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; }
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; }
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); }
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; }
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); }
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); }
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; }
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; }
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); }