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@@ -59,23 +59,23 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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/// </summary>
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/// <remarks>
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/// Config Settings Documentation.
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/// Each configuration setting can be specified in two places: OpenSim.ini or Regions.ini.
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/// If specified in Regions.ini, the settings should be within the region's section name.
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/// If specified in OpenSim.ini, the settings should be within the [AutoBackupModule] section.
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/// Region-specific settings take precedence.
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/// Configuration setting can be specified in two places: OpenSim.ini and/or Regions.ini.
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///
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/// AutoBackupModuleEnabled: True/False. Default: False. If True, use the auto backup module. This setting does not support per-region basis.
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/// All other settings under [AutoBackupModule] are ignored if AutoBackupModuleEnabled is false, even per-region settings!
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/// AutoBackup: True/False. Default: False. If True, activate auto backup functionality.
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/// This is the only required option for enabling auto-backup; the other options have sane defaults.
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/// If False for a particular region, the auto-backup module becomes a no-op for the region, and all other AutoBackup* settings are ignored.
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/// If False globally (the default), only regions that specifically override it in Regions.ini will get AutoBackup functionality.
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/// OpenSim.ini only settings section [AutoBackupModule]
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/// AutoBackupModuleEnabled: True/False. Default: False. If True, use the auto backup module.
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/// if false module is disable and all rest is ignored
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/// AutoBackupInterval: Double, non-negative value. Default: 720 (12 hours).
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/// The number of minutes between each backup attempt.
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/// If a negative or zero value is given, it is equivalent to setting AutoBackup = False.
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/// AutoBackupBusyCheck: True/False. Default: True.
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/// If True, we will only take an auto-backup if a set of conditions are met.
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/// These conditions are heuristics to try and avoid taking a backup when the sim is busy.
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/// AutoBackupDir: String. Default: "." (the current directory).
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/// A directory (absolute or relative) where backups should be saved.
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/// AutoBackupKeepFilesForDays remove files older than this number of days. 0 disables
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///
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/// Next can be set on OpenSim.ini, as default, and or per region in Regions.ini
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/// Region-specific settings take precedence.
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///
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/// AutoBackup: True/False. Default: False. If True, activate auto backup functionality.
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/// controls backup per region, with default optionaly set on OpenSim.ini
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/// AutoBackupSkipAssets
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/// If true, assets are not saved to the oar file. Considerably reduces impact on simulator when backing up. Intended for when assets db is backed up separately
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/// AutoBackupKeepFilesForDays
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@@ -89,40 +89,28 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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/// AutoBackupNaming: string. Default: Time.
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/// One of three strings (case insensitive):
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/// "Time": Current timestamp is appended to file name. An existing file will never be overwritten.
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/// "Sequential": A number is appended to the file name. So if RegionName_x.oar exists, we'll save to RegionName_{x+1}.oar next. An existing file will never be overwritten.
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/// "Overwrite": Always save to file named "${AutoBackupDir}/RegionName.oar", even if we have to overwrite an existing file.
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/// AutoBackupDir: String. Default: "." (the current directory).
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/// A directory (absolute or relative) where backups should be saved.
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/// AutoBackupDilationThreshold: float. Default: 0.5. Lower bound on time dilation required for BusyCheck heuristics to pass.
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/// If the time dilation is below this value, don't take a backup right now.
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/// AutoBackupAgentThreshold: int. Default: 10. Upper bound on # of agents in region required for BusyCheck heuristics to pass.
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/// If the number of agents is greater than this value, don't take a backup right now
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/// Save memory by setting low initial capacities. Minimizes impact in common cases of all regions using same interval, and instances hosting 1 ~ 4 regions.
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/// Also helps if you don't want AutoBackup at all.
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/// "Sequential": A number is appended to the file name. So if RegionName_x.oar exists, we'll save to RegionName_{x+1}.oar next. An existing file will never be overwritten.
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/// "Overwrite": Always save to file named "${AutoBackupDir}/RegionName.oar", even if we have to overwrite an existing file.
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/// </remarks>
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AutoBackupModule")]
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public class AutoBackupModule : ISharedRegionModule
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private readonly Dictionary<Guid, IScene> m_pendingSaves = new Dictionary<Guid, IScene>(1);
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private readonly AutoBackupModuleState m_defaultState = new AutoBackupModuleState();
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private readonly Dictionary<IScene, AutoBackupModuleState> m_states =
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new Dictionary<IScene, AutoBackupModuleState>(1);
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private readonly Dictionary<Timer, List<IScene>> m_timerMap =
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new Dictionary<Timer, List<IScene>>(1);
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private readonly Dictionary<double, Timer> m_timers = new Dictionary<double, Timer>(1);
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private delegate T DefaultGetter<T>(string settingName, T defaultValue);
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private bool m_enabled;
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private ICommandConsole m_console;
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private List<Scene> m_Scenes = new List<Scene> ();
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/// <summary>
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/// Whether the shared module should be enabled at all. NOT the same as m_Enabled in AutoBackupModuleState!
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/// </summary>
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private bool m_closed;
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private Timer m_masterTimer;
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private bool m_busy;
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private int m_KeepFilesForDays = -1;
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private string m_backupDir;
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private bool m_doneFirst;
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private double m_baseInterval;
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private IConfigSource m_configSource;
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@@ -159,36 +147,38 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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void IRegionModuleBase.Initialise(IConfigSource source)
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{
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// Determine if we have been enabled at all in OpenSim.ini -- this is part and parcel of being an optional module
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this.m_configSource = source;
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m_configSource = source;
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IConfig moduleConfig = source.Configs["AutoBackupModule"];
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if (moduleConfig == null)
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{
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this.m_enabled = false;
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m_enabled = false;
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return;
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}
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else
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{
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this.m_enabled = moduleConfig.GetBoolean("AutoBackupModuleEnabled", false);
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if (this.m_enabled)
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{
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m_log.Info("[AUTO BACKUP]: AutoBackupModule enabled");
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}
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else
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{
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return;
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}
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}
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Timer defTimer = new Timer(43200000);
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this.m_defaultState.Timer = defTimer;
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this.m_timers.Add(43200000, defTimer);
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defTimer.Elapsed += this.HandleElapsed;
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defTimer.AutoReset = true;
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defTimer.Start();
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m_enabled = moduleConfig.GetBoolean("AutoBackupModuleEnabled", false);
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if(!m_enabled)
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return;
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AutoBackupModuleState abms = this.ParseConfig(null, true);
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m_log.Debug("[AUTO BACKUP]: Here is the default config:");
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m_log.Debug(abms.ToString());
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ParseDefaultConfig(moduleConfig);
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if(!m_enabled)
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return;
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m_log.Debug("[AUTO BACKUP]: Default config:");
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m_log.Debug(m_defaultState.ToString());
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m_log.Info("[AUTO BACKUP]: AutoBackupModule enabled");
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m_masterTimer = new Timer();
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m_masterTimer.Interval = m_baseInterval;
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m_masterTimer.Elapsed += HandleElapsed;
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m_masterTimer.AutoReset = false;
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m_console = MainConsole.Instance;
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m_console.Commands.AddCommand (
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"AutoBackup", true, "dooarbackup",
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"dooarbackup <regionName> | ALL",
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"saves the single region <regionName> to a oar or ALL regions in instance to oars, using same settings as AutoBackup. Note it restarts time interval", DoBackup);
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m_busy = true;
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}
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/// <summary>
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@@ -196,13 +186,11 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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/// </summary>
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void IRegionModuleBase.Close()
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{
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if (!this.m_enabled)
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{
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if (!m_enabled)
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return;
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}
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// We don't want any timers firing while the sim's coming down; strange things may happen.
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this.StopAllTimers();
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m_masterTimer.Dispose();
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}
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/// <summary>
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@@ -211,18 +199,11 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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/// <param name="scene"></param>
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void IRegionModuleBase.AddRegion (Scene scene)
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{
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if (!this.m_enabled) {
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if (!m_enabled)
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return;
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}
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lock (m_Scenes) {
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m_Scenes.Add (scene);
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}
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m_console = MainConsole.Instance;
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m_console.Commands.AddCommand (
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"AutoBackup", false, "dobackup",
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"dobackup",
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"do backup.", DoBackup);
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lock (m_Scenes)
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m_Scenes.Add (scene);
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}
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/// <summary>
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@@ -231,28 +212,14 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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/// <param name="scene">The scene (region) to stop performing AutoBackup on.</param>
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void IRegionModuleBase.RemoveRegion(Scene scene)
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{
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if (!this.m_enabled)
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{
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if (m_enabled)
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return;
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}
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m_Scenes.Remove (scene);
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if (this.m_states.ContainsKey(scene))
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lock(m_Scenes)
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{
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AutoBackupModuleState abms = this.m_states[scene];
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// Remove this scene out of the timer map list
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Timer timer = abms.Timer;
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List<IScene> list = this.m_timerMap[timer];
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list.Remove(scene);
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// Shut down the timer if this was the last scene for the timer
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if (list.Count == 0)
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{
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this.m_timerMap.Remove(timer);
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this.m_timers.Remove(timer.Interval);
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timer.Close();
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}
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this.m_states.Remove(scene);
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if (m_states.ContainsKey(scene))
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m_states.Remove(scene);
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m_Scenes.Remove(scene);
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}
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}
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@@ -263,22 +230,29 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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/// <param name="scene">The scene to (possibly) perform AutoBackup on.</param>
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void IRegionModuleBase.RegionLoaded(Scene scene)
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{
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if (!this.m_enabled)
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{
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if (!m_enabled)
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return;
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}
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// This really ought not to happen, but just in case, let's pretend it didn't...
