コード例 #1
0
        public MaintenanceThread(ScriptEngine Engine)
        {
            m_ScriptEngine = Engine;
            EventManager = Engine.EventManager;

            //There IS a reason we start this, even if RunInMain is enabled
            // If this isn't enabled, we run into issues with the CmdHandlerQueue,
            // as it always must be async, so we must run the pool anyway
            AuroraThreadPoolStartInfo info = new AuroraThreadPoolStartInfo();
            info.priority = ThreadPriority.Normal;
            info.Threads = 4;
            info.MaxSleepTime = Engine.Config.GetInt("SleepTime", 300);
            info.Threads = 1;
            threadpool = new AuroraThreadPool(info);

            AppDomain.CurrentDomain.AssemblyResolve += m_ScriptEngine.AssemblyResolver.OnAssemblyResolve;
        }
コード例 #2
0
ファイル: MaintenanceThread.cs プロジェクト: Gnu32/Silverfin
        public MaintenanceThread(ScriptEngine Engine)
        {
            m_ScriptEngine = Engine;
            EventManager = Engine.EventManager;

            RunInMainProcessingThread = Engine.Config.GetBoolean("RunInMainProcessingThread", false);

            RunInMainProcessingThread = false; // temporary false until code is fix to work with true

            //There IS a reason we start this, even if RunInMain is enabled
            // If this isn't enabled, we run into issues with the CmdHandlerQueue,
            // as it always must be async, so we must run the pool anyway
            AuroraThreadPoolStartInfo info = new AuroraThreadPoolStartInfo
                                                 {
                                                     priority = ThreadPriority.Normal,
                                                     Threads = 1,
                                                     MaxSleepTime = Engine.Config.GetInt("SleepTime", 100),
                                                     SleepIncrementTime = Engine.Config.GetInt("SleepIncrementTime", 1),
                                                     Name = "Script Cmd Thread Pools"
                                                 };
            cmdThreadpool = new AuroraThreadPool(info);
            info.Name = "Script Loading Thread Pools";
            scriptChangeThreadpool = new AuroraThreadPool(info);


            MaxScriptThreads = Engine.Config.GetInt("Threads", 100); // leave control threads out of user option
            AuroraThreadPoolStartInfo sinfo = new AuroraThreadPoolStartInfo
                                                  {
                                                      priority = ThreadPriority.Normal,
                                                      Threads = MaxScriptThreads,
                                                      MaxSleepTime = Engine.Config.GetInt("SleepTime", 100),
                                                      SleepIncrementTime = Engine.Config.GetInt("SleepIncrementTime", 1),
                                                      KillThreadAfterQueueClear = true,
                                                      Name = "Script Event Thread Pools"
                                                  };
            scriptThreadpool = new AuroraThreadPool(sinfo);

            AppDomain.CurrentDomain.AssemblyResolve += m_ScriptEngine.AssemblyResolver.OnAssemblyResolve;
        }
コード例 #3
0
ファイル: ArchiveReadRequest.cs プロジェクト: Gnu32/Silverfin
        private void DearchiveRegion0DotStar()
        {
            int successfulAssetRestores = 0;
            int failedAssetRestores = 0;
            string filePath = "NONE";
            DateTime start = DateTime.Now;

            TarArchiveReader archive = new TarArchiveReader(m_loadStream);
            byte[] data;
            TarArchiveReader.TarEntryType entryType;

            if (!m_skipAssets)
                m_threadpool = new Aurora.Framework.AuroraThreadPool(new Aurora.Framework.AuroraThreadPoolStartInfo()
                    {
                        Threads = 1,
                        priority = System.Threading.ThreadPriority.BelowNormal
                    });

            IBackupModule backup = m_scene.RequestModuleInterface<IBackupModule>();
            if (!m_merge)
            {
                DateTime before = DateTime.Now;
                MainConsole.Instance.Info("[ARCHIVER]: Clearing all existing scene objects");
                if (backup != null)
                    backup.DeleteAllSceneObjects();
                MainConsole.Instance.Info("[ARCHIVER]: Cleared all existing scene objects in " + (DateTime.Now - before).Minutes + ":" + (DateTime.Now - before).Seconds);
            }

            IScriptModule[] modules = m_scene.RequestModuleInterfaces<IScriptModule>();
            //Disable the script engine so that it doesn't load in the background and kill OAR loading
            foreach (IScriptModule module in modules)
            {
                module.Disabled = true;
            }
            //Disable backup for now as well
            if (backup != null)
                backup.LoadingPrims = true;

            IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface<IRegionSerialiserModule>();
            int sceneObjectsLoadedCount = 0;

