/// <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(); }
/// <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(); }