/// <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<string, object> options) { m_options = options; if (options.ContainsKey("all") && (bool)options["all"]) MultiRegionFormat = true; if (options.ContainsKey("noassets") && (bool)options["noassets"]) SaveAssets = false; Object temp; if (options.TryGetValue("checkPermissions", out temp)) FilterContent = (string)temp; // Find the regions to archive ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); if (MultiRegionFormat) { m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count); SceneManager.Instance.ForEachScene(delegate(Scene scene) { scenesGroup.AddScene(scene); }); } else { scenesGroup.AddScene(m_rootScene); } scenesGroup.CalcSceneLocations(); m_archiveWriter = new TarArchiveWriter(m_saveStream); try { // Write out control file. It should be first so that it will be found ASAP when loading the file. m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup)); m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); // Archive the regions Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>(); scenesGroup.ForEachScene(delegate(Scene scene) { string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : ""; ArchiveOneRegion(scene, regionDir, assetUuids); }); // Archive the assets if (SaveAssets) { m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count); // Asynchronously request all the assets required to perform this archive operation AssetsRequest ar = new AssetsRequest( new AssetsArchiver(m_archiveWriter), assetUuids, m_rootScene.AssetService, m_rootScene.UserAccountService, m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets); WorkManager.RunInThread(o => ar.Execute(), null, "Archive Assets Request"); // CloseArchive() will be called from ReceivedAllAssets() } else { m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); CloseArchive(string.Empty); } } catch (Exception e) { CloseArchive(e.Message); throw; } }
/// <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 <string, object> options) { m_options = options; if (options.ContainsKey("all") && (bool)options["all"]) { MultiRegionFormat = true; } if (options.ContainsKey("noassets") && (bool)options["noassets"]) { SaveAssets = false; } if (options.TryGetValue("checkPermissions", out Object temp)) { FilterContent = (string)temp; } // Find the regions to archive ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); if (MultiRegionFormat) { m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count); SceneManager.Instance.ForEachScene(delegate(Scene scene) { scenesGroup.AddScene(scene); }); } else { scenesGroup.AddScene(m_rootScene); } scenesGroup.CalcSceneLocations(); m_archiveWriter = new TarArchiveWriter(m_saveStream); try { // Write out control file. It should be first so that it will be found ASAP when loading the file. m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup)); m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); // Archive the regions Dictionary <UUID, sbyte> assetUuids = new Dictionary <UUID, sbyte>(); HashSet <UUID> failedIDs = new HashSet <UUID>(); HashSet <UUID> uncertainAssetsUUIDs = new HashSet <UUID>(); scenesGroup.ForEachScene(delegate(Scene scene) { string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : ""; ArchiveOneRegion(scene, regionDir, assetUuids, failedIDs, uncertainAssetsUUIDs); }); // Archive the assets if (SaveAssets) { m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count); AssetsRequest ar = new AssetsRequest( new AssetsArchiver(m_archiveWriter), assetUuids, failedIDs.Count, m_rootScene.AssetService, m_rootScene.UserAccountService, m_rootScene.RegionInfo.ScopeID, options, null); ar.Execute(); assetUuids = null; } else { m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); // CloseArchive(string.Empty); } CloseArchive(string.Empty); } catch (Exception e) { CloseArchive(e.Message); throw; } GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce; GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.Default; }
/// <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 <string, object> options) { m_options = options; if (options.ContainsKey("all") && (bool)options["all"]) { MultiRegionFormat = true; } if (options.ContainsKey("noassets") && (bool)options["noassets"]) { SaveAssets = false; } Object temp; if (options.TryGetValue("checkPermissions", out temp)) { CheckPermissions = (string)temp; } // Find the regions to archive ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); if (MultiRegionFormat) { m_log.InfoFormat("[ARCHIVER]: Saving {0} regions", SceneManager.Instance.Scenes.Count); SceneManager.Instance.ForEachScene(delegate(Scene scene) { scenesGroup.AddScene(scene); }); } else { scenesGroup.AddScene(m_rootScene); } scenesGroup.CalcSceneLocations(); m_archiveWriter = new TarArchiveWriter(m_saveStream); try { // Write out control file. It should be first so that it will be found ASAP when loading the file. m_archiveWriter.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, CreateControlFile(scenesGroup)); m_log.InfoFormat("[ARCHIVER]: Added control file to archive."); // Archive the regions Dictionary <UUID, AssetType> assetUuids = new Dictionary <UUID, AssetType>(); scenesGroup.ForEachScene(delegate(Scene scene) { string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : ""; ArchiveOneRegion(scene, regionDir, assetUuids); }); // Archive the assets if (SaveAssets) { m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count); // Asynchronously request all the assets required to perform this archive operation AssetsRequest ar = new AssetsRequest( new AssetsArchiver(m_archiveWriter), assetUuids, m_rootScene.AssetService, m_rootScene.UserAccountService, m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets); Util.FireAndForget(o => ar.Execute()); // CloseArchive() will be called from ReceivedAllAssets() } else { m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); CloseArchive(string.Empty); } } catch (Exception e) { CloseArchive(e.Message); throw; } }