            //We save the groups so that we can back them up later
            List<SceneObjectGroup> groupsToBackup = new List<SceneObjectGroup>();
            List<LandData> landData = new List<LandData>();
            IUserManagement UserManager = m_scene.RequestModuleInterface<IUserManagement>();
            try
            {
                while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
                {
                    //MainConsole.Instance.DebugFormat(
                    //    "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length);

                    if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
                        continue;

                    if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
                    {
                        /*
                        MainConsole.Instance.DebugFormat("[ARCHIVER]: Loading xml with raw size {0}", serialisedSceneObject.Length);

                        // Really large xml files (multi megabyte) appear to cause
                        // memory problems
                        // when loading the xml.  But don't enable this check yet
                
                        if (serialisedSceneObject.Length > 5000000)
                        {
                            MainConsole.Instance.Error("[ARCHIVER]: Ignoring xml since size > 5000000);");
                            continue;
                        }
                        */

                        SceneObjectGroup sceneObject = (SceneObjectGroup)serialiser.DeserializeGroupFromXml2(data, m_scene);

                        if (sceneObject == null)
                        {
                            //! big error!
                            MainConsole.Instance.Error("Error reading SOP XML (Please mantis this!): " + m_asciiEncoding.GetString(data));
                            continue;
                        }

                        foreach (SceneObjectPart part in sceneObject.ChildrenList)
                        {
                            if (part.CreatorData == null || part.CreatorData == string.Empty)
                                part.CreatorID = ResolveUserUuid(part.CreatorID, part.CreatorID, part.CreatorData, part.AbsolutePosition, landData);

                            if (UserManager != null)
                                UserManager.AddUser(part.CreatorID, part.CreatorData);

                            part.OwnerID = ResolveUserUuid(part.OwnerID, part.CreatorID, part.CreatorData, part.AbsolutePosition, landData);

                            part.LastOwnerID = ResolveUserUuid(part.LastOwnerID, part.CreatorID, part.CreatorData, part.AbsolutePosition, landData);

                            // And zap any troublesome sit target information
                            part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
                            part.SitTargetPosition = new Vector3(0, 0, 0);

                            // Fix ownership/creator of inventory items
                            // Not doing so results in inventory items
                            // being no copy/no mod for everyone
                            lock (part.TaskInventory)
                            {
                                TaskInventoryDictionary inv = part.TaskInventory;
                                foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
                                {
                                    kvp.Value.OwnerID = ResolveUserUuid(kvp.Value.OwnerID, kvp.Value.CreatorID, kvp.Value.CreatorData, part.AbsolutePosition, landData);
                                    if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty)
                                        kvp.Value.CreatorID = ResolveUserUuid(kvp.Value.CreatorID, kvp.Value.CreatorID, kvp.Value.CreatorData, part.AbsolutePosition, landData);
                                    if (UserManager != null)
                                        UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
                                }
                            }
                        }

                        //Add the offsets of the region
                        Vector3 newPos = new Vector3(sceneObject.AbsolutePosition.X + m_offsetX,
                            sceneObject.AbsolutePosition.Y + m_offsetY,
                            sceneObject.AbsolutePosition.Z + m_offsetZ);
                        if (m_flipX)
                            newPos.X = m_scene.RegionInfo.RegionSizeX - newPos.X;
                        if (m_flipY)
                            newPos.Y = m_scene.RegionInfo.RegionSizeY - newPos.Y;
                        sceneObject.SetAbsolutePosition(false, newPos);

                        if (m_scene.SceneGraph.AddPrimToScene(sceneObject))
                        {
                            groupsToBackup.Add(sceneObject);
                            sceneObject.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
                            sceneObjectsLoadedCount++;
                            sceneObject.CreateScriptInstances(0, false, StateSource.RegionStart, UUID.Zero);
                        }
                        sceneObjectsLoadedCount++;
                        if (sceneObjectsLoadedCount % 250 == 0)
                            MainConsole.Instance.Info("[ARCHIVER]: Loaded " + sceneObjectsLoadedCount + " objects...");
                    }
                    else if (!m_skipAssets && filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
                    {
                        if (LoadAsset(filePath, data))
                            successfulAssetRestores++;
                        else
                            failedAssetRestores++;

                        if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
                            MainConsole.Instance.Info("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
                    }
                    else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
                    {
                        LoadTerrain(filePath, data);
                    }
                    else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
                    {
                        LoadRegionSettings(filePath, data);
                    }
                    else if (filePath.StartsWith(ArchiveConstants.LANDDATA_PATH))
                    {
                        LandData parcel = LandDataSerializer.Deserialize(m_utf8Encoding.GetString(data));
                        parcel.OwnerID = ResolveUserUuid(parcel.OwnerID, UUID.Zero, "", Vector3.Zero, null);
                        landData.Add(parcel);
                    }
                    else if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
                    {
                        LoadControlFile(filePath, data);
                    }
                }

