* Save terrain information in archive

* Not yet reloading
* Terrain saving will be optional a little further down the line
0.6.0-stable
Justin Clarke Casey 2008-06-29 19:53:33 +00:00
parent ca06387123
commit f8d9ccc70e
3 changed files with 32 additions and 3 deletions

View File

@ -43,12 +43,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
/// <summary>
/// Path for the assets metadata file
/// </summary>
public static readonly string ASSETS_METADATA_PATH = "assets.xml";
//public static readonly string ASSETS_METADATA_PATH = "assets.xml";
/// <summary>
/// Path for the prims file
/// </summary>
public static readonly string OBJECTS_PATH = "objects/";
/// <summary>
/// Path for terrains. Technically these may be assets, but I think it's quite nice to split them out.
/// </summary>
public static readonly string TERRAINS_PATH = "terrains/";
/// <summary>
/// Extensions used for asset types in the archive

View File

@ -27,12 +27,14 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using libsecondlife;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Modules.World.Terrain;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.World.Archiver
@ -49,15 +51,23 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected ITerrainModule m_terrainModule;
protected IRegionSerialiser m_serialiser;
protected List<SceneObjectGroup> m_sceneObjects;
protected string m_sceneName;
protected string m_savePath;
public ArchiveWriteRequestExecution(
List<SceneObjectGroup> sceneObjects, IRegionSerialiser serialiser, string savePath)
List<SceneObjectGroup> sceneObjects,
ITerrainModule terrainModule,
IRegionSerialiser serialiser,
string sceneName,
string savePath)
{
m_sceneObjects = sceneObjects;
m_terrainModule = terrainModule;
m_serialiser = serialiser;
m_sceneName = sceneName;
m_savePath = savePath;
}
@ -67,6 +77,14 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
TarArchiveWriter archive = new TarArchiveWriter();
// Write out terrain
string terrainPath = String.Format("{0}{1}.png", ArchiveConstants.TERRAINS_PATH, m_sceneName);
MemoryStream ms = new MemoryStream();
m_terrainModule.SaveToStream(terrainPath, ms);
archive.AddFile(terrainPath, ms.ToArray());
ms.Close();
// Write out scene object metadata
foreach (SceneObjectGroup sceneObject in m_sceneObjects)
{
//m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
@ -84,6 +102,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
archive.AddFile(filename, serializedObject);
}
// Write out assets
AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
assetsArchiver.Archive(archive);

View File

@ -29,6 +29,7 @@ using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Modules.World.Terrain;
using OpenSim.Region.Environment.Scenes;
using System.Collections.Generic;
using System.Reflection;
@ -187,7 +188,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
// Asynchronously request all the assets required to perform this archive operation
ArchiveWriteRequestExecution awre
= new ArchiveWriteRequestExecution(
sceneObjects, m_scene.RequestModuleInterface<IRegionSerialiser>(), m_savePath);
sceneObjects,
m_scene.RequestModuleInterface<ITerrainModule>(),
m_scene.RequestModuleInterface<IRegionSerialiser>(),
m_scene.RegionInfo.RegionName,
m_savePath);
new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute();
}
}