Minor formatting cleanup.

This commit is contained in:
Jeff Ames
2008-06-18 03:50:39 +00:00
parent 7a11f6f1e2
commit a728417eda
5 changed files with 55 additions and 72 deletions

View File

@@ -1,4 +1,4 @@
/*
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@@ -37,7 +37,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
/// Method called when all the necessary assets for an archive request have been received.
/// </summary>
public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
/// <summary>
/// Execute the write of an archive once we have received all the necessary data
/// </summary>
@@ -46,14 +46,14 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected string m_savePath;
protected string m_serializedEntities;
protected string m_serializedEntities;
public ArchiveWriteRequestExecution(string serializedEntities, string savePath)
{
m_serializedEntities = serializedEntities;
m_savePath = savePath;
}
protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
{
m_log.DebugFormat("[ARCHIVER]: Received all {0} assets required", assets.Count);
@@ -61,13 +61,13 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
TarArchiveWriter archive = new TarArchiveWriter();
archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities);
AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
assetsArchiver.Archive(archive);
archive.WriteTar(m_savePath);
m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath);
}
}
}
}

View File

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