                //MainConsole.Instance.Debug("[ARCHIVER]: Reached end of archive");
            }
            catch (Exception e)
            {
                MainConsole.Instance.ErrorFormat(
                    "[ARCHIVER]: Aborting load with error in archive file {0}.  {1}", filePath, e);
                m_errorMessage += e.ToString();
                m_scene.EventManager.TriggerOarFileLoaded(UUID.Zero.Guid, m_errorMessage);
                return;
            }
            finally
            {
                archive.Close();
                m_loadStream.Close();
                m_loadStream.Dispose();

                //Reeanble now that we are done
                foreach (IScriptModule module in modules)
                {
                    module.Disabled = false;
                }
                //Reset backup too
                if (backup != null)
                    backup.LoadingPrims = false;
            }

            //Now back up the prims
            foreach (SceneObjectGroup grp in groupsToBackup)
            {
                //Backup!
                grp.HasGroupChanged = true;
            }

            if (!m_skipAssets && m_useAsync && !AssetSaverIsRunning)
                    m_threadpool.QueueEvent(SaveAssets, 0);

            if (!m_skipAssets)
            {
                MainConsole.Instance.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);

                if (failedAssetRestores > 0)
                {
                    MainConsole.Instance.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
                    m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores);
                }
            }

            // Try to retain the original creator/owner/lastowner if their uuid is present on this grid
            // otherwise, use the master avatar uuid instead

            // Reload serialized parcels
            MainConsole.Instance.InfoFormat("[ARCHIVER]: Loading {0} parcels.  Please wait.", landData.Count);

            IParcelManagementModule parcelManagementModule = m_scene.RequestModuleInterface<IParcelManagementModule>();
            if (!m_merge && parcelManagementModule != null)
                parcelManagementModule.ClearAllParcels();
            if (landData.Count > 0)
            {
                m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData, new Vector2(m_offsetX, m_offsetY));
                //Update the database as well!
                if (parcelManagementModule != null)
                {
                    foreach (LandData parcel in landData)
                    {
                        parcelManagementModule.UpdateLandObject(parcelManagementModule.GetLandObject(parcel.LocalID));
                    }
                }
            }
            else if (parcelManagementModule != null)
                parcelManagementModule.ResetSimLandObjects();

            MainConsole.Instance.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);

            //Clean it out
            landData.Clear();

            MainConsole.Instance.InfoFormat("[ARCHIVER]: Successfully loaded archive in " + (DateTime.Now - start).Minutes + ":" + (DateTime.Now - start).Seconds);

            m_validUserUuids.Clear();
            m_scene.EventManager.TriggerOarFileLoaded(UUID.Zero.Guid, m_errorMessage);
        }
コード例 #4
0
ファイル: WorldMap.cs プロジェクト: satlanski2/Aurora-Sim
        public virtual void RegionLoaded (IScene scene)
		{
            if (!m_Enabled)
                return;

            AuroraThreadPoolStartInfo info = new AuroraThreadPoolStartInfo
                                                 {priority = ThreadPriority.Lowest, Threads = 1};
            threadpool = new AuroraThreadPool(info);
            blockthreadpool = new AuroraThreadPool(info);

            scene.EventManager.OnStartupComplete += StartupComplete;
        }
コード例 #5
0
ファイル: WorldMap.cs プロジェクト: EnricoNirvana/Aurora-Sim
        public virtual void RegionLoaded (IScene scene)
		{
            if (!m_Enabled)
                return;

            AuroraThreadPoolStartInfo info = new AuroraThreadPoolStartInfo
                                                 {priority = ThreadPriority.Lowest, Threads = 1};
            threadpool = new AuroraThreadPool(info);
            blockthreadpool = new AuroraThreadPool(info);
        }
コード例 #6
0
        private void DearchiveRegion0DotStar()
        {
            int successfulAssetRestores = 0;
            int failedAssetRestores = 0;
            string filePath = "NONE";
            DateTime start = DateTime.Now;

            TarArchiveReader archive = new TarArchiveReader(m_loadStream);

            if (!m_skipAssets)
                m_threadpool = new Aurora.Framework.AuroraThreadPool(new Aurora.Framework.AuroraThreadPoolStartInfo()
                {
                    Threads = 1,
                    priority = System.Threading.ThreadPriority.BelowNormal
                });