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if (scene == null)
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{
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return;
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AutoBackupModuleState abms = ParseConfig(scene);
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if(abms == null)
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{
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m_log.Debug("[AUTO BACKUP]: Config for " + scene.RegionInfo.RegionName);
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m_log.Debug("DEFAULT");
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abms = new AutoBackupModuleState(m_defaultState);
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}
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else
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{
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m_log.Debug("[AUTO BACKUP]: Config for " + scene.RegionInfo.RegionName);
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m_log.Debug(abms.ToString());
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}
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AutoBackupModuleState abms = this.ParseConfig(scene, false);
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m_log.Debug("[AUTO BACKUP]: Config for " + scene.RegionInfo.RegionName);
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m_log.Debug((abms == null ? "DEFAULT" : abms.ToString()));
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m_states.Add(scene, abms);
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m_busy = false;
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m_masterTimer.Start();
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}
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/// <summary>
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@@ -292,24 +266,122 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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private void DoBackup (string module, string[] args)
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{
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if (args.Length != 2) {
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MainConsole.Instance.OutputFormat ("Usage: dobackup <regionname>");
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if (!m_enabled)
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return;
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if (args.Length != 2)
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{
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MainConsole.Instance.OutputFormat ("Usage: dooarbackup <regionname>");
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return;
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}
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if(m_busy)
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{
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MainConsole.Instance.OutputFormat ("Already doing a backup, please try later");
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return;
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}
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m_masterTimer.Stop();
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m_busy = true;
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bool found = false;
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string name = args [1];
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lock (m_Scenes) {
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foreach (Scene s in m_Scenes) {
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string test = s.Name.ToString ();
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if (test == name) {
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Scene[] scenes;
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lock (m_Scenes)
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scenes = m_Scenes.ToArray();
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if(scenes == null)
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return;
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Scene s;
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try
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{
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if(name == "ALL")
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{
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for(int i = 0; i < scenes.Length; i++)
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{
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s = scenes[i];
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DoRegionBackup(s);
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if (!m_enabled)
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return;
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}
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return;
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}
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for(int i = 0; i < scenes.Length; i++)
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{
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s = scenes[i];
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if (s.Name == name)
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{
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found = true;
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DoRegionBackup (s);
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DoRegionBackup(s);
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break;
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}
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}
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if (!found) {
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}
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catch { }
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finally
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{
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if (m_enabled)
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m_masterTimer.Start();
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m_busy = false;
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}
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if (!found)
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MainConsole.Instance.OutputFormat ("No such region {0}. Nothing to backup", name);
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}
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private void ParseDefaultConfig(IConfig config)
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{
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m_backupDir = ".";
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string backupDir = config.GetString("AutoBackupDir", ".");
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if (backupDir != ".")
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{
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try
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{
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DirectoryInfo dirinfo = new DirectoryInfo(backupDir);
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if (!dirinfo.Exists)
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dirinfo.Create();
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}
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catch (Exception e)
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{
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m_enabled = false;
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m_log.WarnFormat("[AUTO BACKUP]: Error accessing backup folder {0}. Module disabled. {1}",
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backupDir, e);
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return;
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}
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}
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m_backupDir = backupDir;
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double interval = config.GetDouble("AutoBackupInterval", 720);
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interval *= 60000.0;
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m_baseInterval = interval;
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// How long to keep backup files in days, 0 Disables this feature
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m_KeepFilesForDays = config.GetInt("AutoBackupKeepFilesForDays",m_KeepFilesForDays);
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m_defaultState.Enabled = config.GetBoolean("AutoBackup", m_defaultState.Enabled);
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m_defaultState.SkipAssets = config.GetBoolean("AutoBackupSkipAssets",m_defaultState.SkipAssets);
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// Set file naming algorithm
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string stmpNamingType = config.GetString("AutoBackupNaming", m_defaultState.NamingType.ToString());
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NamingType tmpNamingType;
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if (stmpNamingType.Equals("Time", StringComparison.CurrentCultureIgnoreCase))
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tmpNamingType = NamingType.Time;
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else if (stmpNamingType.Equals("Sequential", StringComparison.CurrentCultureIgnoreCase))
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tmpNamingType = NamingType.Sequential;
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else if (stmpNamingType.Equals("Overwrite", StringComparison.CurrentCultureIgnoreCase))
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tmpNamingType = NamingType.Overwrite;
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else
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{
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m_log.Warn("Unknown naming type specified for Default");
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tmpNamingType = NamingType.Time;
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}
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m_defaultState.NamingType = tmpNamingType;
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m_defaultState.Script = config.GetString("AutoBackupScript", m_defaultState.Script);
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}
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/// <summary>
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@@ -319,329 +391,49 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
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/// <param name="scene">The scene to look at.</param>
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/// <param name="parseDefault">Whether this call is intended to figure out what we consider the "default" config (applied to all regions unless overridden by per-region settings).</param>
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/// <returns>An AutoBackupModuleState contains most information you should need to know relevant to auto-backup, as applicable to a single region.</returns>
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private AutoBackupModuleState ParseConfig(IScene scene, bool parseDefault)
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private AutoBackupModuleState ParseConfig(IScene scene)
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{
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string sRegionName;
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string sRegionLabel;
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// string prepend;
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AutoBackupModuleState state;
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if(scene == null)
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return null;
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if (parseDefault)
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{
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sRegionName = null;
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sRegionLabel = "DEFAULT";
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// prepend = "";
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state = this.m_defaultState;
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}
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else
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{
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sRegionName = scene.RegionInfo.RegionName;
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sRegionLabel = sRegionName;
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// prepend = sRegionName + ".";
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state = null;
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}
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string sRegionName;
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AutoBackupModuleState state = null;
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sRegionName = scene.RegionInfo.RegionName;
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// Read the config settings and set variables.
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IConfig regionConfig = (scene != null ? scene.Config.Configs[sRegionName] : null);
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IConfig config = this.m_configSource.Configs["AutoBackupModule"];
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if (config == null)
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{
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// defaultState would be disabled too if the section doesn't exist.
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state = this.m_defaultState;
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return state;
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}
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IConfig regionConfig = scene.Config.Configs[sRegionName];
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if (regionConfig == null)
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return null;
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||||
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bool tmpEnabled = ResolveBoolean("AutoBackup", this.m_defaultState.Enabled, config, regionConfig);
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if (state == null && tmpEnabled != this.m_defaultState.Enabled)
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||||
//Varies from default state
|
||||
{
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||||
state = new AutoBackupModuleState();
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||||
}
|
||||
state = new AutoBackupModuleState();
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||||
|
||||
if (state != null)
|
||||
{
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||||
state.Enabled = tmpEnabled;
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||||
}
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||||
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||||
// If you don't want AutoBackup, we stop.
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||||
if ((state == null && !this.m_defaultState.Enabled) || (state != null && !state.Enabled))
|
||||
{
|
||||
return state;
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||||
}
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||||
else
|
||||
{
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||||
m_log.Info("[AUTO BACKUP]: Region " + sRegionLabel + " is AutoBackup ENABLED.");
|
||||
}
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||||
|
||||
// Borrow an existing timer if one exists for the same interval; otherwise, make a new one.
|
||||
double interval =
|
||||
this.ResolveDouble("AutoBackupInterval", this.m_defaultState.IntervalMinutes,
|
||||
config, regionConfig) * 60000.0;
|
||||
if (state == null && interval != this.m_defaultState.IntervalMinutes * 60000.0)
|
||||
{
|
||||
state = new AutoBackupModuleState();
|
||||
}
|
||||
|
||||
if (this.m_timers.ContainsKey(interval))
|
||||
{
|
||||
if (state != null)
|
||||
{
|
||||
state.Timer = this.m_timers[interval];
|
||||
}
|
||||
m_log.Debug("[AUTO BACKUP]: Reusing timer for " + interval + " msec for region " +
|
||||
sRegionLabel);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 0 or negative interval == do nothing.
|
||||
if (interval <= 0.0 && state != null)
|
||||
{
|
||||
state.Enabled = false;
|
||||
return state;
|
||||
}
|
||||
if (state == null)
|
||||
{
|
||||
state = new AutoBackupModuleState();
|
||||
}
|
||||
Timer tim = new Timer(interval);
|
||||
state.Timer = tim;
|
||||
//Milliseconds -> minutes
|
||||
this.m_timers.Add(interval, tim);
|
||||
tim.Elapsed += this.HandleElapsed;
|
||||
tim.AutoReset = true;
|
||||
tim.Start();
|
||||
}
|
||||
|
||||
// Add the current region to the list of regions tied to this timer.
