Refactor: Break out LoadObjects() and LoadParcels() from a longer method
parent
19e4473a97
commit
f9ea5e69c5
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@ -217,31 +217,20 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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m_scene.DeleteAllSceneObjects();
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m_scene.DeleteAllSceneObjects();
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}
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}
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// Try to retain the original creator/owner/lastowner if their uuid is present on this grid
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LoadParcels(serialisedParcels);
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// otherwise, use the master avatar uuid instead
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LoadObjects(serialisedSceneObjects);
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// Reload serialized parcels
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m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count);
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List<LandData> landData = new List<LandData>();
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foreach (string serialisedParcel in serialisedParcels)
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{
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LandData parcel = LandDataSerializer.Deserialize(serialisedParcel);
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if (!ResolveUserUuid(parcel.OwnerID))
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parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
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// m_log.DebugFormat(
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m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
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// "[ARCHIVER]: Adding parcel {0}, local id {1}, area {2}",
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// parcel.Name, parcel.LocalID, parcel.Area);
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landData.Add(parcel);
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}
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}
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if (!m_merge)
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/// <summary>
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m_scene.LandChannel.Clear(false);
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/// Load serialized scene objects.
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/// </summary>
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m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
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/// <param name="serialisedSceneObjects"></param>
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m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);
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protected void LoadObjects(List<string> serialisedSceneObjects)
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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 {0} scene objects. Please wait.", serialisedSceneObjects.Count);
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m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
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@ -271,6 +260,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// to the same scene (when this is possible).
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// to the same scene (when this is possible).
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sceneObject.ResetIDs();
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sceneObject.ResetIDs();
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// Try to retain the original creator/owner/lastowner if their uuid is present on this grid
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// or creator data is present. Otherwise, use the estate owner instead.
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foreach (SceneObjectPart part in sceneObject.Parts)
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foreach (SceneObjectPart part in sceneObject.Parts)
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{
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{
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if (part.CreatorData == null || part.CreatorData == string.Empty)
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if (part.CreatorData == null || part.CreatorData == string.Empty)
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@ -328,10 +319,35 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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if (ignoredObjects > 0)
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if (ignoredObjects > 0)
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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.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
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}
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m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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/// <summary>
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/// Load serialized parcels.
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/// </summary>
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/// <param name="serialisedParcels"></param>
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protected void LoadParcels(List<string> serialisedParcels)
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{
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// Reload serialized parcels
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m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count);
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List<LandData> landData = new List<LandData>();
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foreach (string serialisedParcel in serialisedParcels)
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{
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LandData parcel = LandDataSerializer.Deserialize(serialisedParcel);
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if (!ResolveUserUuid(parcel.OwnerID))
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parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
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m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
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// m_log.DebugFormat(
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// "[ARCHIVER]: Adding parcel {0}, local id {1}, area {2}",
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// parcel.Name, parcel.LocalID, parcel.Area);
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landData.Add(parcel);
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}
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if (!m_merge)
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m_scene.LandChannel.Clear(false);
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m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
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m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);
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}
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}
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/// <summary>
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/// <summary>
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