            IBackupModule backup = m_scene.RequestModuleInterface<IBackupModule>();
            if (!m_merge)
            {
                DateTime before = DateTime.Now;
                MainConsole.Instance.Info("[ARCHIVER]: Clearing all existing scene objects");
                if (backup != null)
                    backup.DeleteAllSceneObjects();
                MainConsole.Instance.Info("[ARCHIVER]: Cleared all existing scene objects in " + (DateTime.Now - before).Minutes + ":" + (DateTime.Now - before).Seconds);
            }

            IScriptModule[] modules = m_scene.RequestModuleInterfaces<IScriptModule>();
            //Disable the script engine so that it doesn't load in the background and kill OAR loading
            foreach (IScriptModule module in modules)
            {
                module.Disabled = true;
            }
            //Disable backup for now as well
            if (backup != null)
                backup.LoadingPrims = true;

            IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface<IRegionSerialiserModule>();
            int sceneObjectsLoadedCount = 0;

            //We save the groups so that we can back them up later
            List<SceneObjectGroup> groupsToBackup = new List<SceneObjectGroup>();
            List<LandData> landData = new List<LandData>();
            IUserFinder UserManager = m_scene.RequestModuleInterface<IUserFinder>();

            // must save off some stuff until after assets have been saved and recieved new uuids
            // keeping these collection local because I am sure they will get large and garbage collection is better that way
            List<byte[]> seneObjectGroups = new List<byte[]>();
            Dictionary<UUID, UUID> assetBinaryChangeRecord = new Dictionary<UUID, UUID>();
            Queue<UUID> assets2Save = new Queue<UUID>();
            try
            {
                byte[] data;
                TarArchiveReader.TarEntryType entryType;
                while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
                {
                    if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
                        continue;

                    if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
                    {
                        seneObjectGroups.Add(data);
                    }
                    else if (!m_skipAssets && filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
                    {
                        AssetBase asset;
                        if (LoadAsset(filePath, data, out asset))
                        {
                            successfulAssetRestores++;
                            if (m_useAsync)
                                lock (AssetsToAdd) AssetsToAdd.Add(asset);
                            else
                            {
                                if (asset.IsBinaryAsset)
                                {
                                    UUID aid = asset.ID;
                                    asset.ID = m_scene.AssetService.Store(asset);
                                    if (asset.ID != aid && asset.ID != UUID.Zero) 
                                        assetBinaryChangeRecord.Add(aid, asset.ID);
                                }
                                else
                                {
                                    if (!assetNonBinaryCollection.ContainsKey(asset.ID))
                                    {
                                        assetNonBinaryCollection.Add(asset.ID, asset);
                                        // I need something I can safely loop through
                                        assets2Save.Enqueue(asset.ID);
                                    }
                                }
                            }
                        }
                        else
                            failedAssetRestores++;

                        if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
                            MainConsole.Instance.Info("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
                    }
                    else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
                    {
                        LoadTerrain(filePath, data);
                    }
                    else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
                    {
                        LoadRegionSettings(filePath, data);
                    }
                    else if (filePath.StartsWith(ArchiveConstants.LANDDATA_PATH))
                    {
                        LandData parcel = LandDataSerializer.Deserialize(m_utf8Encoding.GetString(data));
                        parcel.OwnerID = ResolveUserUuid(parcel.OwnerID, UUID.Zero, "", Vector3.Zero, null);
                        landData.Add(parcel);
                    }
                    else if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
                    {
                        LoadControlFile(data);
                    }
                }
                // Save Assets
                int savingAssetsCount = 0;
                while (assets2Save.Count > 0)
                {
                    try
                    {
                        UUID assetid = assets2Save.Dequeue();
                        SaveNonBinaryAssets(assetid, assetNonBinaryCollection[assetid], assetBinaryChangeRecord);
                        savingAssetsCount++;
                        if ((savingAssetsCount) % 250 == 0)
                            MainConsole.Instance.Info("[ARCHIVER]: Saving " + savingAssetsCount + " assets...");
                    }
                    catch (Exception ex)
                    {
                        MainConsole.Instance.Info("[ARCHIVER]: Exception in saving an asset: " + ex.ToString());
                    }
                }

                foreach (byte[] data2 in seneObjectGroups)
                {
                    byte[] data3 = data2;

                    string stringData = Utils.BytesToString(data3);
                    MatchCollection mc = Regex.Matches(stringData, sPattern);
                    bool didChange = false;
                    if (mc.Count >= 1)
                    {
                        foreach (Match match in mc)
                        {
                            UUID thematch = new UUID(match.Value);
                            UUID newvalue = thematch;
                            if (assetNonBinaryCollection.ContainsKey(thematch))
                                newvalue = assetNonBinaryCollection[thematch].ID;
                            else if (assetBinaryChangeRecord.ContainsKey(thematch))
                                newvalue = assetBinaryChangeRecord[thematch];
                            if (thematch == newvalue) continue;
                            stringData = stringData.Replace(thematch.ToString().Trim(), newvalue.ToString().Trim());
                            didChange = true;
                        }
                    }
                    if (didChange)
                        data3 = Utils.StringToBytes(stringData);

