Make the IteratingUuidGatherer the only UuidGatherer.

This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
This commit is contained in:
Justin Clark-Casey (justincc)
2015-01-08 20:21:40 +00:00
parent 9dc4b2c479
commit 08606ae409
8 changed files with 112 additions and 713 deletions

View File

@@ -219,7 +219,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids)
{
m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);
m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name);
EntityBase[] entities = scene.GetEntities();
List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
@@ -253,13 +253,13 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (SaveAssets)
{
UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService);
UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids);
int prevAssets = assetUuids.Count;
foreach (SceneObjectGroup sceneObject in sceneObjects)
{
assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
}
assetGatherer.AddForInspection(sceneObject);
assetGatherer.GatherAll();
m_log.DebugFormat(
"[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",