|
||||
if (scene != null)
|
||||
{
|
||||
if (state != null)
|
||||
{
|
||||
if (this.m_timerMap.ContainsKey(state.Timer))
|
||||
{
|
||||
this.m_timerMap[state.Timer].Add(scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
List<IScene> scns = new List<IScene>(1);
|
||||
scns.Add(scene);
|
||||
this.m_timerMap.Add(state.Timer, scns);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this.m_timerMap.ContainsKey(this.m_defaultState.Timer))
|
||||
{
|
||||
this.m_timerMap[this.m_defaultState.Timer].Add(scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
List<IScene> scns = new List<IScene>(1);
|
||||
scns.Add(scene);
|
||||
this.m_timerMap.Add(this.m_defaultState.Timer, scns);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool tmpBusyCheck = ResolveBoolean("AutoBackupBusyCheck",
|
||||
this.m_defaultState.BusyCheck, config, regionConfig);
|
||||
if (state == null && tmpBusyCheck != this.m_defaultState.BusyCheck)
|
||||
{
|
||||
state = new AutoBackupModuleState();
|
||||
}
|
||||
|
||||
if (state != null)
|
||||
{
|
||||
state.BusyCheck = tmpBusyCheck;
|
||||
}
|
||||
state.Enabled = regionConfig.GetBoolean("AutoBackup", m_defaultState.Enabled);
|
||||
|
||||
// Included Option To Skip Assets
|
||||
bool tmpSkipAssets = ResolveBoolean("AutoBackupSkipAssets",
|
||||
this.m_defaultState.SkipAssets, config, regionConfig);
|
||||
if (state == null && tmpSkipAssets != this.m_defaultState.SkipAssets)
|
||||
{
|
||||
state = new AutoBackupModuleState();
|
||||
}
|
||||
|
||||
if (state != null)
|
||||
{
|
||||
state.SkipAssets = tmpSkipAssets;
|
||||
}
|
||||
|
||||
// How long to keep backup files in days, 0 Disables this feature
|
||||
int tmpKeepFilesForDays = ResolveInt("AutoBackupKeepFilesForDays",
|
||||
this.m_defaultState.KeepFilesForDays, config, regionConfig);
|
||||
if (state == null && tmpKeepFilesForDays != this.m_defaultState.KeepFilesForDays)
|
||||
{
|
||||
state = new AutoBackupModuleState();
|
||||
}
|
||||
|
||||
if (state != null)
|
||||
{
|
||||
state.KeepFilesForDays = tmpKeepFilesForDays;
|
||||
}
|
||||
state.SkipAssets = regionConfig.GetBoolean("AutoBackupSkipAssets", m_defaultState.SkipAssets);
|
||||
|
||||
// Set file naming algorithm
|
||||
string stmpNamingType = ResolveString("AutoBackupNaming",
|
||||
this.m_defaultState.NamingType.ToString(), config, regionConfig);
|
||||
string stmpNamingType = regionConfig.GetString("AutoBackupNaming", m_defaultState.NamingType.ToString());
|
||||
NamingType tmpNamingType;
|
||||
if (stmpNamingType.Equals("Time", StringComparison.CurrentCultureIgnoreCase))
|
||||
{
|
||||
tmpNamingType = NamingType.Time;
|
||||
}
|
||||
else if (stmpNamingType.Equals("Sequential", StringComparison.CurrentCultureIgnoreCase))
|
||||
{
|
||||
tmpNamingType = NamingType.Sequential;
|
||||
}
|
||||
else if (stmpNamingType.Equals("Overwrite", StringComparison.CurrentCultureIgnoreCase))
|
||||
{
|
||||
tmpNamingType = NamingType.Overwrite;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Warn("Unknown naming type specified for region " + sRegionLabel + ": " +
|
||||
m_log.Warn("Unknown naming type specified for region " + sRegionName + ": " +
|
||||
stmpNamingType);
|
||||
tmpNamingType = NamingType.Time;
|
||||
}
|
||||
m_defaultState.NamingType = tmpNamingType;
|
||||
|
||||
if (state == null && tmpNamingType != this.m_defaultState.NamingType)
|
||||
{
|
||||
state = new AutoBackupModuleState();
|
||||
}
|
||||
|
||||
if (state != null)
|
||||
{
|
||||
state.NamingType = tmpNamingType;
|
||||
}
|
||||
|
||||
string tmpScript = ResolveString("AutoBackupScript",
|
||||
this.m_defaultState.Script, config, regionConfig);
|
||||
if (state == null && tmpScript != this.m_defaultState.Script)
|
||||
{
|
||||
state = new AutoBackupModuleState();
|
||||
}
|
||||
|
||||
if (state != null)
|
||||
{
|
||||
state.Script = tmpScript;
|
||||
}
|
||||
|
||||
string tmpBackupDir = ResolveString("AutoBackupDir", ".", config, regionConfig);
|
||||
if (state == null && tmpBackupDir != this.m_defaultState.BackupDir)
|
||||
{
|
||||
state = new AutoBackupModuleState();
|
||||
}
|
||||
|
||||
if (state != null)
|
||||
{
|
||||
state.BackupDir = tmpBackupDir;
|
||||
// Let's give the user some convenience and auto-mkdir
|
||||
if (state.BackupDir != ".")
|
||||
{
|
||||
try
|
||||
{
|
||||
DirectoryInfo dirinfo = new DirectoryInfo(state.BackupDir);
|
||||
if (!dirinfo.Exists)
|
||||
{
|
||||
dirinfo.Create();
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Warn(
|
||||
"[AUTO BACKUP]: BAD NEWS. You won't be able to save backups to directory " +
|
||||
state.BackupDir +
|
||||
" because it doesn't exist or there's a permissions issue with it. Here's the exception.",
|
||||
e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(state == null)
|
||||
return m_defaultState;
|
||||
|
||||
state.Script = regionConfig.GetString("AutoBackupScript", m_defaultState.Script);
|
||||
return state;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper function for ParseConfig.
|
||||
/// </summary>
|
||||
/// <param name="settingName"></param>
|
||||
/// <param name="defaultValue"></param>
|
||||
/// <param name="global"></param>
|
||||
/// <param name="local"></param>
|
||||
/// <returns></returns>
|
||||
private bool ResolveBoolean(string settingName, bool defaultValue, IConfig global, IConfig local)
|
||||
{
|
||||
if(local != null)
|
||||
{
|
||||
return local.GetBoolean(settingName, global.GetBoolean(settingName, defaultValue));
|
||||
}
|
||||
else
|
||||
{
|
||||
return global.GetBoolean(settingName, defaultValue);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper function for ParseConfig.
|
||||
/// </summary>
|
||||
/// <param name="settingName"></param>
|
||||
/// <param name="defaultValue"></param>
|
||||
/// <param name="global"></param>
|
||||
/// <param name="local"></param>
|
||||
/// <returns></returns>
|
||||
private double ResolveDouble(string settingName, double defaultValue, IConfig global, IConfig local)
|
||||
{
|
||||
if (local != null)
|
||||
{
|
||||
return local.GetDouble(settingName, global.GetDouble(settingName, defaultValue));
|
||||
}
|
||||
else
|
||||
{
|
||||
return global.GetDouble(settingName, defaultValue);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper function for ParseConfig.
|
||||
/// </summary>
|
||||
/// <param name="settingName"></param>
|
||||
/// <param name="defaultValue"></param>
|
||||
/// <param name="global"></param>
|
||||
/// <param name="local"></param>
|
||||
/// <returns></returns>
|
||||
private int ResolveInt(string settingName, int defaultValue, IConfig global, IConfig local)
|
||||
{
|
||||
if (local != null)
|
||||
{
|
||||
return local.GetInt(settingName, global.GetInt(settingName, defaultValue));
|
||||
}
|
||||
else
|
||||
{
|
||||
return global.GetInt(settingName, defaultValue);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper function for ParseConfig.
|
||||
/// </summary>
|
||||
/// <param name="settingName"></param>
|
||||
/// <param name="defaultValue"></param>
|
||||
/// <param name="global"></param>
|
||||
/// <param name="local"></param>
|
||||
/// <returns></returns>
|
||||
private string ResolveString(string settingName, string defaultValue, IConfig global, IConfig local)
|
||||
{
|
||||
if (local != null)
|
||||
{
|
||||
return local.GetString(settingName, global.GetString(settingName, defaultValue));
|
||||
}
|
||||
else
|
||||
{
|
||||
return global.GetString(settingName, defaultValue);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when any auto-backup timer expires. This starts the code path for actually performing a backup.
|
||||
@@ -650,63 +442,27 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
|
||||
/// <param name="e"></param>
|
||||
private void HandleElapsed(object sender, ElapsedEventArgs e)
|
||||
{
|
||||
// TODO: heuristic thresholds are per-region, so we should probably run heuristics once per region
|
||||
// XXX: Running heuristics once per region could add undue performance penalty for something that's supposed to
|
||||
// check whether the region is too busy! Especially on sims with LOTS of regions.
|
||||
// Alternative: make heuristics thresholds global to the module rather than per-region. Less flexible,
|
||||
// but would allow us to be semantically correct while being easier on perf.
|
||||
// Alternative 2: Run heuristics once per unique set of heuristics threshold parameters! Ay yi yi...
|
||||
// Alternative 3: Don't support per-region heuristics at all; just accept them as a global only parameter.
|
||||
// Since this is pretty experimental, I haven't decided which alternative makes the most sense.
|
||||
if (this.m_closed)
|
||||
{
|
||||
if (!m_enabled || m_busy)
|
||||
return;
|
||||
}
|
||||
bool heuristicsRun = false;
|
||||
bool heuristicsPassed = false;
|
||||
if (!this.m_timerMap.ContainsKey((Timer) sender))
|
||||
|
||||
m_busy = true;
|
||||
if(m_doneFirst && m_KeepFilesForDays > 0)
|
||||
RemoveOldFiles();
|
||||
|
||||
foreach (IScene scene in m_Scenes)
|
||||
{
|
||||
m_log.Debug("[AUTO BACKUP]: Code-up error: timerMap doesn't contain timer " + sender);
|
||||
if (!m_enabled)
|
||||
return;
|
||||
DoRegionBackup(scene);
|
||||
}
|
||||
|
||||
List<IScene> tmap = this.m_timerMap[(Timer) sender];
|
||||
if (tmap != null && tmap.Count > 0)
|
||||
if (m_enabled)
|
||||
{
|
||||
foreach (IScene scene in tmap)
|
||||
{
|
||||
AutoBackupModuleState state = this.m_states[scene];
|
||||
bool heuristics = state.BusyCheck;
|
||||
|
||||
// Fast path: heuristics are on; already ran em; and sim is fine; OR, no heuristics for the region.
|
||||
if ((heuristics && heuristicsRun && heuristicsPassed) || !heuristics)
|
||||
{
|
||||
this.DoRegionBackup(scene);
|
||||
// Heuristics are on; ran but we're too busy -- keep going. Maybe another region will have heuristics off!
