/// <summary> /// Processes backup. /// </summary> /// <param name="datastore"></param> public virtual void ProcessBackup(ISimulationDataService datastore, bool forcedBackup) { if (!Backup) { // m_log.DebugFormat( // "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID); return; } if (IsDeleted || inTransit || UUID == UUID.Zero) { // m_log.DebugFormat( // "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID); return; } if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) return; // Since this is the top of the section of call stack for backing up a particular scene object, don't let // any exception propogate upwards. try { if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things m_scene.LoadingPrims) // Land may not be valid yet { ILandObject parcel = m_scene.LandChannel.GetLandObject( m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); if (parcel != null && parcel.LandData != null && parcel.LandData.OtherCleanTime != 0) { if (parcel.LandData.OwnerID != OwnerID && (parcel.LandData.GroupID != GroupID || parcel.LandData.GroupID == UUID.Zero)) { if ((DateTime.UtcNow - RootPart.Rezzed).TotalMinutes > parcel.LandData.OtherCleanTime) { // don't autoreturn if we have a sitting avatar // mantis 7828 (but none the provided patchs) if(GetSittingAvatarsCount() > 0) { // do not respect npcs List<ScenePresence> sitters = GetSittingAvatars(); foreach(ScenePresence sp in sitters) { if(!sp.IsDeleted && !sp.isNPC && sp.IsSatOnObject) return; } } DetachFromBackup(); m_log.DebugFormat( "[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn", RootPart.UUID); m_scene.AddReturn(OwnerID == GroupID ? LastOwnerID : OwnerID, Name, AbsolutePosition, "parcel autoreturn"); m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero, DeRezAction.Return, UUID.Zero); return; } } } } if (m_scene.UseBackup && HasGroupChanged) { // don't backup while it's selected or you're asking for changes mid stream. if (isTimeToPersist() || forcedBackup) { if (m_rootPart.PhysActor != null && (!m_rootPart.PhysActor.IsPhysical)) { // Possible ghost prim if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) { foreach (SceneObjectPart part in m_parts.GetArray()) { // Re-set physics actor positions and // orientations part.GroupPosition = m_rootPart.GroupPosition; } } } // m_log.DebugFormat( // "[SCENE]: Storing {0}, {1} in {2}", // Name, UUID, m_scene.RegionInfo.RegionName); if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0) { RootPart.Shape.LastAttachPoint = RootPart.Shape.State; RootPart.Shape.State = 0; ScheduleGroupForFullUpdate(); } SceneObjectGroup backup_group = Copy(false); backup_group.RootPart.Velocity = RootPart.Velocity; backup_group.RootPart.Acceleration = RootPart.Acceleration; backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity; backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem; HasGroupChanged = false; GroupContainsForeignPrims = false; m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); backup_group.ForEachPart(delegate(SceneObjectPart part) { part.Inventory.ProcessInventoryBackup(datastore); if(part.KeyframeMotion != null) { part.KeyframeMotion.Delete(); part.KeyframeMotion = null; } }); backup_group.Clear(); backup_group = null; } // else // { // m_log.DebugFormat( // "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}", // Name, UUID, IsSelected); // } } } catch (Exception e) { m_log.ErrorFormat( "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}", Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace); } }
/// <summary> /// Processes backup. /// </summary> /// <param name="datastore"></param> public virtual void ProcessBackup(ISimulationDataService datastore, bool forcedBackup) { if (!m_isBackedUp) { // m_log.DebugFormat( // "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID); return; } if (IsDeleted || UUID == UUID.Zero) { // m_log.DebugFormat( // "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID); return; } // Since this is the top of the section of call stack for backing up a particular scene object, don't let // any exception propogate upwards. try { if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart { ILandObject parcel = m_scene.LandChannel.GetLandObject( m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); if (parcel != null && parcel.LandData != null && parcel.LandData.OtherCleanTime != 0) { if (parcel.LandData.OwnerID != OwnerID && (parcel.LandData.GroupID != GroupID || parcel.LandData.GroupID == UUID.Zero)) { if ((DateTime.UtcNow - RootPart.Rezzed).TotalMinutes > parcel.LandData.OtherCleanTime) { DetachFromBackup(); m_log.DebugFormat( "[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn", RootPart.UUID); m_scene.AddReturn(OwnerID == GroupID ? LastOwnerID : OwnerID, Name, AbsolutePosition, "parcel autoreturn"); m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero, DeRezAction.Return, UUID.Zero); return; } } } } if (m_scene.UseBackup && HasGroupChanged) { // don't backup while it's selected or you're asking for changes mid stream. if (isTimeToPersist() || forcedBackup) { // m_log.DebugFormat( // "[SCENE]: Storing {0}, {1} in {2}", // Name, UUID, m_scene.RegionInfo.RegionName); SceneObjectGroup backup_group = Copy(false); backup_group.RootPart.Velocity = RootPart.Velocity; backup_group.RootPart.Acceleration = RootPart.Acceleration; backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity; backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem; HasGroupChanged = false; HasGroupChangedDueToDelink = false; m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); backup_group.ForEachPart(delegate(SceneObjectPart part) { part.Inventory.ProcessInventoryBackup(datastore); }); backup_group = null; } // else // { // m_log.DebugFormat( // "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}", // Name, UUID, IsSelected); // } } } catch (Exception e) { m_log.ErrorFormat( "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}", Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace); } }
/// <summary> /// Processes backup. /// </summary> /// <param name="datastore"></param> public virtual bool ProcessBackup(ISimulationDataService datastore, bool forcedBackup) { //if (!m_isBackedUp) // return true; // Since this is the top of the section of call stack for backing up a particular scene object, don't let // any exception propogate upwards. if (IsDeleted || UUID == UUID.Zero) return true; try { if (isTimeToPersist() || forcedBackup) // forced means FORCED, you don't get a choice! { if (HasGroupChanged || forcedBackup) { // don't backup while it's selected or you're asking for changes mid stream. //m_log.DebugFormat( // "[SCENE]: Storing {0}, {1} in {2}", // Name, UUID, m_scene.RegionInfo.RegionName); SceneObjectGroup backup_group = Copy(OwnerID, GroupID, false, Scene, false); backup_group.RootPart.Velocity = RootPart.Velocity; backup_group.RootPart.Acceleration = RootPart.Acceleration; backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity; backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem; HasGroupChanged = false; datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); backup_group.ForEachPart(delegate(SceneObjectPart part) { part.Inventory.ProcessInventoryBackup(datastore); }); backup_group = null; return true; } } } catch (Exception e) { m_log.ErrorFormat( "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}\n\t{4}", Name, UUID, m_scene.RegionInfo.RegionName, e, e.StackTrace); } return false; }