* Actually persist restored archives to the database - wasn't actually doing this before (doh)
* Not quite perfect yet0.6.0-stable
parent
bd9736c9f8
commit
eb63b9bbc1
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@ -71,6 +71,9 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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List<string> serialisedSceneObjects = new List<string>();
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string filePath = "ERROR";
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int successfulAssetRestores = 0;
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int failedAssetRestores = 0;
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byte[] data;
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while ((data = archive.ReadEntry(out filePath)) != null)
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@ -89,7 +92,10 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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// }
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else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
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{
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LoadAsset(filePath, data);
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if (LoadAsset(filePath, data))
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successfulAssetRestores++;
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else
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failedAssetRestores++;
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}
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else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
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{
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@ -100,9 +106,14 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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//m_log.Debug("[ARCHIVER]: Reached end of archive");
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archive.Close();
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m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
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if (failedAssetRestores > 0)
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m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
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// Reload serialized prims
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m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects", serialisedSceneObjects.Count);
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m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
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IRegionSerialiser serialiser = m_scene.RequestModuleInterface<IRegionSerialiser>();
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ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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@ -115,12 +126,12 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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sceneObjects.Add(sceneObject);
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}
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m_log.InfoFormat("[ARCHIVER]: Restored {0} objects to the scene", sceneObjects.Count);
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m_log.InfoFormat("[ARCHIVER]: Restored {0} scene 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.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
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m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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@ -149,7 +160,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
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m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
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//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
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AssetBase asset = new AssetBase(new LLUUID(uuid), String.Empty);
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asset.Type = assetType;
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@ -185,7 +196,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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terrainModule.LoadFromStream(terrainPath, ms);
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ms.Close();
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m_log.DebugFormat("[ARCHIVER]: Successfully loaded terrain {0}", terrainPath);
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m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath);
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return true;
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}
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@ -215,7 +215,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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// XXX: Not a great way to iterate through face textures, but there's no
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// other method available to tell how many faces there actually are
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int i = 0;
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//int i = 0;
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foreach (LLObject.TextureEntryFace texture in textureEntry.FaceTextures)
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{
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if (texture != null)
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@ -185,7 +185,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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SceneObjectGroup obj = new SceneObjectGroup(xmlData);
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if (scene.AddRestoredSceneObject(obj, true))
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if (scene.AddRestoredSceneObject(obj, true, false))
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return obj;
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else
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return null;
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@ -196,10 +196,15 @@ 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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/// <param name="alreadyPersisted">
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/// If true, we won't persist this object until it changes
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/// If false, we'll persist this object immediately
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/// </param>
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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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protected internal bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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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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@ -211,6 +216,12 @@ namespace OpenSim.Region.Environment.Scenes
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sceneObject.UpdateParentIDs();
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if (!alreadyPersisted)
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{
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sceneObject.ForceInventoryPersistence();
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sceneObject.HasGroupChanged = true;
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}
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return AddSceneObject(sceneObject, attachToBackup);
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}
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@ -1485,7 +1485,7 @@ namespace OpenSim.Region.Environment.Scenes
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List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(regionID);
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foreach (SceneObjectGroup group in PrimsFromDB)
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{
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AddRestoredSceneObject(group, true);
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AddRestoredSceneObject(group, true, true);
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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rootPart.ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted;
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rootPart.TrimPermissions();
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@ -1665,9 +1665,21 @@ 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 bool AddRestoredSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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/// <param name="attachToBackup">
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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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/// <param name="alreadyPersisted">
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/// If true, we won't persist this object until it changes
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/// If false, we'll persist this object immediately
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/// </param>
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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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public bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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{
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return m_innerScene.AddRestoredSceneObject(sceneObject, attachToBackup);
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return m_innerScene.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted);
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}
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/// <summary>
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@ -38,6 +38,20 @@ namespace OpenSim.Region.Environment.Scenes
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Force all task inventories of prims in the scene object to persist
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/// </summary>
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public void ForceInventoryPersistence()
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{
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.ForceInventoryPersistence();
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}
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}
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}
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/// <summary>
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/// Start the scripts contained in all the prims in this group.
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/// </summary>
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@ -53,6 +67,9 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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/// <summary>
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/// Stop the scripts contained in all the prims in this group
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/// </summary>
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public void RemoveScriptInstances()
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{
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lock (m_parts)
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@ -1396,7 +1396,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Make a copy of the given part.
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/// </summary>
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/// <param name="part"></param>
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/// <param name="cAgentID"></param>
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@ -58,7 +58,15 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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/// Tracks whether inventory has changed since the last persistent backup
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/// </summary>
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private bool HasInventoryChanged;
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protected bool HasInventoryChanged;
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/// <summary>
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/// Force the task inventory of this prim to persist at the next update sweep
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/// </summary>
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public void ForceInventoryPersistence()
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{
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HasInventoryChanged = true;
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}
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/// <summary>
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/// Reset LLUUIDs for all the items in the prim's inventory. This involves either generating
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@ -72,9 +80,7 @@ namespace OpenSim.Region.Environment.Scenes
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lock (TaskInventory)
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{
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if (0 == TaskInventory.Count)
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{
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return;
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}
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HasInventoryChanged = true;
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ParentGroup.HasGroupChanged = true;
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@ -597,7 +603,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void ProcessInventoryBackup(IRegionDataStore datastore)
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{
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if (HasInventoryChanged)
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{
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{
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lock (TaskInventory)
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{
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datastore.StorePrimInventory(UUID, TaskInventory.Values);
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