Made a few changes so that once we enable the sqlite data store (simple line change in OpenSimMain), then basic ( with a few limits at moment) prim database backup will work.

This commit is contained in:
MW
2007-08-10 13:59:19 +00:00
parent 6063d2ce5f
commit 94c7e41ef1
8 changed files with 124 additions and 29 deletions

View File

@@ -151,15 +151,6 @@ namespace OpenSim.Region.Environment.Scenes
Avatars = new Dictionary<LLUUID, ScenePresence>();
Prims = new Dictionary<LLUUID, SceneObjectGroup>();
MainLog.Instance.Verbose("Loading objects from datastore");
List<SceneObjectGroup> PrimsFromDB = storageManager.DataStore.LoadObjects();
foreach (SceneObjectGroup prim in PrimsFromDB)
{
AddEntity(prim);
}
MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " object(s)");
MainLog.Instance.Verbose("Creating LandMap");
Terrain = new TerrainEngine((int)this.RegionInfo.RegionLocX, (int)this.RegionInfo.RegionLocY);
@@ -238,7 +229,7 @@ namespace OpenSim.Region.Environment.Scenes
//backup scene data
storageCount++;
if (storageCount > 1200) //set to how often you want to backup
if (storageCount > 600) //set to how often you want to backup
{
Backup();
storageCount = 0;
@@ -462,12 +453,13 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void LoadPrimsFromStorage()
{
MainLog.Instance.Verbose("World.cs: LoadPrimsFromStorage() - Loading primitives");
List<SceneObjectGroup> NewObjectsList = storageManager.DataStore.LoadObjects();
foreach (SceneObjectGroup obj in NewObjectsList)
MainLog.Instance.Verbose("Loading objects from datastore");
List<SceneObjectGroup> PrimsFromDB = storageManager.DataStore.LoadObjects();
foreach (SceneObjectGroup prim in PrimsFromDB)
{
this.Objects.Add(obj.UUID, obj);
AddEntityFromStorage(prim);
}
MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " object(s)");
}
/// <summary>
@@ -520,6 +512,17 @@ namespace OpenSim.Region.Environment.Scenes
}
}
public void AddEntityFromStorage(SceneObjectGroup sceneObject)
{
sceneObject.RegionHandle = this.m_regionHandle;
sceneObject.SetScene(this);
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
part.LocalID = this.PrimIDAllocate();
}
this.AddEntity(sceneObject);
}
public void AddEntity(SceneObjectGroup sceneObject)
{
Entities.Add(sceneObject.UUID, sceneObject);
@@ -781,7 +784,7 @@ namespace OpenSim.Region.Environment.Scenes
{
if (ent is SceneObjectGroup)
{
// ((SceneObject) ent).SendAllChildPrimsToClient(client);
((SceneObjectGroup) ent).SendFullUpdateToClient(client);
}
}
}

View File

@@ -44,6 +44,27 @@ namespace OpenSim.Region.Environment.Scenes
set { m_parts = value; }
}
public SceneObjectPart RootPart
{
set { m_rootPart = value; }
}
public ulong RegionHandle
{
get { return m_regionHandle; }
set
{
m_regionHandle = value;
lock (this.m_parts)
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
part.RegionHandle = m_regionHandle;
}
}
}
}
public override LLVector3 Pos
{
get { return m_rootPart.GroupPosition; }
@@ -79,9 +100,9 @@ namespace OpenSim.Region.Environment.Scenes
/// <summary>
/// Added because the Parcel code seems to use it
/// but not sure a object should have this
/// as what does it tell us? that some avatar has selected it
/// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
/// think really there should be a list (or whatever) in each scenepresence
/// saying what prim(s) that user has selected at any time.
/// saying what prim(s) that user has selected.
/// </summary>
protected bool m_isSelected = false;
public bool IsSelected
@@ -114,7 +135,7 @@ namespace OpenSim.Region.Environment.Scenes
m_regionHandle = regionHandle;
m_scene = scene;
this.Pos = pos;
// this.Pos = pos;
LLVector3 rootOffset = new LLVector3(0, 0, 0);
SceneObjectPart newPart = new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rootOffset);
this.m_parts.Add(newPart.UUID, newPart);
@@ -136,6 +157,7 @@ namespace OpenSim.Region.Environment.Scenes
dupe.m_regionHandle = this.m_regionHandle;
dupe.CopyRootPart(this.m_rootPart);
m_scene.EventManager.OnBackup += dupe.ProcessBackup;
foreach (SceneObjectPart part in this.m_parts.Values)
{
@@ -147,6 +169,23 @@ namespace OpenSim.Region.Environment.Scenes
return dupe;
}
/// <summary>
/// Added as a way for the storage provider to reset the scene,
/// most likely a better way to do this sort of thing but for now...
/// </summary>
/// <param name="scene"></param>
public void SetScene(Scene scene)
{
m_scene = scene;
m_scene.EventManager.OnBackup += this.ProcessBackup;
}
public void AddPart(SceneObjectPart part)
{
part.SetParent(this);
this.m_parts.Add(part.UUID, part);
}
/// <summary>
///
/// </summary>
@@ -619,6 +658,17 @@ namespace OpenSim.Region.Environment.Scenes
return m_scene.RequestAvatarList();
}
public void SendFullUpdateToClient(IClientAPI remoteClient)
{
lock (this.m_parts)
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
this.SendPartFullUpdate(remoteClient, part);
}
}
}
/// <summary>
///
/// </summary>

View File

@@ -249,6 +249,14 @@ namespace OpenSim.Region.Environment.Scenes
}
#endregion
/// <summary>
///
/// </summary>
public void SetParent(SceneObjectGroup parent)
{
m_parentGroup = parent;
}
#region Copying
/// <summary>
///

View File

@@ -556,6 +556,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
#endregion
#region Border Crossing Methods
/// <summary>
///