                    SceneObjectGroup sceneObject = (SceneObjectGroup)serialiser.DeserializeGroupFromXml2(data3, m_scene);

                    if (sceneObject == null)
                    {
                        //! big error!
                        MainConsole.Instance.Error("Error reading SOP XML (Please mantis this!): " + m_asciiEncoding.GetString(data3));
                        continue;
                    }

                    foreach (SceneObjectPart part in sceneObject.ChildrenList)
                    {
                        if (string.IsNullOrEmpty(part.CreatorData))
                            part.CreatorID = ResolveUserUuid(part.CreatorID, part.CreatorID, part.CreatorData, part.AbsolutePosition, landData);

                        if (UserManager != null)
                            UserManager.AddUser(part.CreatorID, part.CreatorData);

                        part.OwnerID = ResolveUserUuid(part.OwnerID, part.CreatorID, part.CreatorData, part.AbsolutePosition, landData);

                        part.LastOwnerID = ResolveUserUuid(part.LastOwnerID, part.CreatorID, part.CreatorData, part.AbsolutePosition, landData);

                        // And zap any troublesome sit target information
                        part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
                        part.SitTargetPosition = new Vector3(0, 0, 0);

                        // Fix ownership/creator of inventory items
                        // Not doing so results in inventory items
                        // being no copy/no mod for everyone
                        lock (part.TaskInventory)
                        {
                            TaskInventoryDictionary inv = part.TaskInventory;
                            foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
                            {
                                kvp.Value.OwnerID = ResolveUserUuid(kvp.Value.OwnerID, kvp.Value.CreatorID, kvp.Value.CreatorData, part.AbsolutePosition, landData);
                                if (string.IsNullOrEmpty(kvp.Value.CreatorData))
                                    kvp.Value.CreatorID = ResolveUserUuid(kvp.Value.CreatorID, kvp.Value.CreatorID, kvp.Value.CreatorData, part.AbsolutePosition, landData);
                                if (UserManager != null)
                                    UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
                            }
                        }
                    }

                    //Add the offsets of the region
                    Vector3 newPos = new Vector3(sceneObject.AbsolutePosition.X + m_offsetX,
                        sceneObject.AbsolutePosition.Y + m_offsetY,
                        sceneObject.AbsolutePosition.Z + m_offsetZ);
                    if (m_flipX)
                        newPos.X = m_scene.RegionInfo.RegionSizeX - newPos.X;
                    if (m_flipY)
                        newPos.Y = m_scene.RegionInfo.RegionSizeY - newPos.Y;
                    sceneObject.SetAbsolutePosition(false, newPos);

                    if (m_scene.SceneGraph.AddPrimToScene(sceneObject))
                    {
                        groupsToBackup.Add(sceneObject);
                        sceneObject.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
                        sceneObject.CreateScriptInstances(0, false, StateSource.RegionStart, UUID.Zero, true);
                    }
                    sceneObjectsLoadedCount++;
                    if (sceneObjectsLoadedCount % 250 == 0)
                        MainConsole.Instance.Info("[ARCHIVER]: Loaded " + sceneObjectsLoadedCount + " objects...");
                }
                assetNonBinaryCollection.Clear();
                assetBinaryChangeRecord.Clear();
                seneObjectGroups.Clear();
            }
            catch (Exception e)
            {
                MainConsole.Instance.ErrorFormat(
                    "[ARCHIVER]: Aborting load with error in archive file {0}.  {1}", filePath, e);
                m_errorMessage += e.ToString();
                m_scene.EventManager.TriggerOarFileLoaded(UUID.Zero.Guid, m_errorMessage);
                return;
            }
            finally
            {
                archive.Close();
                m_loadStream.Close();
                m_loadStream.Dispose();

                //Reeanble now that we are done
                foreach (IScriptModule module in modules)
                {
                    module.Disabled = false;
                }
                //Reset backup too
                if (backup != null)
                    backup.LoadingPrims = false;
            }

