本文整理汇总了C#中OpenSim.Framework.Serialization.TarArchiveWriter.WriteFile方法的典型用法代码示例。如果您正苦于以下问题:C# TarArchiveWriter.WriteFile方法的具体用法?C# TarArchiveWriter.WriteFile怎么用?C# TarArchiveWriter.WriteFile使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类OpenSim.Framework.Serialization.TarArchiveWriter
的用法示例。
在下文中一共展示了TarArchiveWriter.WriteFile方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: SaveModuleToArchive
public void SaveModuleToArchive(TarArchiveWriter writer, IScene scene)
{
writer.WriteDir("windlight");
foreach (RegionLightShareData lsd in m_WindlightSettings.Values)
{
OSDMap map = lsd.ToOSD();
writer.WriteFile("windlight/" + lsd.UUID.ToString(), OSDParser.SerializeLLSDBinary(map));
}
}
示例2: SaveModuleToArchive
public void SaveModuleToArchive(TarArchiveWriter writer, IScene scene)
{
m_isArchiving = true;
m_log.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.ToString(), OSDParser.SerializeLLSDBinary(parcelMap));
}
}
m_log.Info("[Archive]: Finished writing parcels to archive");
m_log.Info("[Archive]: Writing terrain to archive");
writer.WriteDir("terrain");
ITerrainModule tModule = scene.RequestModuleInterface<ITerrainModule>();
if (tModule != null)
{
MemoryStream s = new MemoryStream();
tModule.SaveToStream(scene.RegionInfo.RegionID.ToString() + ".r32", s);
writer.WriteFile("terrain/" + scene.RegionInfo.RegionID.ToString() + ".r32", s.ToArray());
s.Close();
}
m_log.Info("[Archive]: Finished writing terrain to archive");
m_log.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);
foreach (ISceneEntity entity in entities)
{
//Write all entities
writer.WriteFile("entities/" + entity.UUID.ToString(), ((ISceneObject)entity).ToXml2());
//Get all the assets too
assetGatherer.GatherAssetUuids(entity, assets, scene);
}
m_log.Info("[Archive]: Finished writing entities to archive");
m_log.Info("[Archive]: Writing assets for entities to archive");
bool foundAllAssets = true;
foreach (UUID assetID in new List<UUID>(assets.Keys))
{
AssetBase asset = m_scene.AssetService.GetCached(assetID.ToString());
if (asset != null)
WriteAsset(asset, writer); //Write it syncronously since we havn't
else
{
foundAllAssets = false; //Not all are cached
m_missingAssets.Add(assetID);
m_scene.AssetService.Get(assetID.ToString(), writer, RetrievedAsset);
}
}
if (foundAllAssets)
m_isArchiving = false; //We're done if all the assets were found
m_log.Info("[Archive]: Finished writing assets for entities to archive");
}
示例3: TestLoadMultiRegionOar
public void TestLoadMultiRegionOar()
{
TestHelpers.InMethod();
// Create an ArchiveScenesGroup with the regions in the OAR. This is needed to generate the control file.
