public void ResetRegion(IScene scene) { if (scene == null) { MainConsole.Instance.Warn("You must use this command on a region. Use 'change region' to change to the region you would like to change"); return; } IBackupModule backup = scene.RequestModuleInterface <IBackupModule> (); if (backup != null) { backup.DeleteAllSceneObjects();//Remove all the objects from the region } ITerrainModule module = scene.RequestModuleInterface <ITerrainModule> (); if (module != null) { module.ResetTerrain();//Then remove the terrain } //Then reset the textures scene.RegionInfo.RegionSettings.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1; scene.RegionInfo.RegionSettings.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2; scene.RegionInfo.RegionSettings.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3; scene.RegionInfo.RegionSettings.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4; scene.RegionInfo.RegionSettings.Save(); MainConsole.Instance.Warn("Region " + scene.RegionInfo.RegionName + " was reset"); }
public void BeginLoadModuleFromArchive(IScene scene) { IBackupModule backup = m_scene.RequestModuleInterface <IBackupModule>(); IScriptModule[] modules = m_scene.RequestModuleInterfaces <IScriptModule>(); IParcelManagementModule parcelModule = scene.RequestModuleInterface <IParcelManagementModule>(); //Disable the script engine so that it doesn't load in the background and kill OAR loading foreach (IScriptModule module in modules) { if (module != null) { module.Disabled = true; } } //Disable backup for now as well if (backup != null) { backup.LoadingPrims = true; m_merge = MainConsole.Instance.CmdPrompt("Should we merge prims together (keep the prims from the old region too)?", "false") == "true"; if (!m_merge) { DateTime before = DateTime.Now; m_log.Info("[ARCHIVER]: Clearing all existing scene objects"); backup.DeleteAllSceneObjects(); m_log.Info("[ARCHIVER]: Cleared all existing scene objects in " + (DateTime.Now - before).Minutes + ":" + (DateTime.Now - before).Seconds); if (parcelModule != null) { parcelModule.ResetSimLandObjects(); } } } }
public void BeginLoadModuleFromArchive(IScene scene) { IBackupModule backup = scene.RequestModuleInterface <IBackupModule>(); IScriptModule[] modules = scene.RequestModuleInterfaces <IScriptModule>(); IParcelManagementModule parcelModule = scene.RequestModuleInterface <IParcelManagementModule>(); //Disable the script engine so that it doesn't load in the background and kill OAR loading foreach (IScriptModule module in modules) { if (module != null) { module.Disabled = true; } } //Disable backup for now as well if (backup != null) { backup.LoadingPrims = true; m_loadAssets = MainConsole.Instance.Prompt("Should any stored assets be loaded? (If you got this .abackup from another grid, choose yes", "no").ToLower() == "yes"; m_merge = MainConsole.Instance.Prompt("Should we merge prims together (keep the prims from the old region too)?", "no").ToLower() == "yes"; if (!m_merge) { DateTime before = DateTime.Now; MainConsole.Instance.Info("[ARCHIVER]: Clearing all existing scene objects"); backup.DeleteAllSceneObjects(); MainConsole.Instance.Info("[ARCHIVER]: Cleared all existing scene objects in " + (DateTime.Now - before).Minutes + ":" + (DateTime.Now - before).Seconds); if (parcelModule != null) { parcelModule.ClearAllParcels(); } } } }
public void ResetScene() { if (m_currentScene == null) { m_log.Warn("You must use this command on a region. Use 'change region' to change to the region you would like to change"); return; } IBackupModule backup = m_currentScene.RequestModuleInterface <IBackupModule>(); if (backup != null) { backup.DeleteAllSceneObjects(); } ITerrainModule module = m_currentScene.RequestModuleInterface <ITerrainModule>(); if (module != null) { module.ResetTerrain(); } }
public void ResetRegion(IScene scene) { IBackupModule backup = scene.RequestModuleInterface <IBackupModule>(); if (backup != null) { backup.DeleteAllSceneObjects(); //Remove all the objects from the region } ITerrainModule module = scene.RequestModuleInterface <ITerrainModule>(); if (module != null) { module.ResetTerrain(); //Then remove the terrain } //Then reset the textures scene.RegionInfo.RegionSettings.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1; scene.RegionInfo.RegionSettings.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2; scene.RegionInfo.RegionSettings.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3; scene.RegionInfo.RegionSettings.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4; MainConsole.Instance.Warn("Region " + scene.RegionInfo.RegionName + " was reset"); }
public void RemoveRegion(Scene scene, bool cleanup) { IBackupModule backup = ((Scene)scene).RequestModuleInterface <IBackupModule>(); if (backup != null) { backup.DeleteAllSceneObjects(); } CloseRegion(scene); if (!cleanup) { return; } IRegionLoader[] loaders = m_OpenSimBase.ApplicationRegistry.RequestModuleInterfaces <IRegionLoader>(); foreach (IRegionLoader loader in loaders) { loader.DeleteRegion(scene.RegionInfo); } }
/// <summary> /// Shuts down and permanently removes all info associated with the region /// </summary> /// <param name="scene"></param> /// <param name="cleanup"></param> public void RemoveRegion(IScene scene, bool cleanup) { IBackupModule backup = scene.RequestModuleInterface <IBackupModule>(); if (backup != null) { backup.DeleteAllSceneObjects(); } scene.RegionInfo.HasBeenDeleted = true; CloseRegion(scene, ShutdownType.Immediate, 0); if (!cleanup) { return; } IRegionLoader[] loaders = m_OpenSimBase.ApplicationRegistry.RequestModuleInterfaces <IRegionLoader>(); foreach (IRegionLoader loader in loaders) { loader.DeleteRegion(scene.RegionInfo); } }
