* Actually persist restored archives to the database - wasn't actually doing this before (doh)

* Not quite perfect yet
This commit is contained in:
Justin Clarke Casey
2008-07-13 00:18:29 +00:00
parent bd9736c9f8
commit eb63b9bbc1
8 changed files with 74 additions and 17 deletions

View File

@@ -71,6 +71,9 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
List<string> serialisedSceneObjects = new List<string>();
string filePath = "ERROR";
int successfulAssetRestores = 0;
int failedAssetRestores = 0;
byte[] data;
while ((data = archive.ReadEntry(out filePath)) != null)
@@ -89,7 +92,10 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
// }
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
{
LoadAsset(filePath, data);
if (LoadAsset(filePath, data))
successfulAssetRestores++;
else
failedAssetRestores++;
}
else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
{
@@ -100,9 +106,14 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
//m_log.Debug("[ARCHIVER]: Reached end of archive");
archive.Close();
m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
if (failedAssetRestores > 0)
m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
// Reload serialized prims
m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects", serialisedSceneObjects.Count);
m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
IRegionSerialiser serialiser = m_scene.RequestModuleInterface<IRegionSerialiser>();
ICollection<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
@@ -115,12 +126,12 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
sceneObjects.Add(sceneObject);
}
m_log.InfoFormat("[ARCHIVER]: Restored {0} objects to the scene", sceneObjects.Count);
m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjects.Count);
int ignoredObjects = serialisedSceneObjects.Count - sceneObjects.Count;
if (ignoredObjects > 0)
m_log.WarnFormat("[ARCHIVER]: Ignored {0} objects that already existed in the scene", ignoredObjects);
m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
@@ -149,7 +160,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
{
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new LLUUID(uuid), String.Empty);
asset.Type = assetType;
@@ -185,7 +196,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
terrainModule.LoadFromStream(terrainPath, ms);
ms.Close();
m_log.DebugFormat("[ARCHIVER]: Successfully loaded terrain {0}", terrainPath);
m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath);
return true;
}

View File

@@ -215,7 +215,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
// 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;
//int i = 0;
foreach (LLObject.TextureEntryFace texture in textureEntry.FaceTextures)
{
if (texture != null)

View File

@@ -185,7 +185,7 @@ namespace OpenSim.Region.Environment.Scenes
{
SceneObjectGroup obj = new SceneObjectGroup(xmlData);
if (scene.AddRestoredSceneObject(obj, true))
if (scene.AddRestoredSceneObject(obj, true, false))
return obj;
else
return null;