            //Now back up the prims
            foreach (SceneObjectGroup grp in groupsToBackup)
            {
                //Backup!
                grp.HasGroupChanged = true;
            }

            if (!m_skipAssets && m_useAsync && !AssetSaverIsRunning)
                m_threadpool.QueueEvent(SaveAssets, 0);

            if (!m_skipAssets)
            {
                MainConsole.Instance.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);

                if (failedAssetRestores > 0)
                {
                    MainConsole.Instance.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
                    m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores);
                }
            }

            // Try to retain the original creator/owner/lastowner if their uuid is present on this grid
            // otherwise, use the master avatar uuid instead

            // Reload serialized parcels
            MainConsole.Instance.InfoFormat("[ARCHIVER]: Loading {0} parcels.  Please wait.", landData.Count);

            IParcelManagementModule parcelManagementModule = m_scene.RequestModuleInterface<IParcelManagementModule>();
            if (!m_merge && parcelManagementModule != null)
                parcelManagementModule.ClearAllParcels();
            if (landData.Count > 0)
            {
                m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData, new Vector2(m_offsetX, m_offsetY));
                //Update the database as well!
                if (parcelManagementModule != null)
                {
                    foreach (LandData parcel in landData)
                    {
                        parcelManagementModule.UpdateLandObject(parcelManagementModule.GetLandObject(parcel.LocalID));
                    }
                }
            }
            else if (parcelManagementModule != null)
                parcelManagementModule.ResetSimLandObjects();

            MainConsole.Instance.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);

            //Clean it out
            landData.Clear();

            MainConsole.Instance.InfoFormat("[ARCHIVER]: Successfully loaded archive in " + (DateTime.Now - start).Minutes + ":" + (DateTime.Now - start).Seconds);

            m_validUserUuids.Clear();
            m_scene.EventManager.TriggerOarFileLoaded(UUID.Zero.Guid, m_errorMessage);
        }
コード例 #7
0
        public MaintenanceThread(ScriptEngine Engine)
        {
            m_ScriptEngine = Engine;
            ScriptFrontend = Aurora.DataManager.DataManager.RequestPlugin<IScriptDataConnector>();
            EventManager = Engine.EventManager;

            RunInMainProcessingThread = Engine.Config.GetBoolean("RunInMainProcessingThread", false);

            RunInMainProcessingThread = false; // temporary false until code is fix to work with true

            //There IS a reason we start this, even if RunInMain is enabled
            // If this isn't enabled, we run into issues with the CmdHandlerQueue,
            // as it always must be async, so we must run the pool anyway
            AuroraThreadPoolStartInfo info = new AuroraThreadPoolStartInfo();
            info.priority = ThreadPriority.Normal;
            info.Threads = 4;
            info.MaxSleepTime = Engine.Config.GetInt("SleepTime", 300);
            threadpool = new AuroraThreadPool(info);


            MaxScriptThreads = Engine.Config.GetInt("Threads", 100); // leave control threads out of user option
            AuroraThreadPoolStartInfo sinfo = new AuroraThreadPoolStartInfo();
            sinfo.priority = ThreadPriority.Normal;
            sinfo.Threads = MaxScriptThreads + 1;
            sinfo.MaxSleepTime = Engine.Config.GetInt("SleepTime", 300);
            Scriptthreadpool = new AuroraThreadPool(sinfo);

            AppDomain.CurrentDomain.AssemblyResolve += m_ScriptEngine.AssemblyResolver.OnAssemblyResolve;


        }
コード例 #8
0
ファイル: WorldMap.cs プロジェクト: KristenMynx/Aurora-Sim
		public virtual void RegionLoaded (Scene scene)
		{
            if (!m_Enabled)
                return;

            AuroraThreadPoolStartInfo info = new AuroraThreadPoolStartInfo();
            info.priority = ThreadPriority.Lowest;
            info.Threads = 1;
            threadpool = new AuroraThreadPool(info);
            blockthreadpool = new AuroraThreadPool(info);

            new MapActivityDetector(scene);

            scene.EventManager.OnStartupComplete += StartupComplete;
        }
コード例 #9
0
        private void DearchiveRegion0DotStar()
        {
            int      successfulAssetRestores = 0;
            int      failedAssetRestores     = 0;
            string   filePath = "NONE";
            DateTime start    = DateTime.Now;

            TarArchiveReader archive = new TarArchiveReader(m_loadStream);

            byte[] data;
            TarArchiveReader.TarEntryType entryType;

            if (!m_skipAssets)
            {
                m_threadpool = new Aurora.Framework.AuroraThreadPool(new Aurora.Framework.AuroraThreadPoolStartInfo()
                {
                    Threads  = 1,
                    priority = System.Threading.ThreadPriority.BelowNormal
                });
            }

