filePath, data.Length, m_loadPath);
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"[ARCHIVER]: Successfully read {0} ({1} bytes) from archive {2}", filePath, data.Length, m_loadPath);
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if (filePath.Equals(ArchiveConstants.PRIMS_PATH))
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if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
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{
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{
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serializedPrims = m_asciiEncoding.GetString(data);
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serialisedSceneObjects.Add(m_asciiEncoding.GetString(data));
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}
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}
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else if (filePath.Equals(ArchiveConstants.ASSETS_METADATA_PATH))
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else if (filePath.Equals(ArchiveConstants.ASSETS_METADATA_PATH))
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{
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{
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@ -92,35 +91,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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archive.Close();
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archive.Close();
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if (serializedPrims.Equals(string.Empty))
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{
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m_log.ErrorFormat("[ARCHIVER]: Archive did not contain a {0} file", ArchiveConstants.PRIMS_PATH);
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return;
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}
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// Reload serialized prims
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// Reload serialized prims
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m_log.InfoFormat("[ARCHIVER]: Loading scene objects");
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m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects", serialisedSceneObjects.Count);
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IRegionSerialiser serialiser = m_scene.RequestModuleInterface<IRegionSerialiser>();
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IRegionSerialiser serialiser = m_scene.RequestModuleInterface<IRegionSerialiser>();
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// Temporary code to read each sog in the file separately, pending actually having these in separate files
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foreach (string serialisedSceneObject in serialisedSceneObjects)
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XmlTextReader xtr = new XmlTextReader(new StringReader(serializedPrims));
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XmlDocument doc = new XmlDocument();
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xtr.WhitespaceHandling = WhitespaceHandling.None;
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doc.Load(xtr);
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xtr.Close();
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XmlNode sceneNode = doc.FirstChild;
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int count = 0;
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foreach (XmlNode objectNode in sceneNode.ChildNodes)
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{
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{
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serialiser.LoadGroupFromXml2(m_scene, objectNode.OuterXml.ToString());
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serialiser.LoadGroupFromXml2(m_scene, serialisedSceneObject);
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count++;
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}
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}
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//serialiser.LoadPrimsFromXml2(m_scene, new StringReader(serializedPrims));
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m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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m_log.DebugFormat("[ARCHIVER]: Loaded {0} scene objects", count);
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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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@ -25,11 +25,15 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Reflection;
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using libsecondlife;
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using libsecondlife;
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using log4net;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Modules.World.Serialiser;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Modules.World.Archiver
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namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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{
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@ -45,12 +49,15 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected IRegionSerialiser m_serialiser;
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protected List<EntityBase> m_sceneObjects;
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protected string m_savePath;
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protected string m_savePath;
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protected string m_serializedEntities;
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public ArchiveWriteRequestExecution(string serializedEntities, string savePath)
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public ArchiveWriteRequestExecution(
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List<EntityBase> sceneObjects, IRegionSerialiser serialiser, string savePath)
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{
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{
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m_serializedEntities = serializedEntities;
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m_sceneObjects = sceneObjects;
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m_serialiser = serialiser;
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m_savePath = savePath;
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m_savePath = savePath;
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}
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}
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@ -60,7 +67,22 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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TarArchiveWriter archive = new TarArchiveWriter();
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TarArchiveWriter archive = new TarArchiveWriter();
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archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities);
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foreach (EntityBase entity in m_sceneObjects)
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{
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// FIXME: I'm fairly sure that all entities are in fact SceneObjectGroups... must fix this
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SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
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LLVector3 position = sceneObject.AbsolutePosition;
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string serializedObject = m_serialiser.SaveGroupToXml2(sceneObject);
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string filename
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= string.Format(
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"{0}{1}_{2:000}-{3:000}-{4:000}__{5}.xml",
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ArchiveConstants.OBJECTS_PATH, sceneObject.Name,
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Math.Round(position.X), Math.Round(position.Y), Math.Round(position.Z),
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sceneObject.UUID);
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archive.AddFile(filename, serializedObject);
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}
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AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
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AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
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assetsArchiver.Archive(archive);
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assetsArchiver.Archive(archive);
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@ -172,44 +172,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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}
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}
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}
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}
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string serializedEntities = SerializeObjects(entities);
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if (entities.Count > 0)
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if (serializedEntities != null && serializedEntities.Length > 0)
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{
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{
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m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
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m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
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m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} assets", assetUuids.Count);
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m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} assets", assetUuids.Count);
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// Asynchronously request all the assets required to perform this archive operation
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// Asynchronously request all the assets required to perform this archive operation
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ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution(serializedEntities, m_savePath);
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ArchiveWriteRequestExecution awre
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= new ArchiveWriteRequestExecution(
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entities, m_scene.RequestModuleInterface<IRegionSerialiser>(), m_savePath);
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new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute();
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new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute();
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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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/// Get an xml representation of the given scene objects.
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/// </summary>
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/// <param name="scene"></param>
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/// <returns></returns>
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protected static string SerializeObjects(List<EntityBase> entities)
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{
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string serialization = "<scene>";
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List<string> serObjects = new List<string>();
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foreach (EntityBase ent in entities)
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{
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if (ent is SceneObjectGroup)
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{
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serObjects.Add(((SceneObjectGroup) ent).ToXmlString2());
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}
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}
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foreach (string serObject in serObjects)
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serialization += serObject;
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serialization += "</scene>";
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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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}
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@ -146,7 +146,7 @@ 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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/// Number of prims in this group
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/// </summary>
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/// </summary>
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public int PrimCount
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public int PrimCount
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{
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{
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@ -164,14 +164,6 @@ namespace OpenSim.Region.Environment.Scenes
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set { m_rootPart.GroupID = value; }
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set { m_rootPart.GroupID = value; }
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}
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}
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/// <summary>
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///
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/// </summary>
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public LLVector3 GroupCentrePoint
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{
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get { return new LLVector3(0, 0, 0); }
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}
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public Dictionary<LLUUID, SceneObjectPart> Children
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public Dictionary<LLUUID, SceneObjectPart> Children
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{
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{
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get { return m_parts; }
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get { return m_parts; }
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