|
||||
}
|
||||
else if (heuristicsRun)
|
||||
{
|
||||
m_log.Info("[AUTO BACKUP]: Heuristics: too busy to backup " +
|
||||
scene.RegionInfo.RegionName + " right now.");
|
||||
continue;
|
||||
// Logical Deduction: heuristics are on but haven't been run
|
||||
}
|
||||
else
|
||||
{
|
||||
heuristicsPassed = this.RunHeuristics(scene);
|
||||
heuristicsRun = true;
|
||||
if (!heuristicsPassed)
|
||||
{
|
||||
m_log.Info("[AUTO BACKUP]: Heuristics: too busy to backup " +
|
||||
scene.RegionInfo.RegionName + " right now.");
|
||||
continue;
|
||||
}
|
||||
this.DoRegionBackup(scene);
|
||||
}
|
||||
|
||||
// Remove Old Backups
|
||||
this.RemoveOldFiles(state);
|
||||
}
|
||||
m_masterTimer.Start();
|
||||
m_busy = false;
|
||||
}
|
||||
|
||||
m_doneFirst = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -723,21 +479,29 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
|
||||
return;
|
||||
}
|
||||
|
||||
AutoBackupModuleState state = this.m_states[scene];
|
||||
m_busy = true;
|
||||
|
||||
AutoBackupModuleState state;
|
||||
if(!m_states.TryGetValue(scene, out state))
|
||||
return;
|
||||
|
||||
if(state == null || !state.Enabled)
|
||||
return;
|
||||
|
||||
IRegionArchiverModule iram = scene.RequestModuleInterface<IRegionArchiverModule>();
|
||||
if(iram == null)
|
||||
return;
|
||||
|
||||
string savePath = BuildOarPath(scene.RegionInfo.RegionName,
|
||||
state.BackupDir,
|
||||
m_backupDir,
|
||||
state.NamingType);
|
||||
if (savePath == null)
|
||||
{
|
||||
m_log.Warn("[AUTO BACKUP]: savePath is null in HandleElapsed");
|
||||
return;
|
||||
}
|
||||
Guid guid = Guid.NewGuid();
|
||||
m_pendingSaves.Add(guid, scene);
|
||||
state.LiveRequests.Add(guid, savePath);
|
||||
((Scene) scene).EventManager.OnOarFileSaved += new EventManager.OarFileSaved(EventManager_OnOarFileSaved);
|
||||
|
||||
Guid guid = Guid.NewGuid();
|
||||
m_log.Info("[AUTO BACKUP]: Backing up region " + scene.RegionInfo.RegionName);
|
||||
|
||||
// Must pass options, even if dictionary is empty!
|
||||
@@ -747,47 +511,37 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
|
||||
options["noassets"] = true;
|
||||
|
||||
iram.ArchiveRegion(savePath, guid, options);
|
||||
ExecuteScript(state.Script, savePath);
|
||||
}
|
||||
|
||||
// For the given state, remove backup files older than the states KeepFilesForDays property
|
||||
private void RemoveOldFiles(AutoBackupModuleState state)
|
||||
private void RemoveOldFiles()
|
||||
{
|
||||
// 0 Means Disabled, Keep Files Indefinitely
|
||||
if (state.KeepFilesForDays > 0)
|
||||
string[] files;
|
||||
try
|
||||
{
|
||||
string[] files = Directory.GetFiles(state.BackupDir, "*.oar");
|
||||
DateTime CuttOffDate = DateTime.Now.AddDays(0 - state.KeepFilesForDays);
|
||||
|
||||
foreach (string file in files)
|
||||
{
|
||||
try
|
||||
{
|
||||
FileInfo fi = new FileInfo(file);
|
||||
if (fi.CreationTime < CuttOffDate)
|
||||
fi.Delete();
|
||||
}
|
||||
catch (Exception Ex)
|
||||
{
|
||||
m_log.Error("[AUTO BACKUP]: Error deleting old backup file '" + file + "': " + Ex.Message);
|
||||
}
|
||||
}
|
||||
files = Directory.GetFiles(m_backupDir, "*.oar");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called by the Event Manager when the OnOarFileSaved event is fired.
|
||||
/// </summary>
|
||||
/// <param name="guid"></param>
|
||||
/// <param name="message"></param>
|
||||
void EventManager_OnOarFileSaved(Guid guid, string message)
|
||||
{
|
||||
// Ignore if the OAR save is being done by some other part of the system
|
||||
if (m_pendingSaves.ContainsKey(guid))
|
||||
catch (Exception Ex)
|
||||
{
|
||||
AutoBackupModuleState abms = m_states[(m_pendingSaves[guid])];
|
||||
ExecuteScript(abms.Script, abms.LiveRequests[guid]);
|
||||
m_pendingSaves.Remove(guid);
|
||||
abms.LiveRequests.Remove(guid);
|
||||
m_log.Error("[AUTO BACKUP]: Error reading backup folder " + m_backupDir + ": " + Ex.Message);
|
||||
return;
|
||||
}
|
||||
|
||||
DateTime CuttOffDate = DateTime.Now.AddDays(-m_KeepFilesForDays);
|
||||
|
||||
foreach (string file in files)
|
||||
{
|
||||
try
|
||||
{
|
||||
FileInfo fi = new FileInfo(file);
|
||||
if (fi.CreationTime < CuttOffDate)
|
||||
fi.Delete();
|
||||
}
|
||||
catch (Exception Ex)
|
||||
{
|
||||
m_log.Error("[AUTO BACKUP]: Error deleting old backup file '" + file + "': " + Ex.Message);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -817,63 +571,6 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
|
||||
return output;
|
||||
}
|
||||
|
||||
/// <summary>Return value of true ==> not too busy; false ==> too busy to backup an OAR right now, or error.</summary>
|
||||
private bool RunHeuristics(IScene region)
|
||||
{
|
||||
try
|
||||
{
|
||||
return this.RunTimeDilationHeuristic(region) && this.RunAgentLimitHeuristic(region);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Warn("[AUTO BACKUP]: Exception in RunHeuristics", e);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If the time dilation right at this instant is less than the threshold specified in AutoBackupDilationThreshold (default 0.5),
|
||||
/// then we return false and trip the busy heuristic's "too busy" path (i.e. don't save an OAR).
|
||||
/// AutoBackupDilationThreshold is a _LOWER BOUND_. Lower Time Dilation is bad, so if you go lower than our threshold, it's "too busy".
|
||||
/// </summary>
|
||||
/// <param name="region"></param>
|
||||
/// <returns>Returns true if we're not too busy; false means we've got worse time dilation than the threshold.</returns>
|
||||
private bool RunTimeDilationHeuristic(IScene region)
|
||||
{
|
||||
string regionName = region.RegionInfo.RegionName;
|
||||
return region.TimeDilation >=
|
||||
this.m_configSource.Configs["AutoBackupModule"].GetFloat(
|
||||
regionName + ".AutoBackupDilationThreshold", 0.5f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If the root agent count right at this instant is less than the threshold specified in AutoBackupAgentThreshold (default 10),
|
||||
/// then we return false and trip the busy heuristic's "too busy" path (i.e., don't save an OAR).
|
||||
/// AutoBackupAgentThreshold is an _UPPER BOUND_. Higher Agent Count is bad, so if you go higher than our threshold, it's "too busy".
|
||||
/// </summary>
|
||||
/// <param name="region"></param>
|
||||
/// <returns>Returns true if we're not too busy; false means we've got more agents on the sim than the threshold.</returns>
|
||||
private bool RunAgentLimitHeuristic(IScene region)
|
||||
{
|
||||
string regionName = region.RegionInfo.RegionName;
|
||||
try
|
||||
{
|
||||
Scene scene = (Scene) region;
|
||||
// TODO: Why isn't GetRootAgentCount() a method in the IScene interface? Seems generally useful...
|
||||
return scene.GetRootAgentCount() <=
|
||||
this.m_configSource.Configs["AutoBackupModule"].GetInt(
|
||||
regionName + ".AutoBackupAgentThreshold", 10);
|
||||
}
|
||||
catch (InvalidCastException ice)
|
||||
{
|
||||
m_log.Debug(
|
||||
"[AUTO BACKUP]: I NEED MAINTENANCE: IScene is not a Scene; can't get root agent count!",
|
||||
ice);
|
||||
return true;
|
||||
// Non-obstructionist safest answer...
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Run the script or executable specified by the "AutoBackupScript" config setting.
|
||||
/// Of course this is a security risk if you let anyone modify OpenSim.ini and they want to run some nasty bash script.
|
||||
@@ -919,18 +616,6 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
|
||||
" is yacking on stderr: " + e.Data);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Quickly stop all timers from firing.
|
||||
/// </summary>
|
||||
private void StopAllTimers()
|
||||
{
|
||||
foreach (Timer t in this.m_timerMap.Keys)
|
||||
{
|
||||
t.Close();
|
||||
}
|
||||
this.m_closed = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determine the next unique filename by number, for "Sequential" AutoBackupNamingType.
|
||||
/// </summary>
|
||||
@@ -1033,5 +718,3 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -38,26 +38,20 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
|
||||
///
|
||||
public class AutoBackupModuleState
|
||||
{
|
||||
private Dictionary<Guid, string> m_liveRequests = null;
|
||||
|
||||
public AutoBackupModuleState()
|
||||
{
|
||||
this.Enabled = false;
|
||||
this.BackupDir = ".";
|
||||
this.BusyCheck = true;
|
||||
this.SkipAssets = false;
|
||||
this.Timer = null;
|
||||
this.NamingType = NamingType.Time;
|
||||
this.Script = null;
|
||||
this.KeepFilesForDays = 0;
|
||||
Enabled = false;
|
||||
SkipAssets = false;
|
||||
NamingType = NamingType.Time;
|
||||
Script = null;
|
||||
}
|
||||
|
||||
public Dictionary<Guid, string> LiveRequests
|
||||
public AutoBackupModuleState(AutoBackupModuleState copyFrom)
|
||||
{
|
||||
get {
|
||||
return this.m_liveRequests ??
