GatherAssetUuids() public method

Gather all the asset uuids associated with a given object.
public GatherAssetUuids ( ISceneEntity sceneObject, AssetType>.IDictionary assetUuids ) : void
sceneObject ISceneEntity The scene object for which to gather assets
assetUuids AssetType>.IDictionary The assets gathered
return void
        /// <summary>
        ///     Archive the region requested.
        /// </summary>
        /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
        public void ArchiveRegion()
        {
            Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();

            ISceneEntity[] entities = m_scene.Entities.GetEntities();
            List<ISceneEntity> sceneObjects = new List<ISceneEntity>();
            int numObjectsSkippedPermissions = 0;

            // Filter entities so that we only have scene objects.
            // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
            // end up having to do this
            foreach (ISceneEntity entity in entities.Where(entity => !entity.IsDeleted && !entity.IsAttachment))
            {
                if (!CanUserArchiveObject(m_scene.RegionInfo.EstateSettings.EstateOwner, entity, m_checkPermissions))
                    // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR.
                    ++numObjectsSkippedPermissions;
                else
                    sceneObjects.Add(entity);
            }

            UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);

            foreach (ISceneEntity sceneObject in sceneObjects)
            {
                assetGatherer.GatherAssetUuids(sceneObject, assetUuids);
            }

            MainConsole.Instance.InfoFormat(
                "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
                sceneObjects.Count, assetUuids.Count);

            if (numObjectsSkippedPermissions > 0)
            {
                MainConsole.Instance.DebugFormat(
                    "[ARCHIVER]: {0} scene objects skipped due to lack of permissions",
                    numObjectsSkippedPermissions);
            }

            // Make sure that we also request terrain texture assets
            RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;

            if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
                assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;

            if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
                assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;

            if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
                assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;

            if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
                assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;

            TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);

            // Asynchronously request all the assets required to perform this archive operation
            ArchiveWriteRequestExecution awre
                = new ArchiveWriteRequestExecution(
                    sceneObjects,
                    m_scene.RequestModuleInterface<ITerrainModule>(),
                    m_scene.RequestModuleInterface<IRegionSerialiserModule>(),
                    m_scene,
                    archiveWriter,
                    m_requestId);

            new AssetsRequest(
                new AssetsArchiver(archiveWriter), assetUuids,
                m_scene.AssetService, awre.ReceivedAllAssets).Execute();
        }
コード例 #2
0
ファイル: Backup.cs プロジェクト: VirtualReality/Universe
            public void SaveModuleToArchive(TarArchiveWriter writer, IScene scene)
            {
                m_isArchiving = true;

                MainConsole.Instance.Info("[Archive]: Writing parcels to archive");

                writer.WriteDir("parcels");

                IParcelManagementModule module = scene.RequestModuleInterface<IParcelManagementModule>();
                if (module != null)
                {
                    List<ILandObject> landObject = module.AllParcels();
                    foreach (ILandObject parcel in landObject)
                    {
                        OSDMap parcelMap = parcel.LandData.ToOSD();
                        writer.WriteFile("parcels/" + parcel.LandData.GlobalID,
                                         OSDParser.SerializeLLSDBinary(parcelMap));
                    }
                }

                MainConsole.Instance.Info("[Archive]: Finished writing parcels to archive");
                MainConsole.Instance.Info("[Archive]: Writing terrain to archive");

                writer.WriteDir("newstyleterrain");
                writer.WriteDir("newstylerevertterrain");

                writer.WriteDir("newstylewater");
                writer.WriteDir("newstylerevertwater");

                ITerrainModule tModule = scene.RequestModuleInterface<ITerrainModule>();
                if (tModule != null)
                {
                    try
                    {
                        byte[] sdata = WriteTerrainToStream(tModule.TerrainMap);
                        writer.WriteFile("newstyleterrain/" + scene.RegionInfo.RegionID + ".terrain", sdata);

                        sdata = WriteTerrainToStream(tModule.TerrainRevertMap);
                        writer.WriteFile("newstylerevertterrain/" + scene.RegionInfo.RegionID + ".terrain",
                                         sdata);
                        sdata = null;

                        if (tModule.TerrainWaterMap != null)
                        {
                            sdata = WriteTerrainToStream(tModule.TerrainWaterMap);
                            writer.WriteFile("newstylewater/" + scene.RegionInfo.RegionID + ".terrain", sdata);

                            sdata = WriteTerrainToStream(tModule.TerrainWaterRevertMap);
                            writer.WriteFile(
                                "newstylerevertwater/" + scene.RegionInfo.RegionID + ".terrain", sdata);
                            sdata = null;
                        }
                    }
                    catch (Exception ex)
                    {
                        MainConsole.Instance.WarnFormat("[Backup]: Exception caught: {0}", ex);
                    }
                }

                MainConsole.Instance.Info("[Archive]: Finished writing terrain to archive");
                MainConsole.Instance.Info("[Archive]: Writing entities to archive");
                ISceneEntity[] entities = scene.Entities.GetEntities();
                //Get all entities, then start writing them to the database
                writer.WriteDir("entities");

                IDictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
                UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);
                IBackupArchiver archiver = m_scene.RequestModuleInterface<IBackupArchiver>();
                bool saveAssets = false;
                if (archiver.AllowPrompting)
                    saveAssets =
                        MainConsole.Instance.Prompt("Save assets? (Will not be able to load on other grids if not saved)", "false")
                                   .Equals("true", StringComparison.CurrentCultureIgnoreCase);

                int count = 0;
                foreach (ISceneEntity entity in entities)
                {
                    try
                    {
                        if (entity.IsAttachment ||
                            ((entity.RootChild.Flags & PrimFlags.Temporary) == PrimFlags.Temporary)
                            || ((entity.RootChild.Flags & PrimFlags.TemporaryOnRez) == PrimFlags.TemporaryOnRez))
                            continue;

                        //Write all entities
                        byte[] xml = entity.ToBinaryXml2();
                        writer.WriteFile("entities/" + entity.UUID, xml);
                        xml = null;
                        count++;
                        if (count % 3 == 0)
                            Thread.Sleep(5);

                        //Get all the assets too
                        if (saveAssets)
                            assetGatherer.GatherAssetUuids(entity, assets);
                    }
                    catch (Exception ex)
                    {
                        MainConsole.Instance.WarnFormat("[Backup]: Exception caught: {0}", ex);
                    }
                }
                entities = null;

                MainConsole.Instance.Info("[Archive]: Finished writing entities to archive");
                MainConsole.Instance.Info("[Archive]: Writing assets for entities to archive");

                bool foundAllAssets = true;
                foreach (UUID assetID in new List<UUID>(assets.Keys))
                {
                    try
                    {
                        foundAllAssets = false; //Not all are cached
                        m_scene.AssetService.Get(assetID.ToString(), writer, RetrievedAsset);
                        m_missingAssets.Add(assetID);
                    }
                    catch (Exception ex)
                    {
                        MainConsole.Instance.WarnFormat("[Backup]: Exception caught: {0}", ex);
                    }
                }
                if (foundAllAssets)
                    m_isArchiving = false; //We're done if all the assets were found

                MainConsole.Instance.Info("[Archive]: Finished writing assets for entities to archive");
            }