int WIDTH = 2;
int HEIGHT = 2;
for (uint y = 0; y < HEIGHT; y++)
{
for (uint x = 0; x < WIDTH; x++)
{
Scene scene;
if (x == 0 && y == 0)
{
scene = m_scene; // this scene was already created in SetUp()
}
else
{
scene = m_sceneHelpers.SetupScene(string.Format("Unit test region {0}", (y * WIDTH) + x + 1), UUID.Random(), 1000 + x, 1000 + y);
SceneHelpers.SetupSceneModules(scene, new ArchiverModule(), m_serialiserModule, new TerrainModule());
}
}
}
ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup();
m_sceneHelpers.SceneManager.ForEachScene(delegate(Scene scene)
{
scenesGroup.AddScene(scene);
});
scenesGroup.CalcSceneLocations();
// Generate the OAR file
MemoryStream archiveWriteStream = new MemoryStream();
TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
ArchiveWriteRequest writeRequest = new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty);
writeRequest.MultiRegionFormat = true;
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH, writeRequest.CreateControlFile(scenesGroup));
SceneObjectPart part1 = CreateSceneObjectPart1();
part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f);
part1.SitTargetPosition = new Vector3(1, 2, 3);
SceneObjectGroup object1 = new SceneObjectGroup(part1);
// Let's put some inventory items into our object
string soundItemName = "sound-item1";
UUID soundItemUuid = UUID.Parse("00000000-0000-0000-0000-000000000002");
Type type = GetType();
Assembly assembly = type.Assembly;
string soundDataResourceName = null;
string[] names = assembly.GetManifestResourceNames();
foreach (string name in names)
{
if (name.EndsWith(".Resources.test-sound.wav"))
soundDataResourceName = name;
}
Assert.That(soundDataResourceName, Is.Not.Null);
byte[] soundData;
UUID soundUuid;
CreateSoundAsset(tar, assembly, soundDataResourceName, out soundData, out soundUuid);
TaskInventoryItem item1
= new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName };
part1.Inventory.AddInventoryItem(item1, true);
m_scene.AddNewSceneObject(object1, false);
string object1FileName = string.Format(
"{0}_{1:000}-{2:000}-{3:000}__{4}.xml",
part1.Name,
Math.Round(part1.GroupPosition.X), Math.Round(part1.GroupPosition.Y), Math.Round(part1.GroupPosition.Z),
part1.UUID);
string path = "regions/1_1_Unit_test_region/" + ArchiveConstants.OBJECTS_PATH + object1FileName;
tar.WriteFile(path, SceneObjectSerializer.ToXml2Format(object1));
tar.Close();
// Delete the current objects, to test that they're loaded from the OAR and didn't
// just remain in the scene.
m_sceneHelpers.SceneManager.ForEachScene(delegate(Scene scene)
{
scene.DeleteAllSceneObjects();
});
// Create a "hole", to test that that the corresponding region isn't loaded from the OAR
m_sceneHelpers.SceneManager.CloseScene(SceneManager.Instance.Scenes[1]);
// Check thay the OAR file contains the expected data
MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
lock (this)
{
//.........这里部分代码省略.........
示例4: TestLoadIarV0_1AbsentUsers
public void TestLoadIarV0_1AbsentUsers()
{
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
string userFirstName = "Charlie";
string userLastName = "Chan";
UUID userUuid = UUID.Parse("00000000-0000-0000-0000-000000000999");
string userItemCreatorFirstName = "Bat";
string userItemCreatorLastName = "Man";
//UUID userItemCreatorUuid = UUID.Parse("00000000-0000-0000-0000-000000008888");
string itemName = "b.lsl";
string archiveItemName = InventoryArchiveWriteRequest.CreateArchiveItemName(itemName, UUID.Random());
MemoryStream archiveWriteStream = new MemoryStream();
TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
InventoryItemBase item1 = new InventoryItemBase();
item1.Name = itemName;
item1.AssetID = UUID.Random();
item1.GroupID = UUID.Random();
item1.CreatorId = OspResolver.MakeOspa(userItemCreatorFirstName, userItemCreatorLastName);
//item1.CreatorId = userUuid.ToString();
//item1.CreatorId = "00000000-0000-0000-0000-000000000444";
item1.Owner = UUID.Zero;
string item1FileName
= string.Format("{0}{1}", ArchiveConstants.INVENTORY_PATH, archiveItemName);
tar.WriteFile(item1FileName, UserInventoryItemSerializer.Serialize(item1));
tar.Close();
MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
SerialiserModule serialiserModule = new SerialiserModule();
InventoryArchiverModule archiverModule = new InventoryArchiverModule(true);
// Annoyingly, we have to set up a scene even though inventory loading has nothing to do with a scene
Scene scene = SceneSetupHelpers.SetupScene("inventory");
SceneSetupHelpers.SetupSceneModules(scene, serialiserModule, archiverModule);
UserProfileTestUtils.CreateUserWithInventory(scene, userFirstName, userLastName, userUuid, "meowfood");
archiverModule.DearchiveInventory(userFirstName, userLastName, "/", "meowfood", archiveReadStream);
InventoryItemBase foundItem1