|
||||
(this.m_liveRequests = new Dictionary<Guid, string>(1));
|
||||
}
|
||||
Enabled = copyFrom.Enabled;
|
||||
SkipAssets = copyFrom.SkipAssets;
|
||||
NamingType = copyFrom.NamingType;
|
||||
Script = copyFrom.Script;
|
||||
}
|
||||
|
||||
public bool Enabled
|
||||
@@ -66,33 +60,6 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
|
||||
set;
|
||||
}
|
||||
|
||||
public System.Timers.Timer Timer
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public double IntervalMinutes
|
||||
{
|
||||
get
|
||||
{
|
||||
if (this.Timer == null)
|
||||
{
|
||||
return -1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
return this.Timer.Interval / 60000.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool BusyCheck
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public bool SkipAssets
|
||||
{
|
||||
get;
|
||||
@@ -105,36 +72,19 @@ namespace OpenSim.Region.OptionalModules.World.AutoBackup
|
||||
set;
|
||||
}
|
||||
|
||||
public string BackupDir
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public NamingType NamingType
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public int KeepFilesForDays
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public new string ToString()
|
||||
{
|
||||
string retval = "";
|
||||
|
||||
retval += "[AUTO BACKUP]: AutoBackup: " + (Enabled ? "ENABLED" : "DISABLED") + "\n";
|
||||
retval += "[AUTO BACKUP]: Interval: " + IntervalMinutes + " minutes" + "\n";
|
||||
retval += "[AUTO BACKUP]: Do Busy Check: " + (BusyCheck ? "Yes" : "No") + "\n";
|
||||
retval += "[AUTO BACKUP]: Naming Type: " + NamingType.ToString() + "\n";
|
||||
retval += "[AUTO BACKUP]: Backup Dir: " + BackupDir + "\n";
|
||||
retval += "[AUTO BACKUP]: Script: " + Script + "\n";
|
||||
return retval;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -27,8 +27,13 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using System.Timers;
|
||||
using System.Threading;
|
||||
using System.Xml;
|
||||
using System.Xml.Serialization;
|
||||
|
||||
using OpenMetaverse;
|
||||
using log4net;
|
||||
using Mono.Addins;
|
||||
@@ -38,9 +43,7 @@ using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
using System.Xml;
|
||||
using System.Xml.Serialization;
|
||||
using System.IO;
|
||||
using Timer= System.Timers.Timer;
|
||||
|
||||
namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
{
|
||||
@@ -48,7 +51,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
/// Version 2.02 - Still hacky
|
||||
/// </summary>
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "TreePopulatorModule")]
|
||||
public class TreePopulatorModule : INonSharedRegionModule, ICommandableModule, IVegetationModule
|
||||
public class TreePopulatorModule : INonSharedRegionModule, ICommandableModule
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private readonly Commander m_commander = new Commander("tree");
|
||||
@@ -82,20 +85,20 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
{
|
||||
Copse cp = (Copse)DeserializeObject(fileName);
|
||||
|
||||
this.m_name = cp.m_name;
|
||||
this.m_frozen = cp.m_frozen;
|
||||
this.m_tree_quantity = cp.m_tree_quantity;
|
||||
this.m_treeline_high = cp.m_treeline_high;
|
||||
this.m_treeline_low = cp.m_treeline_low;
|
||||
this.m_range = cp.m_range;
|
||||
this.m_tree_type = cp.m_tree_type;
|
||||
this.m_seed_point = cp.m_seed_point;
|
||||
this.m_initial_scale = cp.m_initial_scale;
|
||||
this.m_maximum_scale = cp.m_maximum_scale;
|
||||
this.m_initial_scale = cp.m_initial_scale;
|
||||
this.m_rate = cp.m_rate;
|
||||
this.m_planted = planted;
|
||||
this.m_trees = new List<UUID>();
|
||||
m_name = cp.m_name;
|
||||
m_frozen = cp.m_frozen;
|
||||
m_tree_quantity = cp.m_tree_quantity;
|
||||
m_treeline_high = cp.m_treeline_high;
|
||||
m_treeline_low = cp.m_treeline_low;
|
||||
m_range = cp.m_range;
|
||||
m_tree_type = cp.m_tree_type;
|
||||
m_seed_point = cp.m_seed_point;
|
||||
m_initial_scale = cp.m_initial_scale;
|
||||
m_maximum_scale = cp.m_maximum_scale;
|
||||
m_initial_scale = cp.m_initial_scale;
|
||||
m_rate = cp.m_rate;
|
||||
m_planted = planted;
|
||||
m_trees = new List<UUID>();
|
||||
}
|
||||
|
||||
public Copse(string copsedef)
|
||||
@@ -103,61 +106,63 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
char[] delimiterChars = {':', ';'};
|
||||
string[] field = copsedef.Split(delimiterChars);
|
||||
|
||||
this.m_name = field[1].Trim();
|
||||
this.m_frozen = (copsedef[0] == 'F');
|
||||
this.m_tree_quantity = int.Parse(field[2]);
|
||||
this.m_treeline_high = float.Parse(field[3], Culture.NumberFormatInfo);
|
||||
this.m_treeline_low = float.Parse(field[4], Culture.NumberFormatInfo);
|
||||
this.m_range = double.Parse(field[5], Culture.NumberFormatInfo);
|
||||
this.m_tree_type = (Tree) Enum.Parse(typeof(Tree),field[6]);
|
||||
this.m_seed_point = Vector3.Parse(field[7]);
|
||||
this.m_initial_scale = Vector3.Parse(field[8]);
|
||||
this.m_maximum_scale = Vector3.Parse(field[9]);
|
||||
this.m_rate = Vector3.Parse(field[10]);
|
||||
this.m_planted = true;
|
||||
this.m_trees = new List<UUID>();
|
||||
m_name = field[1].Trim();
|
||||
m_frozen = (copsedef[0] == 'F');
|
||||
m_tree_quantity = int.Parse(field[2]);
|
||||
m_treeline_high = float.Parse(field[3], Culture.NumberFormatInfo);
|
||||
m_treeline_low = float.Parse(field[4], Culture.NumberFormatInfo);
|
||||
m_range = double.Parse(field[5], Culture.NumberFormatInfo);
|
||||
m_tree_type = (Tree) Enum.Parse(typeof(Tree),field[6]);
|
||||
m_seed_point = Vector3.Parse(field[7]);
|
||||
m_initial_scale = Vector3.Parse(field[8]);
|
||||
m_maximum_scale = Vector3.Parse(field[9]);
|
||||
m_rate = Vector3.Parse(field[10]);
|
||||
m_planted = true;
|
||||
m_trees = new List<UUID>();
|
||||
}
|
||||
|
||||
public Copse(string name, int quantity, float high, float low, double range, Vector3 point, Tree type, Vector3 scale, Vector3 max_scale, Vector3 rate, List<UUID> trees)
|
||||
{
|
||||
this.m_name = name;
|
||||
this.m_frozen = false;
|
||||
this.m_tree_quantity = quantity;
|
||||
this.m_treeline_high = high;
|
||||
this.m_treeline_low = low;
|
||||
this.m_range = range;
|
||||
this.m_tree_type = type;
|
||||
this.m_seed_point = point;
|
||||
this.m_initial_scale = scale;
|
||||
this.m_maximum_scale = max_scale;
|
||||
this.m_rate = rate;
|
||||
this.m_planted = false;
|
||||
this.m_trees = trees;
|
||||
m_name = name;
|
||||
m_frozen = false;
|
||||
m_tree_quantity = quantity;
|
||||
m_treeline_high = high;
|
||||
m_treeline_low = low;
|
||||
m_range = range;
|
||||
m_tree_type = type;
|
||||
m_seed_point = point;
|
||||
m_initial_scale = scale;
|
||||
m_maximum_scale = max_scale;
|
||||
m_rate = rate;
|
||||
m_planted = false;
|
||||
m_trees = trees;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
string frozen = (this.m_frozen ? "F" : "A");
|
||||
string frozen = (m_frozen ? "F" : "A");
|
||||
|
||||
return string.Format("{0}TPM: {1}; {2}; {3:0.0}; {4:0.0}; {5:0.0}; {6}; {7:0.0}; {8:0.0}; {9:0.0}; {10:0.00};",
|
||||
frozen,
|
||||
this.m_name,
|
||||
this.m_tree_quantity,
|
||||
this.m_treeline_high,
|
||||
this.m_treeline_low,
|
||||
this.m_range,
|
||||
this.m_tree_type,
|
||||
this.m_seed_point.ToString(),
|
||||
this.m_initial_scale.ToString(),
|
||||
this.m_maximum_scale.ToString(),
|
||||
this.m_rate.ToString());
|
||||
m_name,
|
||||
m_tree_quantity,
|
||||
m_treeline_high,
|
||||
m_treeline_low,
|
||||
m_range,
|
||||
m_tree_type,
|
||||
m_seed_point.ToString(),
|
||||
m_initial_scale.ToString(),
|
||||
m_maximum_scale.ToString(),
|
||||
m_rate.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
private List<Copse> m_copse;
|
||||
|
||||
private List<Copse> m_copses = new List<Copse>();
|
||||
private object mylock;
|
||||
private double m_update_ms = 1000.0; // msec between updates
|
||||
private bool m_active_trees = false;
|
||||
private bool m_enabled = true; // original default
|
||||
private bool m_allowGrow = true; // original default
|
||||
|
||||
Timer CalculateTrees;
|
||||
|
||||
@@ -174,51 +179,51 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
|
||||
public void Initialise(IConfigSource config)
|
||||
{
|
||||
|
||||
// ini file settings
|
||||
try
|
||||
IConfig moduleConfig = config.Configs["Trees"];
|
||||
if (moduleConfig != null)
|
||||
{
|
||||
m_active_trees = config.Configs["Trees"].GetBoolean("active_trees", m_active_trees);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
