* refactor: Fission ArchiveWriteRequest into prepare and execute classes
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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 System.Collections.Generic;
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using System.Reflection;
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using libsecondlife;
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using log4net;
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using OpenSim.Framework;
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namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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/// <summary>
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/// Method called when all the necessary assets for an archive request have been received.
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/// </summary>
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public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
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/// <summary>
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/// Execute the write of an archive once we have received all the necessary data
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/// </summary>
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public class ArchiveWriteRequestExecution
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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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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{
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m_serializedEntities = serializedEntities;
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m_savePath = savePath;
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}
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protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
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{
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m_log.DebugFormat("[ARCHIVER]: Received all {0} assets required", assets.Count);
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TarArchiveWriter archive = new TarArchiveWriter();
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archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities);
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AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
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assetsArchiver.Archive(archive);
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archive.WriteTar(m_savePath);
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m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath);
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}
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}
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}
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@ -40,31 +40,22 @@ using Nini.Config;
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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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/// <summary>
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/// <summary>
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/// Method called when all the necessary assets for an archive request have been received.
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/// Prepare to write out an archive.
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/// </summary>
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/// </summary>
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public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
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public class ArchiveWriteRequestPreparation
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/// <summary>
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/// Handles an individual archive write request
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/// </summary>
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public class ArchiveWriteRequest
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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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private Scene m_scene;
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protected Scene m_scene;
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private string m_savePath;
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protected string m_savePath;
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private string m_serializedEntities;
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public ArchiveWriteRequestPreparation(Scene scene, string savePath)
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public ArchiveWriteRequest(Scene scene, string savePath)
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{
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{
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m_scene = scene;
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m_scene = scene;
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m_savePath = savePath;
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m_savePath = savePath;
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ArchiveRegion();
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}
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}
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protected void ArchiveRegion()
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public void ArchiveRegion()
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{
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{
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Dictionary<LLUUID, int> assetUuids = new Dictionary<LLUUID, int>();
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Dictionary<LLUUID, int> assetUuids = new Dictionary<LLUUID, int>();
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@ -108,36 +99,19 @@ 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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m_serializedEntities = SerializeObjects(entities);
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string serializedEntities = SerializeObjects(entities);
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if (m_serializedEntities != null && m_serializedEntities.Length > 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} textures", assetUuids.Count);
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m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", 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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new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, assetUuids.Keys);
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ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution(serializedEntities, m_savePath);
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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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protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
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{
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m_log.DebugFormat("[ARCHIVER]: Received all {0} textures required", assets.Count);
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// XXX: Shouldn't hijack the asset async callback thread like this - this is only temporary
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TarArchiveWriter archive = new TarArchiveWriter();
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archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities);
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AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
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assetsArchiver.Archive(archive);
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archive.WriteTar(m_savePath);
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m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath);
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}
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/// <summary>
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/// <summary>
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/// Get an xml representation of the given scene objects.
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/// Get an xml representation of the given scene objects.
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/// </summary>
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/// </summary>
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@ -72,7 +72,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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public void ArchiveRegion(string savePath)
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public void ArchiveRegion(string savePath)
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{
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{
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new ArchiveWriteRequest(m_scene, savePath);
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new ArchiveWriteRequestPreparation(m_scene, savePath).ArchiveRegion();
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}
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}
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public void DearchiveRegion(string loadPath)
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public void DearchiveRegion(string loadPath)
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@ -40,6 +40,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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/// </summary>
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/// </summary>
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class AssetsRequest
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class AssetsRequest
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{
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{
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/// <summary>
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/// uuids to request
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/// </summary>
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protected ICollection<LLUUID> m_uuids;
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/// <summary>
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/// <summary>
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/// Callback used when all the assets requested have been received.
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/// Callback used when all the assets requested have been received.
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/// </summary>
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/// </summary>
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@ -60,17 +65,21 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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/// </summary>
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/// </summary>
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protected AssetCache m_assetCache;
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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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protected internal AssetsRequest(ICollection<LLUUID> uuids, AssetCache assetCache, AssetsRequestCallback assetsRequestCallback)
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{
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{
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m_uuids = uuids;
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m_assetsRequestCallback = assetsRequestCallback;
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m_assetsRequestCallback = assetsRequestCallback;
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m_assetCache = assetCache;
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m_assetCache = assetCache;
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m_repliesRequired = uuids.Count;
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m_repliesRequired = uuids.Count;
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}
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protected internal void Execute()
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{
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// We can stop here if there are no assets to fetch
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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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if (m_repliesRequired == 0)
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m_assetsRequestCallback(m_assets);
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m_assetsRequestCallback(m_assets);
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foreach (LLUUID uuid in uuids)
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foreach (LLUUID uuid in m_uuids)
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{
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{
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m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
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m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
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}
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}
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