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, userUuid, itemName);
Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1");
// Assert.That(
// foundItem1.CreatorId, Is.EqualTo(userUuid),
// "Loaded item non-uuid creator doesn't match that of the loading user");
Assert.That(
foundItem1.CreatorIdAsUuid, Is.EqualTo(userUuid),
"Loaded item uuid creator doesn't match that of the loading user");
}
示例5: TestLoadOar
public void TestLoadOar()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
MemoryStream archiveWriteStream = new MemoryStream();
TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
// Put in a random blank directory to check that this doesn't upset the load process
tar.WriteDir("ignoreme");
// Also check that direct entries which will also have a file entry containing that directory doesn't
// upset load
tar.WriteDir(ArchiveConstants.TERRAINS_PATH);
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH,
new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
SceneObjectPart part1 = CreateSceneObjectPart1();
part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f);
part1.SitTargetPosition = new Vector3(1, 2, 3);
SceneObjectGroup object1 = new SceneObjectGroup(part1);
// Let's put some inventory items into our object
string soundItemName = "sound-item1";
UUID soundItemUuid = UUID.Parse("00000000-0000-0000-0000-000000000002");
Type type = GetType();
Assembly assembly = type.Assembly;
string soundDataResourceName = null;
string[] names = assembly.GetManifestResourceNames();
foreach (string name in names)
{
if (name.EndsWith(".Resources.test-sound.wav"))
soundDataResourceName = name;
}
Assert.That(soundDataResourceName, Is.Not.Null);
byte[] soundData;
UUID soundUuid;
CreateSoundAsset(tar, assembly, soundDataResourceName, out soundData, out soundUuid);
TaskInventoryItem item1
= new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName };
part1.Inventory.AddInventoryItem(item1, true);
m_scene.AddNewSceneObject(object1, false);
string object1FileName = string.Format(
"{0}_{1:000}-{2:000}-{3:000}__{4}.xml",
part1.Name,
Math.Round(part1.GroupPosition.X), Math.Round(part1.GroupPosition.Y), Math.Round(part1.GroupPosition.Z),
part1.UUID);
tar.WriteFile(ArchiveConstants.OBJECTS_PATH + object1FileName, SceneObjectSerializer.ToXml2Format(object1));
tar.Close();
MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
lock (this)
{
m_scene.EventManager.OnOarFileLoaded += LoadCompleted;
m_archiverModule.DearchiveRegion(archiveReadStream);
}
Assert.That(m_lastErrorMessage, Is.Null);
TestLoadedRegion(part1, soundItemName, soundData);
}
示例6: TestLoadOarDeededLand
public void TestLoadOarDeededLand()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID landID = TestHelpers.ParseTail(0x10);
MockGroupsServicesConnector groupsService = new MockGroupsServicesConnector();
IConfigSource configSource = new IniConfigSource();
IConfig config = configSource.AddConfig("Groups");
config.Set("Enabled", true);
config.Set("Module", "GroupsModule");
config.Set("DebugEnabled", true);
SceneHelpers.SetupSceneModules(
m_scene, configSource, new object[] { new GroupsModule(), groupsService, new LandManagementModule() });
// Create group in scene for loading
// FIXME: For now we'll put up with the issue that we'll get a group ID that varies across tests.
UUID groupID
= groupsService.CreateGroup(UUID.Zero, "group1", "", true, UUID.Zero, 3, true, true, true, UUID.Zero);
// Construct OAR
MemoryStream oarStream = new MemoryStream();
TarArchiveWriter tar = new TarArchiveWriter(oarStream);
tar.WriteDir(ArchiveConstants.LANDDATA_PATH);
tar.WriteFile(
ArchiveConstants.CONTROL_FILE_PATH,
new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
LandObject lo = new LandObject(groupID, true, m_scene);
lo.SetLandBitmap(lo.BasicFullRegionLandBitmap());
LandData ld = lo.LandData;
ld.GlobalID = landID;
string ldPath = ArchiveConstants.CreateOarLandDataPath(ld);
Dictionary<string, object> options = new Dictionary<string, object>();
tar.WriteFile(ldPath, LandDataSerializer.Serialize(ld, options));
tar.Close();
oarStream = new MemoryStream(oarStream.ToArray());
// Load OAR
lock (this)
{
m_scene.EventManager.OnOarFileLoaded += LoadCompleted;
m_archiverModule.DearchiveRegion(oarStream);
}
ILandObject rLo = m_scene.LandChannel.GetLandObject(16, 16);
LandData rLd = rLo.LandData;
Assert.That(rLd.GlobalID, Is.EqualTo(landID));
Assert.That(rLd.OwnerID, Is.EqualTo(groupID));
Assert.That(rLd.GroupID, Is.EqualTo(groupID));
Assert.That(rLd.IsGroupOwned, Is.EqualTo(true));
}
示例7: TestLoadIarV0_1TempProfiles
/// <summary>
/// Test loading a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet) where
/// no account exists with the creator name
/// </summary>
/// Disabled since temporary profiles have not yet been implemented.