m_log.Debug("[TREES]: ini failure for active_trees - using default");
|
||||
m_enabled = moduleConfig.GetBoolean("enabled", m_enabled);
|
||||
m_active_trees = moduleConfig.GetBoolean("active_trees", m_active_trees);
|
||||
m_allowGrow = moduleConfig.GetBoolean("allowGrow", m_allowGrow);
|
||||
m_update_ms = moduleConfig.GetDouble("update_rate", m_update_ms);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
m_update_ms = config.Configs["Trees"].GetDouble("update_rate", m_update_ms);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
m_log.Debug("[TREES]: ini failure for update_rate - using default");
|
||||
}
|
||||
if(!m_enabled)
|
||||
return;
|
||||
|
||||
m_copses = new List<Copse>();
|
||||
mylock = new object();
|
||||
|
||||
InstallCommands();
|
||||
|
||||
m_log.Debug("[TREES]: Initialised tree module");
|
||||
m_log.Debug("[TREES]: Initialised tree populator module");
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
{
|
||||
if(!m_enabled)
|
||||
return;
|
||||
m_scene = scene;
|
||||
m_scene.RegisterModuleCommander(m_commander);
|
||||
m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
|
||||
|
||||
m_scene.EventManager.OnPrimsLoaded += EventManager_OnPrimsLoaded;
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene scene)
|
||||
{
|
||||
}
|
||||
if(!m_enabled)
|
||||
return;
|
||||
if(m_active_trees && CalculateTrees != null)
|
||||
{
|
||||
CalculateTrees.Dispose();
|
||||
CalculateTrees = null;
|
||||
}
|
||||
m_scene.EventManager.OnPluginConsole -= EventManager_OnPluginConsole;
|
||||
m_scene.EventManager.OnPrimsLoaded -= EventManager_OnPrimsLoaded;
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene scene)
|
||||
{
|
||||
ReloadCopse();
|
||||
if (m_copse.Count > 0)
|
||||
m_log.Info("[TREES]: Copse load complete");
|
||||
|
||||
if (m_active_trees)
|
||||
activeizeTreeze(true);
|
||||
}
|
||||
|
||||
public void Close()
|
||||
@@ -240,6 +245,16 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
|
||||
//--------------------------------------------------------------
|
||||
|
||||
private void EventManager_OnPrimsLoaded(Scene s)
|
||||
{
|
||||
ReloadCopse();
|
||||
if (m_copses.Count > 0)
|
||||
m_log.Info("[TREES]: Copses loaded" );
|
||||
|
||||
if (m_active_trees)
|
||||
activeizeTreeze(true);
|
||||
}
|
||||
|
||||
#region ICommandableModule Members
|
||||
|
||||
private void HandleTreeActive(Object[] args)
|
||||
@@ -267,25 +282,57 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
string copsename = ((string)args[0]).Trim();
|
||||
Boolean freezeState = (Boolean) args[1];
|
||||
|
||||
foreach (Copse cp in m_copse)
|
||||
lock(mylock)
|
||||
{
|
||||
if (cp.m_name == copsename && (!cp.m_frozen && freezeState || cp.m_frozen && !freezeState))
|
||||
foreach (Copse cp in m_copses)
|
||||
{
|
||||
cp.m_frozen = freezeState;
|
||||
foreach (UUID tree in cp.m_trees)
|
||||
{
|
||||
SceneObjectPart sop = ((SceneObjectGroup)m_scene.Entities[tree]).RootPart;
|
||||
sop.Name = (freezeState ? sop.Name.Replace("ATPM", "FTPM") : sop.Name.Replace("FTPM", "ATPM"));
|
||||
sop.ParentGroup.HasGroupChanged = true;
|
||||
}
|
||||
if (cp.m_name != copsename)
|
||||
continue;
|
||||
|
||||
m_log.InfoFormat("[TREES]: Activity for copse {0} is frozen {1}", copsename, freezeState);
|
||||
return;
|
||||
}
|
||||
else if (cp.m_name == copsename && (cp.m_frozen && freezeState || !cp.m_frozen && !freezeState))
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Copse {0} is already in the requested freeze state", copsename);
|
||||
return;
|
||||
if(!cp.m_frozen && freezeState || cp.m_frozen && !freezeState)
|
||||
{
|
||||
cp.m_frozen = freezeState;
|
||||
List<UUID> losttrees = new List<UUID>();
|
||||
foreach (UUID tree in cp.m_trees)
|
||||
{
|
||||
SceneObjectGroup sog = m_scene.GetSceneObjectGroup(tree);
|
||||
if(sog != null && !sog.IsDeleted)
|
||||
{
|
||||
SceneObjectPart sop = sog.RootPart;
|
||||
string name = sop.Name;
|
||||
if(freezeState)
|
||||
{
|
||||
if(name.StartsWith("FTPM"))
|
||||
continue;
|
||||
if(!name.StartsWith("ATPM"))
|
||||
continue;
|
||||
sop.Name = sop.Name.Replace("ATPM", "FTPM");
|
||||
}
|
||||
else
|
||||
{
|
||||
if(name.StartsWith("ATPM"))
|
||||
continue;
|
||||
if(!name.StartsWith("FTPM"))
|
||||
continue;
|
||||
sop.Name = sop.Name.Replace("FTPM", "ATPM");
|
||||
}
|
||||
sop.ParentGroup.HasGroupChanged = true;
|
||||
sog.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
else
|
||||
losttrees.Add(tree);
|
||||
}
|
||||
foreach (UUID tree in losttrees)
|
||||
cp.m_trees.Remove(tree);
|
||||
|
||||
m_log.InfoFormat("[TREES]: Activity for copse {0} is frozen {1}", copsename, freezeState);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Copse {0} is already in the requested freeze state", copsename);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
m_log.InfoFormat("[TREES]: Copse {0} was not found - command failed", copsename);
|
||||
@@ -297,17 +344,21 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
|
||||
m_log.InfoFormat("[TREES]: Loading copse definition....");
|
||||
|
||||
copse = new Copse(((string)args[0]), false);
|
||||
foreach (Copse cp in m_copse)
|
||||
lock(mylock)
|
||||
{
|
||||
if (cp.m_name == copse.m_name)
|
||||
copse = new Copse(((string)args[0]), false);
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Copse: {0} is already defined - command failed", copse.m_name);
|
||||
return;
|
||||
foreach (Copse cp in m_copses)
|
||||
{
|
||||
if (cp.m_name == copse.m_name)
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Copse: {0} is already defined - command failed", copse.m_name);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
m_copses.Add(copse);
|
||||
}
|
||||
|
||||
m_copse.Add(copse);
|
||||
m_log.InfoFormat("[TREES]: Loaded copse: {0}", copse.ToString());
|
||||
}
|
||||
|
||||
@@ -318,20 +369,24 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
m_log.InfoFormat("[TREES]: New tree planting for copse {0}", copsename);
|
||||
UUID uuid = m_scene.RegionInfo.EstateSettings.EstateOwner;
|
||||
|
||||
foreach (Copse copse in m_copse)
|
||||
lock(mylock)
|
||||
{
|
||||
if (copse.m_name == copsename)
|
||||
foreach (Copse copse in m_copses)
|
||||
{
|
||||
if (!copse.m_planted)
|
||||
if (copse.m_name == copsename)
|
||||
{
|
||||
// The first tree for a copse is created here
|
||||
CreateTree(uuid, copse, copse.m_seed_point);
|
||||
copse.m_planted = true;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Copse {0} has already been planted", copsename);
|
||||
if (!copse.m_planted)
|
||||
{
|
||||
// The first tree for a copse is created here
|
||||
CreateTree(uuid, copse, copse.m_seed_point, true);
|
||||
copse.m_planted = true;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Copse {0} has already been planted", copsename);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -376,45 +431,49 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
string copsename = ((string)args[0]).Trim();
|
||||
Copse copseIdentity = null;
|
||||
|
||||
foreach (Copse cp in m_copse)
|
||||
lock(mylock)
|
||||
{
|
||||
if (cp.m_name == copsename)
|
||||
foreach (Copse cp in m_copses)
|
||||
{
|
||||
copseIdentity = cp;
|
||||
if (cp.m_name == copsename)
|
||||
{
|
||||
copseIdentity = cp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (copseIdentity != null)
|
||||
{
|
||||
foreach (UUID tree in copseIdentity.m_trees)
|
||||
if (copseIdentity != null)
|
||||
{
|
||||
if (m_scene.Entities.ContainsKey(tree))
|
||||
foreach (UUID tree in copseIdentity.m_trees)
|
||||
{
|
||||
SceneObjectPart selectedTree = ((SceneObjectGroup)m_scene.Entities[tree]).RootPart;
|
||||
// Delete tree and alert clients (not silent)
|
||||
m_scene.DeleteSceneObject(selectedTree.ParentGroup, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat("[TREES]: Tree not in scene {0}", tree);
|
||||
if (m_scene.Entities.ContainsKey(tree))
|
||||
{
|
||||
SceneObjectPart selectedTree = ((SceneObjectGroup)m_scene.Entities[tree]).RootPart;
|
||||
// Delete tree and alert clients (not silent)
|
||||
m_scene.DeleteSceneObject(selectedTree.ParentGroup, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat("[TREES]: Tree not in scene {0}", tree);
|
||||
}
|
||||
}
|
||||
copseIdentity.m_trees = null;
|
||||
m_copses.Remove(copseIdentity);
|
||||
