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synced 2026-08-05 00:46:02 +08:00
Minor formatting cleanup.
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@@ -1,4 +1,4 @@
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/*
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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@@ -37,7 +37,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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/// Method called when all the necessary assets for an archive request have been received.
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/// </summary>
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public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
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/// <summary>
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/// Execute the write of an archive once we have received all the necessary data
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/// </summary>
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@@ -46,14 +46,14 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected string m_savePath;
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protected string m_serializedEntities;
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protected string m_serializedEntities;
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public ArchiveWriteRequestExecution(string serializedEntities, string savePath)
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{
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m_serializedEntities = serializedEntities;
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m_savePath = savePath;
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}
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protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
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{
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m_log.DebugFormat("[ARCHIVER]: Received all {0} assets required", assets.Count);
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@@ -61,13 +61,13 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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TarArchiveWriter archive = new TarArchiveWriter();
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archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities);
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AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
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assetsArchiver.Archive(archive);
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archive.WriteTar(m_savePath);
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m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath);
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}
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}
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}
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}
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@@ -1,4 +1,4 @@
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/*
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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@@ -47,14 +47,14 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected Scene m_scene;
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protected string m_savePath;
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protected string m_savePath;
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/// <summary>
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/// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
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/// asset was found by the asset service.
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/// </summary>
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protected AssetBase m_requestedObjectAsset;
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/// <summary>
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/// Signal whether we are currently waiting for the asset service to deliver an asset.
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/// </summary>
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@@ -68,7 +68,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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m_scene = scene;
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m_savePath = savePath;
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}
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/// <summary>
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/// The callback made when we request the asset for an object from the asset service.
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/// </summary>
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@@ -81,7 +81,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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Monitor.Pulse(this);
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}
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}
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/// <summary>
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/// Get all the asset uuids associated with a given object. This includes both those directly associated with
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/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
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@@ -93,17 +93,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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m_log.DebugFormat(
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"[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.RootPart.Name, sceneObject.UUID);
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foreach (SceneObjectPart part in sceneObject.GetParts())
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{
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m_log.DebugFormat(
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"[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
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LLObject.TextureEntry textureEntry = part.Shape.Textures;
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// Get the prim's default texture. This will be used for faces which don't have their own texture
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assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
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// XXX: Not a great way to iterate through face textures, but there's no
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// other method available to tell how many faces there actually are
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int i = 0;
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@@ -114,26 +114,26 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
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assetUuids[texture.TextureID] = 1;
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}
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}
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}
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foreach (TaskInventoryItem tii in part.TaskInventory.Values)
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{
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if (!assetUuids.ContainsKey(tii.AssetID))
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{
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assetUuids[tii.AssetID] = 1;
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if (tii.Type != (int)InventoryType.Object)
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{
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m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID);
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m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID);
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}
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else
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{
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m_waitingForObjectAsset = true;
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m_scene.AssetCache.GetAsset(tii.AssetID, AssetRequestCallback, true);
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// The asset cache callback can either
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// The asset cache callback can either
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//
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// 1. Complete on the same thread (if the asset is already in the cache) or
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// 1. Complete on the same thread (if the asset is already in the cache) or
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// 2. Come in via a different thread (if we need to go fetch it).
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//
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// The code below handles both these alternatives.
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@@ -141,11 +141,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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if (m_waitingForObjectAsset)
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{
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Monitor.Wait(this);
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Monitor.Wait(this);
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m_waitingForObjectAsset = false;
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}
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}
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if (null != m_requestedObjectAsset)
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{
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string xml = Helpers.FieldToUTF8String(m_requestedObjectAsset.Data);
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@@ -156,7 +156,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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}
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}
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}
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}
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}
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public void ArchiveRegion()
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{
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@@ -180,7 +180,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} assets", assetUuids.Count);
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// Asynchronously request all the assets required to perform this archive operation
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ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution(serializedEntities, m_savePath);
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ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution(serializedEntities, m_savePath);
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new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute();
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}
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}
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