//[Test]
public void TestLoadIarV0_1TempProfiles()
{
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
string userFirstName = "Dennis";
string userLastName = "Menace";
UUID userUuid = UUID.Parse("00000000-0000-0000-0000-000000000aaa");
string user2FirstName = "Walter";
string user2LastName = "Mitty";
string itemName = "b.lsl";
string archiveItemName = InventoryArchiveWriteRequest.CreateArchiveItemName(itemName, UUID.Random());
MemoryStream archiveWriteStream = new MemoryStream();
TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
InventoryItemBase item1 = new InventoryItemBase();
item1.Name = itemName;
item1.AssetID = UUID.Random();
item1.GroupID = UUID.Random();
item1.CreatorId = OspResolver.MakeOspa(user2FirstName, user2LastName);
item1.Owner = UUID.Zero;
string item1FileName
= string.Format("{0}{1}", ArchiveConstants.INVENTORY_PATH, archiveItemName);
tar.WriteFile(item1FileName, UserInventoryItemSerializer.Serialize(item1));
tar.Close();
MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
SerialiserModule serialiserModule = new SerialiserModule();
InventoryArchiverModule archiverModule = new InventoryArchiverModule(true);
// Annoyingly, we have to set up a scene even though inventory loading has nothing to do with a scene
Scene scene = SceneSetupHelpers.SetupScene();
IUserAdminService userAdminService = scene.CommsManager.UserAdminService;
SceneSetupHelpers.SetupSceneModules(scene, serialiserModule, archiverModule);
userAdminService.AddUser(
userFirstName, userLastName, "meowfood", String.Empty, 1000, 1000, userUuid);
archiverModule.DearchiveInventory(userFirstName, userLastName, "/", "troll", archiveReadStream);
// Check that a suitable temporary user profile has been created.
UserProfileData user2Profile
= scene.CommsManager.UserService.GetUserProfile(
OspResolver.HashName(user2FirstName + " " + user2LastName));
Assert.That(user2Profile, Is.Not.Null);
Assert.That(user2Profile.FirstName == user2FirstName);
Assert.That(user2Profile.SurName == user2LastName);
CachedUserInfo userInfo
= scene.CommsManager.UserProfileCacheService.GetUserDetails(userFirstName, userLastName);
userInfo.OnInventoryReceived += InventoryReceived;
lock (this)
{
userInfo.FetchInventory();
Monitor.Wait(this, 60000);
}
InventoryItemBase foundItem = userInfo.RootFolder.FindItemByPath(itemName);
Assert.That(foundItem.CreatorId, Is.EqualTo(item1.CreatorId));
Assert.That(
foundItem.CreatorIdAsUuid, Is.EqualTo(OspResolver.HashName(user2FirstName + " " + user2LastName)));
Assert.That(foundItem.Owner, Is.EqualTo(userUuid));
Console.WriteLine("### Successfully completed {0} ###", MethodBase.GetCurrentMethod());
}
示例8: ArchiveRegion
/// <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;
}
}
示例9: SaveBackup
/// <summary>
/// Save a backup of the sim
/// </summary>
/// <param name="appendedFilePath">The file path where the backup will be saved</param>
protected virtual void SaveBackup (string appendedFilePath, bool saveAssets)
{
if (appendedFilePath == "/")
appendedFilePath = "";
IBackupModule backupModule = m_scene.RequestModuleInterface<IBackupModule> ();
if (backupModule != null && backupModule.LoadingPrims) //Something is changing lots of prims
{
m_log.Info ("[Backup]: Not saving backup because the backup module is loading prims");
return;
}
//Save any script state saves that might be around
IScriptModule[] engines = m_scene.RequestModuleInterfaces<IScriptModule> ();
try
{
if (engines != null)
{
foreach (IScriptModule engine in engines)
{
if (engine != null)
{
engine.SaveStateSaves ();
}
}
}
}
catch(Exception ex)
{
m_log.WarnFormat ("[Backup]: Exception caught: {0}", ex.ToString());
}
m_log.Info ("[FileBasedSimulationData]: Saving Backup for region " + m_scene.RegionInfo.RegionName);
string fileName = appendedFilePath + m_scene.RegionInfo.RegionName + m_saveAppenedFileName + ".abackup";
if (File.Exists (fileName))
{
//Do new style saving here!