m_log.InfoFormat("[TREES]: Copse {0} has been removed", copsename);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Copse {0} was not found - command failed", copsename);
|
||||
}
|
||||
copseIdentity.m_trees = new List<UUID>();
|
||||
m_copse.Remove(copseIdentity);
|
||||
m_log.InfoFormat("[TREES]: Copse {0} has been removed", copsename);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Copse {0} was not found - command failed", copsename);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleTreeStatistics(Object[] args)
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Activity State: {0}; Update Rate: {1}", m_active_trees, m_update_ms);
|
||||
foreach (Copse cp in m_copse)
|
||||
m_log.InfoFormat("[TREES]: region {0}:", m_scene.Name);
|
||||
m_log.InfoFormat("[TREES]: Activity State: {0}; Update Rate: {1}", m_active_trees, m_update_ms);
|
||||
foreach (Copse cp in m_copses)
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Copse {0}; {1} trees; frozen {2}", cp.m_name, cp.m_trees.Count, cp.m_frozen);
|
||||
m_log.InfoFormat("[TREES]: Copse {0}; {1} trees; frozen {2}", cp.m_name, cp.m_trees.Count, cp.m_frozen);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -442,7 +501,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
treeRateCommand.AddArgument("updateRate", "The required update rate (minimum 1000.0)", "Double");
|
||||
|
||||
Command treeReloadCommand =
|
||||
new Command("reload", CommandIntentions.COMMAND_HAZARDOUS, HandleTreeReload, "Reload copse definitions from the in-scene trees");
|
||||
new Command("reload", CommandIntentions.COMMAND_HAZARDOUS, HandleTreeReload, "Reload copses from the in-scene trees");
|
||||
|
||||
Command treeRemoveCommand =
|
||||
new Command("remove", CommandIntentions.COMMAND_HAZARDOUS, HandleTreeRemove, "Remove a copse definition and all its in-scene trees");
|
||||
@@ -499,34 +558,17 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
treeShape.Scale = scale;
|
||||
treeShape.State = (byte)treeType;
|
||||
|
||||
return m_scene.AddNewPrim(uuid, groupID, position, rotation, treeShape);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region IEntityCreator Members
|
||||
|
||||
protected static readonly PCode[] creationCapabilities = new PCode[] { PCode.NewTree, PCode.Tree };
|
||||
public PCode[] CreationCapabilities { get { return creationCapabilities; } }
|
||||
|
||||
public SceneObjectGroup CreateEntity(
|
||||
UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
|
||||
{
|
||||
if (Array.IndexOf(creationCapabilities, (PCode)shape.PCode) < 0)
|
||||
{
|
||||
m_log.DebugFormat("[VEGETATION]: PCode {0} not handled by {1}", shape.PCode, Name);
|
||||
return null;
|
||||
}
|
||||
|
||||
SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
|
||||
SceneObjectPart rootPart = sceneObject.GetPart(sceneObject.UUID);
|
||||
SceneObjectGroup sog = new SceneObjectGroup(uuid, position, rotation, treeShape);
|
||||
SceneObjectPart rootPart = sog.RootPart;
|
||||
|
||||
rootPart.AddFlag(PrimFlags.Phantom);
|
||||
|
||||
sceneObject.SetGroup(groupID, null);
|
||||
m_scene.AddNewSceneObject(sceneObject, true);
|
||||
sceneObject.InvalidateEffectivePerms();
|
||||
return sceneObject;
|
||||
sog.SetGroup(groupID, null);
|
||||
m_scene.AddNewSceneObject(sog, true, false);
|
||||
sog.IsSelected = false;
|
||||
rootPart.IsSelected = false;
|
||||
sog.InvalidateEffectivePerms();
|
||||
return sog;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -569,26 +611,27 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
|
||||
private void ReloadCopse()
|
||||
{
|
||||
m_copse = new List<Copse>();
|
||||
m_copses = new List<Copse>();
|
||||
|
||||
EntityBase[] objs = m_scene.GetEntities();
|
||||
foreach (EntityBase obj in objs)
|
||||
List<SceneObjectGroup> grps = m_scene.GetSceneObjectGroups();
|
||||
foreach (SceneObjectGroup grp in grps)
|
||||
{
|
||||
if (obj is SceneObjectGroup)
|
||||
if(grp.RootPart.Shape.PCode != (byte)PCode.NewTree && grp.RootPart.Shape.PCode != (byte)PCode.Tree)
|
||||
continue;
|
||||
|
||||
if (grp.Name.Length > 5 && (grp.Name.Substring(0, 5) == "ATPM:" || grp.Name.Substring(0, 5) == "FTPM:"))
|
||||
{
|
||||
SceneObjectGroup grp = (SceneObjectGroup)obj;
|
||||
|
||||
if (grp.Name.Length > 5 && (grp.Name.Substring(0, 5) == "ATPM:" || grp.Name.Substring(0, 5) == "FTPM:"))
|
||||
// Create a new copse definition or add uuid to an existing definition
|
||||
try
|
||||
{
|
||||
// Create a new copse definition or add uuid to an existing definition
|
||||
try
|
||||
{
|
||||
Boolean copsefound = false;
|
||||
Copse copse = new Copse(grp.Name);
|
||||
Boolean copsefound = false;
|
||||
Copse grpcopse = new Copse(grp.Name);
|
||||
|
||||
foreach (Copse cp in m_copse)
|
||||
lock(mylock)
|
||||
{
|
||||
foreach (Copse cp in m_copses)
|
||||
{
|
||||
if (cp.m_name == copse.m_name)
|
||||
if (cp.m_name == grpcopse.m_name)
|
||||
{
|
||||
copsefound = true;
|
||||
cp.m_trees.Add(grp.UUID);
|
||||
@@ -598,15 +641,15 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
|
||||
if (!copsefound)
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Found copse {0}", grp.Name);
|
||||
m_copse.Add(copse);
|
||||
copse.m_trees.Add(grp.UUID);
|
||||
m_log.InfoFormat("[TREES]: adding copse {0}", grpcopse.m_name);
|
||||
grpcopse.m_trees.Add(grp.UUID);
|
||||
m_copses.Add(grpcopse);
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Ill formed copse definition {0} - ignoring", grp.Name);
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
m_log.InfoFormat("[TREES]: Ill formed copse definition {0} - ignoring", grp.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -617,8 +660,10 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
{
|
||||
if (activeYN)
|
||||
{
|
||||
CalculateTrees = new Timer(m_update_ms);
|
||||
if(CalculateTrees == null)
|
||||
CalculateTrees = new Timer(m_update_ms);
|
||||
CalculateTrees.Elapsed += CalculateTrees_Elapsed;
|
||||
CalculateTrees.AutoReset = false;
|
||||
CalculateTrees.Start();
|
||||
}
|
||||
else
|
||||
@@ -629,154 +674,251 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
|
||||
private void growTrees()
|
||||
{
|
||||
foreach (Copse copse in m_copse)
|
||||
{
|
||||
if (!copse.m_frozen)
|
||||
{
|
||||
foreach (UUID tree in copse.m_trees)
|
||||
{
|
||||
if (m_scene.Entities.ContainsKey(tree))
|
||||
{
|
||||
SceneObjectPart s_tree = ((SceneObjectGroup)m_scene.Entities[tree]).RootPart;
|
||||
if(!m_allowGrow)
|
||||
return;
|
||||
|
||||
if (s_tree.Scale.X < copse.m_maximum_scale.X && s_tree.Scale.Y < copse.m_maximum_scale.Y && s_tree.Scale.Z < copse.m_maximum_scale.Z)
|
||||
{
|
||||
s_tree.Scale += copse.m_rate;
|
||||
s_tree.ParentGroup.HasGroupChanged = true;
|
||||
s_tree.ScheduleFullUpdate();
|
||||
}
|
||||
}
|
||||
else
|
||||
foreach (Copse copse in m_copses)
|
||||
{
|
||||
if (copse.m_frozen)
|
||||
continue;
|
||||
|
||||
if(copse.m_trees.Count == 0)
|
||||
continue;
|
||||
|
||||
float maxscale = copse.m_maximum_scale.Z;
|
||||
float ratescale = 1.0f;
|
||||
List<UUID> losttrees = new List<UUID>();
|
||||
foreach (UUID tree in copse.m_trees)
|
||||
{
|
||||
SceneObjectGroup sog = m_scene.GetSceneObjectGroup(tree);
|
||||
|
||||
if (sog != null && !sog.IsDeleted)
|
||||
{
|
||||
SceneObjectPart s_tree = sog.RootPart;
|
||||
if (s_tree.Scale.Z < maxscale)
|
||||
{
|
||||
m_log.DebugFormat("[TREES]: Tree not in scene {0}", tree);
|
||||
ratescale = (float)Util.RandomClass.NextDouble();
|
||||
if(ratescale < 0.2f)
|
||||
ratescale = 0.2f;
|
||||
s_tree.Scale += copse.m_rate * ratescale;
|
||||
sog.HasGroupChanged = true;
|
||||
s_tree.ScheduleFullUpdate();
|
||||
}
|
||||
}
|
||||
else
|
||||
losttrees.Add(tree);
|
||||
}
|
||||
|
||||
foreach (UUID tree in losttrees)
|
||||
copse.m_trees.Remove(tree);
|
||||
}
|
||||
}
|
||||
|
||||
private void seedTrees()
|
||||
{
|
||||
foreach (Copse copse in m_copse)
|
||||
foreach (Copse copse in m_copses)
|
||||
{
|
||||
if (!copse.m_frozen)
|
||||
{
|
||||
foreach (UUID tree in copse.m_trees)
|
||||
{
|
||||
if (m_scene.Entities.ContainsKey(tree))
|
||||
{
|
||||
SceneObjectPart s_tree = ((SceneObjectGroup)m_scene.Entities[tree]).RootPart;
|
||||
if (copse.m_frozen)
|
||||
continue;
|
||||
|
||||
if (copse.m_trees.Count < copse.m_tree_quantity)
|
||||
{
|
||||
// Tree has grown enough to seed if it has grown by at least 25% of seeded to full grown height
|
||||
if (s_tree.Scale.Z > copse.m_initial_scale.Z + (copse.m_maximum_scale.Z - copse.m_initial_scale.Z) / 4.0)
