Update svn properties. Fix inconsistent newlines.

0.6.0-stable
Jeff Ames 2008-05-28 00:26:00 +00:00
parent fdf4de419f
commit eed2f7ac18
1 changed files with 187 additions and 187 deletions

View File

@ -1,104 +1,104 @@
/* /*
* Copyright (c) Contributors, http://opensimulator.org/ * Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders. * See CONTRIBUTORS.TXT for a full list of copyright holders.
* *
* Redistribution and use in source and binary forms, with or without * Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met: * modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright * * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer. * notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright * * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the * notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution. * documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the * * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products * names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission. * derived from this software without specific prior written permission.
* *
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/ */
using OpenSim.Framework; using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.World.Serialiser; using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Environment.Scenes;
using System.Collections.Generic; using System.Collections.Generic;
using System.Reflection; using System.Reflection;
using libsecondlife; using libsecondlife;
using log4net; using log4net;
using Nini.Config; using Nini.Config;
namespace OpenSim.Region.Environment namespace OpenSim.Region.Environment
{ {
/// <summary> /// <summary>
/// Method called when all the necessary assets for an archive request have been received. /// Method called when all the necessary assets for an archive request have been received.
/// </summary> /// </summary>
public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets); public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
/// <summary> /// <summary>
/// Handles an individual archive request /// Handles an individual archive request
/// </summary> /// </summary>
public class ArchiveRequest public class ArchiveRequest
{ {
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene; private Scene m_scene;
private string m_savePath; private string m_savePath;
private string m_serializedEntities; private string m_serializedEntities;
public ArchiveRequest(Scene scene, string savePath) public ArchiveRequest(Scene scene, string savePath)
{ {
m_scene = scene; m_scene = scene;
m_savePath = savePath; m_savePath = savePath;
ArchiveRegion(); ArchiveRegion();
} }
protected void ArchiveRegion() protected void ArchiveRegion()
{ {
m_log.Warn("[ARCHIVER]: Archive region not yet implemented"); m_log.Warn("[ARCHIVER]: Archive region not yet implemented");
Dictionary<LLUUID, int> textureUuids = new Dictionary<LLUUID, int>(); Dictionary<LLUUID, int> textureUuids = new Dictionary<LLUUID, int>();
List<EntityBase> entities = m_scene.GetEntities(); List<EntityBase> entities = m_scene.GetEntities();
foreach (EntityBase entity in entities) foreach (EntityBase entity in entities)
{ {
if (entity is SceneObjectGroup) if (entity is SceneObjectGroup)
{ {
SceneObjectGroup sceneObject = (SceneObjectGroup)entity; SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
foreach (SceneObjectPart part in sceneObject.GetParts()) foreach (SceneObjectPart part in sceneObject.GetParts())
{ {
LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0); LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0);
textureUuids[texture] = 1; textureUuids[texture] = 1;
} }
} }
} }
m_serializedEntities = SerializeObjects(entities); m_serializedEntities = SerializeObjects(entities);
if (m_serializedEntities != null && m_serializedEntities.Length > 0) if (m_serializedEntities != null && m_serializedEntities.Length > 0)
{ {
m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count); m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", textureUuids.Count); m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", textureUuids.Count);
// Asynchronously request all the assets required to perform this archive operation // Asynchronously request all the assets required to perform this archive operation
new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, textureUuids.Keys); new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, textureUuids.Keys);
} }
} }
protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets) protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
{ {
m_log.DebugFormat("[ARCHIVER]: Received all {0} textures required", assets.Count); m_log.DebugFormat("[ARCHIVER]: Received all {0} textures required", assets.Count);
// XXX: Shouldn't hijack the asset async callback thread like this - this is only temporary // XXX: Shouldn't hijack the asset async callback thread like this - this is only temporary
@ -112,91 +112,91 @@ namespace OpenSim.Region.Environment
archive.AddFile(uuid.ToString() + ".jp2", assets[uuid].Data); archive.AddFile(uuid.ToString() + ".jp2", assets[uuid].Data);
} }
archive.WriteTar(m_savePath); archive.WriteTar(m_savePath);
} }
/// <summary> /// <summary>
/// Get an xml representation of the given scene objects. /// Get an xml representation of the given scene objects.
/// </summary> /// </summary>
/// <param name="scene"></param> /// <param name="scene"></param>
/// <returns></returns> /// <returns></returns>
protected static string SerializeObjects(List<EntityBase> entities) protected static string SerializeObjects(List<EntityBase> entities)
{ {
string serialization = "<scene>"; string serialization = "<scene>";
List<string> serObjects = new List<string>(); List<string> serObjects = new List<string>();
foreach (EntityBase ent in entities) foreach (EntityBase ent in entities)
{ {
if (ent is SceneObjectGroup) if (ent is SceneObjectGroup)
{ {
serObjects.Add(((SceneObjectGroup) ent).ToXmlString2()); serObjects.Add(((SceneObjectGroup) ent).ToXmlString2());
} }
} }
foreach (string serObject in serObjects) foreach (string serObject in serObjects)
serialization += serObject; serialization += serObject;
serialization += "</scene>"; serialization += "</scene>";
return serialization; return serialization;
} }
} }
/// <summary> /// <summary>
/// Encapsulate the asynchronous requests for the assets required for an archive operation /// Encapsulate the asynchronous requests for the assets required for an archive operation
/// </summary> /// </summary>
class AssetsRequest class AssetsRequest
{ {
/// <summary> /// <summary>
/// Callback used when all the assets requested have been received. /// Callback used when all the assets requested have been received.
/// </summary> /// </summary>
protected AssetsRequestCallback m_assetsRequestCallback; protected AssetsRequestCallback m_assetsRequestCallback;
/// <summary> /// <summary>
/// Assets retrieved in this request /// Assets retrieved in this request
/// </summary> /// </summary>
protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>(); protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>();
/// <summary> /// <summary>
/// Record the number of asset replies required so we know when we've finished /// Record the number of asset replies required so we know when we've finished
/// </summary> /// </summary>
private int m_repliesRequired; private int m_repliesRequired;
/// <summary> /// <summary>
/// Asset cache used to request the assets /// Asset cache used to request the assets
/// </summary> /// </summary>
protected AssetCache m_assetCache; protected AssetCache m_assetCache;
protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids) protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids)
{ {
m_assetsRequestCallback = assetsRequestCallback; m_assetsRequestCallback = assetsRequestCallback;
m_assetCache = assetCache; m_assetCache = assetCache;
m_repliesRequired = uuids.Count; m_repliesRequired = uuids.Count;
// We can stop here if there are no assets to fetch // We can stop here if there are no assets to fetch
if (m_repliesRequired == 0) if (m_repliesRequired == 0)
m_assetsRequestCallback(m_assets); m_assetsRequestCallback(m_assets);
foreach (LLUUID uuid in uuids) foreach (LLUUID uuid in uuids)
{ {
m_assetCache.GetAsset(uuid, AssetRequestCallback, true); m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
} }
} }
/// <summary> /// <summary>
/// Called back by the asset cache when it has the asset /// Called back by the asset cache when it has the asset
/// </summary> /// </summary>
/// <param name="assetID"></param> /// <param name="assetID"></param>
/// <param name="asset"></param> /// <param name="asset"></param>
public void AssetRequestCallback(LLUUID assetID, AssetBase asset) public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
{ {
m_assets[assetID] = asset; m_assets[assetID] = asset;
if (m_assets.Count == m_repliesRequired) if (m_assets.Count == m_repliesRequired)
{ {
m_assetsRequestCallback(m_assets); m_assetsRequestCallback(m_assets);
} }
} }
} }
} }