private void DearchiveRegion0DotStar() { if (m_loadStream == null) { return; } 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 AuroraThreadPool(new 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 <ISceneEntity> groupsToBackup = new List <ISceneEntity>(); List <LandData> landData = new List <LandData>(); // 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); } ISceneEntity sceneObject = 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 (ISceneChildEntity part in sceneObject.ChildrenEntities()) { if (string.IsNullOrEmpty(part.CreatorData)) { part.CreatorID = ResolveUserUuid(part.CreatorID, part.CreatorID, part.CreatorData, part.AbsolutePosition, landData); } 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); } } } } //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 (ISceneEntity 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 (parcelManagementModule != null) { parcelManagementModule.IncomingLandDataFromOAR(landData, m_merge, new Vector2(m_offsetX, m_offsetY)); } 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); }
private void DearchiveRegion0DotStar() { int successfulAssetRestores = 0; int failedAssetRestores = 0; //List<string> serialisedSceneObjects = new List<string>(); List <string> serialisedParcels = new List <string>(); 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; m_log.Info("[ARCHIVER]: Clearing all existing scene objects"); if (backup != null) { backup.DeleteAllSceneObjects(); } m_log.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>(); try { while ((data = archive.ReadEntry(out filePath, out entryType)) != null) { //m_log.DebugFormat( // "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length); if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) { continue; } if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) { string sogdata = m_utf8Encoding.GetString(data); //serialisedSceneObjects.Add(m_utf8Encoding.GetString(data)); /* * m_log.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) * { * m_log.Error("[ARCHIVER]: Ignoring xml since size > 5000000);"); * continue; * } */ string serialisedSceneObject = sogdata; SceneObjectGroup sceneObject = (SceneObjectGroup)serialiser.DeserializeGroupFromXml2(serialisedSceneObject, m_scene); if (sceneObject == null) { //! big error! m_log.Error("Error reading SOP XML (Please mantis this!): " + serialisedSceneObject); continue; } foreach (SceneObjectPart part in sceneObject.ChildrenList) { if (!ResolveUserUuid(part.CreatorID)) { part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; } if (!ResolveUserUuid(part.OwnerID)) { part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; } if (!ResolveUserUuid(part.LastOwnerID)) { part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; } // 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) { if (!ResolveUserUuid(kvp.Value.OwnerID)) { kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; } if (!ResolveUserUuid(kvp.Value.CreatorID)) { kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner; } } } } //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.FullUpdate); sceneObjectsLoadedCount++; sceneObject.CreateScriptInstances(0, false, 0, UUID.Zero); sceneObject.ResumeScripts(); } sceneObjectsLoadedCount++; if (sceneObjectsLoadedCount % 250 == 0) { m_log.Debug("[ARCHIVER]: Loaded " + sceneObjectsLoadedCount + " objects..."); } } else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH)) { if (!m_skipAssets) { if (LoadAsset(filePath, data)) { successfulAssetRestores++; } else { failedAssetRestores++; } if ((successfulAssetRestores + failedAssetRestores) % 250 == 0) { m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets..."); } } } else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH)) { LoadTerrain(filePath, data); } else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH)) { LoadRegionSettings(filePath, data); } else if (!m_merge && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH)) { serialisedParcels.Add(m_utf8Encoding.GetString(data)); } else if (filePath == ArchiveConstants.CONTROL_FILE_PATH) { LoadControlFile(filePath, data); } else { m_log.Debug("[ARCHIVER]:UNKNOWN PATH: " + filePath); } } //m_log.Debug("[ARCHIVER]: Reached end of archive"); } catch (Exception e) { m_log.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) { if (m_useAsync && !AssetSaverIsRunning) { m_threadpool.QueueEvent(SaveAssets, 0); } else if (!AssetSaverIsRunning) { SaveAssets(); } } if (!m_skipAssets) { m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores); if (failedAssetRestores > 0) { m_log.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 m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count); List <LandData> landData = new List <LandData>(); foreach (string serialisedParcel in serialisedParcels) { LandData parcel = LandDataSerializer.Deserialize(serialisedParcel); if (!ResolveUserUuid(parcel.OwnerID)) { parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; } landData.Add(parcel); } m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData); //Update the database as well! IParcelManagementModule parcelManagementModule = m_scene.RequestModuleInterface <IParcelManagementModule>(); if (parcelManagementModule != null) { foreach (LandData parcel in landData) { parcelManagementModule.UpdateLandObject(parcel.LocalID, parcel); } } m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count); //Clean it out landData.Clear(); serialisedParcels.Clear(); m_log.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); }