|
||||
{
|
||||
if (Util.RandomClass.NextDouble() > 0.75)
|
||||
{
|
||||
SpawnChild(copse, s_tree);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat("[TREES]: Tree not in scene {0}", tree);
|
||||
}
|
||||
if(copse.m_trees.Count == 0)
|
||||
return;
|
||||
|
||||
bool low = copse.m_trees.Count < (int)(copse.m_tree_quantity * 0.8f);
|
||||
|
||||
if (!low && Util.RandomClass.NextDouble() < 0.75)
|
||||
return;
|
||||
|
||||
int maxbirths = (int)(copse.m_tree_quantity) - copse.m_trees.Count;
|
||||
if(maxbirths <= 1)
|
||||
return;
|
||||
|
||||
if(maxbirths > 20)
|
||||
maxbirths = 20;
|
||||
|
||||
float minscale = 0;
|
||||
if(!low && m_allowGrow)
|
||||
minscale = copse.m_maximum_scale.Z * 0.75f;;
|
||||
|
||||
int i = 0;
|
||||
UUID[] current = copse.m_trees.ToArray();
|
||||
while(--maxbirths > 0)
|
||||
{
|
||||
if(current.Length > 1)
|
||||
i = Util.RandomClass.Next(current.Length -1);
|
||||
|
||||
UUID tree = current[i];
|
||||
SceneObjectGroup sog = m_scene.GetSceneObjectGroup(tree);
|
||||
|
||||
if (sog != null && !sog.IsDeleted)
|
||||
{
|
||||
SceneObjectPart s_tree = sog.RootPart;
|
||||
|
||||
// Tree has grown enough to seed if it has grown by at least 25% of seeded to full grown height
|
||||
if (s_tree.Scale.Z > minscale)
|
||||
SpawnChild(copse, s_tree, true);
|
||||
}
|
||||
}
|
||||
else if(copse.m_trees.Contains(tree))
|
||||
copse.m_trees.Remove(tree);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void killTrees()
|
||||
{
|
||||
foreach (Copse copse in m_copse)
|
||||
foreach (Copse copse in m_copses)
|
||||
{
|
||||
if (!copse.m_frozen && copse.m_trees.Count >= copse.m_tree_quantity)
|
||||
if (copse.m_frozen)
|
||||
continue;
|
||||
|
||||
if (Util.RandomClass.NextDouble() < 0.25)
|
||||
return;
|
||||
|
||||
int maxbdeaths = copse.m_trees.Count - (int)(copse.m_tree_quantity * .98f) ;
|
||||
if(maxbdeaths < 1)
|
||||
return;
|
||||
|
||||
float odds;
|
||||
float scale = 1.0f / copse.m_maximum_scale.Z;
|
||||
|
||||
int ntries = maxbdeaths * 4;
|
||||
while(ntries-- > 0 )
|
||||
{
|
||||
foreach (UUID tree in copse.m_trees)
|
||||
int next = 0;
|
||||
if (copse.m_trees.Count > 1)
|
||||
next = Util.RandomClass.Next(copse.m_trees.Count - 1);
|
||||
UUID tree = copse.m_trees[next];
|
||||
SceneObjectGroup sog = m_scene.GetSceneObjectGroup(tree);
|
||||
if (sog != null && !sog.IsDeleted)
|
||||
{
|
||||
double killLikelyhood = 0.0;
|
||||
|
||||
if (m_scene.Entities.ContainsKey(tree))
|
||||
if(m_allowGrow)
|
||||
{
|
||||
SceneObjectPart selectedTree = ((SceneObjectGroup)m_scene.Entities[tree]).RootPart;
|
||||
double selectedTreeScale = Math.Sqrt(Math.Pow(selectedTree.Scale.X, 2) +
|
||||
Math.Pow(selectedTree.Scale.Y, 2) +
|
||||
Math.Pow(selectedTree.Scale.Z, 2));
|
||||
|
||||
foreach (UUID picktree in copse.m_trees)
|
||||
{
|
||||
if (picktree != tree)
|
||||
{
|
||||
SceneObjectPart pickedTree = ((SceneObjectGroup)m_scene.Entities[picktree]).RootPart;
|
||||
|
||||
double pickedTreeScale = Math.Sqrt(Math.Pow(pickedTree.Scale.X, 2) +
|
||||
Math.Pow(pickedTree.Scale.Y, 2) +
|
||||
Math.Pow(pickedTree.Scale.Z, 2));
|
||||
|
||||
double pickedTreeDistance = Vector3.Distance(pickedTree.AbsolutePosition, selectedTree.AbsolutePosition);
|
||||
|
||||
killLikelyhood += (selectedTreeScale / (pickedTreeScale * pickedTreeDistance)) * 0.1;
|
||||
}
|
||||
}
|
||||
|
||||
if (Util.RandomClass.NextDouble() < killLikelyhood)
|
||||
{
|
||||
// Delete tree and alert clients (not silent)
|
||||
m_scene.DeleteSceneObject(selectedTree.ParentGroup, false);
|
||||
copse.m_trees.Remove(selectedTree.ParentGroup.UUID);
|
||||
break;
|
||||
}
|
||||
odds = sog.RootPart.Scale.Z * scale;
|
||||
odds = odds * odds * odds;
|
||||
odds *= (float)Util.RandomClass.NextDouble();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat("[TREES]: Tree not in scene {0}", tree);
|
||||
odds = (float)Util.RandomClass.NextDouble();
|
||||
odds = odds * odds * odds;
|
||||
}
|
||||
|
||||
if(odds > 0.9f)
|
||||
{
|
||||
m_scene.DeleteSceneObject(sog, false);
|
||||
if(maxbdeaths <= 0)
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
copse.m_trees.Remove(tree);
|
||||
if(copse.m_trees.Count - (int)(copse.m_tree_quantity * .98f) <= 0 )
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnChild(Copse copse, SceneObjectPart s_tree)
|
||||
private void SpawnChild(Copse copse, SceneObjectPart s_tree, bool low)
|
||||
{
|
||||
Vector3 position = new Vector3();
|
||||
|
||||
double randX = ((Util.RandomClass.NextDouble() * 2.0) - 1.0) * (s_tree.Scale.X * 3);
|
||||
double randY = ((Util.RandomClass.NextDouble() * 2.0) - 1.0) * (s_tree.Scale.X * 3);
|
||||
|
||||
|
||||
float randX = copse.m_maximum_scale.X * 1.25f;
|
||||
float randY = copse.m_maximum_scale.Y * 1.25f;
|
||||
|
||||
float r = (float)Util.RandomClass.NextDouble();
|
||||
randX *= 2.0f * r - 1.0f;
|
||||
position.X = s_tree.AbsolutePosition.X + (float)randX;
|
||||
|
||||
r = (float)Util.RandomClass.NextDouble();
|
||||
randY *= 2.0f * r - 1.0f;
|
||||
position.Y = s_tree.AbsolutePosition.Y + (float)randY;
|
||||
|
||||
if (position.X <= (m_scene.RegionInfo.RegionSizeX - 1) && position.X >= 0 &&
|
||||
position.Y <= (m_scene.RegionInfo.RegionSizeY - 1) && position.Y >= 0 &&
|
||||
Util.GetDistanceTo(position, copse.m_seed_point) <= copse.m_range)
|
||||
{
|
||||
UUID uuid = m_scene.RegionInfo.EstateSettings.EstateOwner;
|
||||
if (position.X > (m_scene.RegionInfo.RegionSizeX - 1) || position.X <= 0 ||
|
||||
position.Y > (m_scene.RegionInfo.RegionSizeY - 1) || position.Y <= 0)
|
||||
return;
|
||||
|
||||
CreateTree(uuid, copse, position);
|
||||
}
|
||||
randX = position.X - copse.m_seed_point.X;
|
||||
randX *= randX;
|
||||
randY = position.Y - copse.m_seed_point.Y;
|
||||
randY *= randY;
|
||||
randX += randY;
|
||||
|
||||
if(randX > copse.m_range * copse.m_range)
|
||||
return;
|
||||
|
||||
UUID uuid = m_scene.RegionInfo.EstateSettings.EstateOwner;
|
||||
CreateTree(uuid, copse, position, low);
|
||||
}
|
||||
|
||||
private void CreateTree(UUID uuid, Copse copse, Vector3 position)
|
||||
private void CreateTree(UUID uuid, Copse copse, Vector3 position, bool randomScale)
|
||||
{
|
||||
|
||||
position.Z = (float)m_scene.Heightmap[(int)position.X, (int)position.Y];
|
||||
if (position.Z >= copse.m_treeline_low && position.Z <= copse.m_treeline_high)
|
||||
{
|
||||
SceneObjectGroup tree = AddTree(uuid, UUID.Zero, copse.m_initial_scale, Quaternion.Identity, position, copse.m_tree_type, false);
|
||||
if (position.Z < copse.m_treeline_low || position.Z > copse.m_treeline_high)
|
||||
return;
|
||||
|
||||
tree.Name = copse.ToString();
|
||||
copse.m_trees.Add(tree.UUID);
|
||||
tree.SendGroupFullUpdate();
|
||||
Vector3 scale = copse.m_initial_scale;
|
||||
if(randomScale)
|
||||
{
|
||||
try
|
||||
{
|
||||
float t;
|
||||
float r = (float)Util.RandomClass.NextDouble();
|
||||
r *= (float)Util.RandomClass.NextDouble();
|
||||
r *= (float)Util.RandomClass.NextDouble();
|
||||
|
||||
t = copse.m_maximum_scale.X / copse.m_initial_scale.X;
|
||||
if(t < 1.0)
|
||||
t = 1 / t;
|
||||
t = t * r + 1.0f;
|
||||
scale.X *= t;
|
||||
|
||||
t = copse.m_maximum_scale.Y / copse.m_initial_scale.Y;
|
||||
if(t < 1.0)
|
||||
t = 1 / t;
|
||||
t = t * r + 1.0f;
|
||||
scale.Y *= t;
|
||||
|
||||
t = copse.m_maximum_scale.Z / copse.m_initial_scale.Z;
|
||||
if(t < 1.0)
|
||||
t = 1 / t;
|
||||
t = t * r + 1.0f;
|
||||
scale.Z *= t;
|
||||
}
|
||||
catch
|
||||
{
|
||||
scale = copse.m_initial_scale;
|
||||
}
|
||||
}
|
||||
|
||||
SceneObjectGroup tree = AddTree(uuid, UUID.Zero, scale, Quaternion.Identity, position, copse.m_tree_type, false);
|
||||
tree.Name = copse.ToString();
|
||||
copse.m_trees.Add(tree.UUID);
|
||||
tree.RootPart.ScheduleFullUpdate();
|
||||
}
|
||||
|
||||
private void CalculateTrees_Elapsed(object sender, ElapsedEventArgs e)
|
||||
{
|
||||
growTrees();
|
||||
seedTrees();
|
||||
killTrees();
|
||||
if(!m_scene.IsRunning)
|
||||
return;
|
||||
|
||||
if(Monitor.TryEnter(mylock))
|
||||
{
|
||||
try
|
||||
{
|
||||
if(m_scene.LoginsEnabled )
|
||||
{
|
||||
growTrees();
|
||||
seedTrees();
|
||||
killTrees();
|
||||
}
|
||||
}
|
||||
catch { }
|
||||
if(CalculateTrees != null)
|
||||
CalculateTrees.Start();
|
||||
Monitor.Exit(mylock);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user