            IBackupModule backup = m_scene.RequestModuleInterface <IBackupModule>();

            if (!m_merge)
            {
                DateTime before = DateTime.Now;
                MainConsole.Instance.Info("[ARCHIVER]: Clearing all existing scene objects");
                if (backup != null)
                {
                    backup.DeleteAllSceneObjects();
                }
                MainConsole.Instance.Info("[ARCHIVER]: Cleared all existing scene objects in " + (DateTime.Now - before).Minutes + ":" + (DateTime.Now - before).Seconds);
            }

            IScriptModule[] modules = m_scene.RequestModuleInterfaces <IScriptModule>();
            //Disable the script engine so that it doesn't load in the background and kill OAR loading
            foreach (IScriptModule module in modules)
            {
                module.Disabled = true;
            }
            //Disable backup for now as well
            if (backup != null)
            {
                backup.LoadingPrims = true;
            }

            IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface <IRegionSerialiserModule>();
            int sceneObjectsLoadedCount        = 0;

            //We save the groups so that we can back them up later
            List <SceneObjectGroup> groupsToBackup = new List <SceneObjectGroup>();
            List <LandData>         landData       = new List <LandData>();
            IUserManagement         UserManager    = m_scene.RequestModuleInterface <IUserManagement>();

            try
            {
                while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
                {
                    //MainConsole.Instance.DebugFormat(
                    //    "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length);

                    if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
                    {
                        continue;
                    }

                    if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
                    {
                        /*
                         * MainConsole.Instance.DebugFormat("[ARCHIVER]: Loading xml with raw size {0}", serialisedSceneObject.Length);
                         *
                         * // Really large xml files (multi megabyte) appear to cause
                         * // memory problems
                         * // when loading the xml.  But don't enable this check yet
                         *
                         * if (serialisedSceneObject.Length > 5000000)
                         * {
                         *  MainConsole.Instance.Error("[ARCHIVER]: Ignoring xml since size > 5000000);");
                         *  continue;
                         * }
                         */

                        SceneObjectGroup sceneObject = (SceneObjectGroup)serialiser.DeserializeGroupFromXml2(data, m_scene);

                        if (sceneObject == null)
                        {
                            //! big error!
                            MainConsole.Instance.Error("Error reading SOP XML (Please mantis this!): " + m_asciiEncoding.GetString(data));
                            continue;
                        }

                        foreach (SceneObjectPart part in sceneObject.ChildrenList)
                        {
                            if (part.CreatorData == null || part.CreatorData == string.Empty)
                            {
                                part.CreatorID = ResolveUserUuid(part.CreatorID, part.CreatorID, part.CreatorData, part.AbsolutePosition, landData);
                            }

                            if (UserManager != null)
                            {
                                UserManager.AddUser(part.CreatorID, part.CreatorData);
                            }

                            part.OwnerID = ResolveUserUuid(part.OwnerID, part.CreatorID, part.CreatorData, part.AbsolutePosition, landData);

                            part.LastOwnerID = ResolveUserUuid(part.LastOwnerID, part.CreatorID, part.CreatorData, part.AbsolutePosition, landData);

                            // And zap any troublesome sit target information
                            part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
                            part.SitTargetPosition    = new Vector3(0, 0, 0);

                            // Fix ownership/creator of inventory items
                            // Not doing so results in inventory items
                            // being no copy/no mod for everyone
                            lock (part.TaskInventory)
                            {
                                TaskInventoryDictionary inv = part.TaskInventory;
                                foreach (KeyValuePair <UUID, TaskInventoryItem> kvp in inv)
                                {
                                    kvp.Value.OwnerID = ResolveUserUuid(kvp.Value.OwnerID, kvp.Value.CreatorID, kvp.Value.CreatorData, part.AbsolutePosition, landData);
                                    if (kvp.Value.CreatorData == null || kvp.Value.CreatorData == string.Empty)
                                    {
                                        kvp.Value.CreatorID = ResolveUserUuid(kvp.Value.CreatorID, kvp.Value.CreatorID, kvp.Value.CreatorData, part.AbsolutePosition, landData);
                                    }
                                    if (UserManager != null)
                                    {
                                        UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
                                    }
                                }
                            }
                        }

                        //Add the offsets of the region
                        Vector3 newPos = new Vector3(sceneObject.AbsolutePosition.X + m_offsetX,
                                                     sceneObject.AbsolutePosition.Y + m_offsetY,
                                                     sceneObject.AbsolutePosition.Z + m_offsetZ);
                        if (m_flipX)
                        {
                            newPos.X = m_scene.RegionInfo.RegionSizeX - newPos.X;
                        }
                        if (m_flipY)
                        {
                            newPos.Y = m_scene.RegionInfo.RegionSizeY - newPos.Y;
                        }
                        sceneObject.SetAbsolutePosition(false, newPos);

                        if (m_scene.SceneGraph.AddPrimToScene(sceneObject))
                        {
                            groupsToBackup.Add(sceneObject);
                            sceneObject.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
                            sceneObjectsLoadedCount++;
                            sceneObject.CreateScriptInstances(0, false, StateSource.RegionStart, UUID.Zero);
                        }
                        sceneObjectsLoadedCount++;
                        if (sceneObjectsLoadedCount % 250 == 0)
                        {
                            MainConsole.Instance.Info("[ARCHIVER]: Loaded " + sceneObjectsLoadedCount + " objects...");
                        }
                    }
                    else if (!m_skipAssets && filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
                    {
                        if (LoadAsset(filePath, data))
                        {
                            successfulAssetRestores++;
                        }
                        else
                        {
                            failedAssetRestores++;
                        }

                        if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
                        {
                            MainConsole.Instance.Info("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
                        }
                    }
                    else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
                    {
                        LoadTerrain(filePath, data);
                    }
                    else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
                    {
                        LoadRegionSettings(filePath, data);
                    }
                    else if (filePath.StartsWith(ArchiveConstants.LANDDATA_PATH))
                    {
                        LandData parcel = LandDataSerializer.Deserialize(m_utf8Encoding.GetString(data));
                        parcel.OwnerID = ResolveUserUuid(parcel.OwnerID, UUID.Zero, "", Vector3.Zero, null);
                        landData.Add(parcel);
                    }
                    else if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
                    {
                        LoadControlFile(filePath, data);
                    }
                }

                //MainConsole.Instance.Debug("[ARCHIVER]: Reached end of archive");
            }
            catch (Exception e)
            {
                MainConsole.Instance.ErrorFormat(
                    "[ARCHIVER]: Aborting load with error in archive file {0}.  {1}", filePath, e);
                m_errorMessage += e.ToString();
                m_scene.EventManager.TriggerOarFileLoaded(UUID.Zero.Guid, m_errorMessage);
                return;
            }
            finally
            {
                archive.Close();
                m_loadStream.Close();
                m_loadStream.Dispose();

                //Reeanble now that we are done
                foreach (IScriptModule module in modules)
                {
                    module.Disabled = false;
                }
                //Reset backup too
                if (backup != null)
                {
                    backup.LoadingPrims = false;
                }
            }

            //Now back up the prims
            foreach (SceneObjectGroup grp in groupsToBackup)
            {
                //Backup!
                grp.HasGroupChanged = true;
            }

            if (!m_skipAssets && m_useAsync && !AssetSaverIsRunning)
            {
                m_threadpool.QueueEvent(SaveAssets, 0);
            }

            if (!m_skipAssets)
            {
                MainConsole.Instance.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);

                if (failedAssetRestores > 0)
                {
                    MainConsole.Instance.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
                    m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores);
                }
            }

            // Try to retain the original creator/owner/lastowner if their uuid is present on this grid
            // otherwise, use the master avatar uuid instead

            // Reload serialized parcels
            MainConsole.Instance.InfoFormat("[ARCHIVER]: Loading {0} parcels.  Please wait.", landData.Count);

            IParcelManagementModule parcelManagementModule = m_scene.RequestModuleInterface <IParcelManagementModule>();

            if (!m_merge && parcelManagementModule != null)
            {
                parcelManagementModule.ClearAllParcels();
            }
            if (landData.Count > 0)
            {
                m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData, new Vector2(m_offsetX, m_offsetY));
                //Update the database as well!
                if (parcelManagementModule != null)
                {
                    foreach (LandData parcel in landData)
                    {
                        parcelManagementModule.UpdateLandObject(parcelManagementModule.GetLandObject(parcel.LocalID));
                    }
                }
            }
            else if (parcelManagementModule != null)
            {
                parcelManagementModule.ResetSimLandObjects();
            }

            MainConsole.Instance.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);

            //Clean it out
            landData.Clear();

            MainConsole.Instance.InfoFormat("[ARCHIVER]: Successfully loaded archive in " + (DateTime.Now - start).Minutes + ":" + (DateTime.Now - start).Seconds);

            m_validUserUuids.Clear();
            m_scene.EventManager.TriggerOarFileLoaded(UUID.Zero.Guid, m_errorMessage);
        }