GZipStream m_saveStream = new GZipStream (new FileStream (fileName + ".tmp", FileMode.Create), CompressionMode.Compress);
TarArchiveWriter writer = new TarArchiveWriter (m_saveStream);
GZipStream m_loadStream = new GZipStream (new FileStream (fileName, FileMode.Open), CompressionMode.Decompress);
TarArchiveReader reader = new TarArchiveReader (m_loadStream);
writer.WriteDir ("parcels");
IParcelManagementModule module = m_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.ToString (), OSDParser.SerializeLLSDBinary (parcelMap));
parcelMap = null;
}
}
writer.WriteDir ("newstyleterrain");
writer.WriteDir ("newstylerevertterrain");
writer.WriteDir ("newstylewater");
writer.WriteDir ("newstylerevertwater");
ITerrainModule tModule = m_scene.RequestModuleInterface<ITerrainModule> ();
if (tModule != null)
{
try
{
byte[] sdata = WriteTerrainToStream (tModule.TerrainMap);
writer.WriteFile ("newstyleterrain/" + m_scene.RegionInfo.RegionID.ToString () + ".terrain", sdata);
sdata = null;
sdata = WriteTerrainToStream (tModule.TerrainRevertMap);
writer.WriteFile ("newstylerevertterrain/" + m_scene.RegionInfo.RegionID.ToString () + ".terrain", sdata);
sdata = null;
if (tModule.TerrainWaterMap != null)
{
sdata = WriteTerrainToStream (tModule.TerrainWaterMap);
writer.WriteFile ("newstylewater/" + m_scene.RegionInfo.RegionID.ToString () + ".terrain", sdata);
sdata = null;
sdata = WriteTerrainToStream (tModule.TerrainWaterRevertMap);
writer.WriteFile ("newstylerevertwater/" + m_scene.RegionInfo.RegionID.ToString () + ".terrain", sdata);
sdata = null;
}
}
catch (Exception ex)
{
m_log.WarnFormat ("[Backup]: Exception caught: {0}", ex.ToString ());
}
}
IDictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
UuidGatherer assetGatherer = new UuidGatherer(m_scene.AssetService);
ISceneEntity[] saveentities = m_scene.Entities.GetEntities();
List<UUID> entitiesToSave = new List<UUID>();
//.........这里部分代码省略.........
示例10: TestLoadIarV0_1ExistingUsers
public void TestLoadIarV0_1ExistingUsers()
{
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
string userFirstName = "Mr";
string userLastName = "Tiddles";
UUID userUuid = UUID.Parse("00000000-0000-0000-0000-000000000555");
string userItemCreatorFirstName = "Lord";
string userItemCreatorLastName = "Lucan";
UUID userItemCreatorUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
string item1Name = "b.lsl";
string archiveItemName = InventoryArchiveWriteRequest.CreateArchiveItemName(item1Name, UUID.Random());
MemoryStream archiveWriteStream = new MemoryStream();
TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
InventoryItemBase item1 = new InventoryItemBase();
item1.Name = item1Name;
item1.AssetID = UUID.Random();
item1.GroupID = UUID.Random();
item1.CreatorId = OspResolver.MakeOspa(userItemCreatorFirstName, userItemCreatorLastName);
//item1.CreatorId = userUuid.ToString();
//item1.CreatorId = "00000000-0000-0000-0000-000000000444";
item1.Owner = UUID.Zero;
string item1FileName
= string.Format("{0}{1}", ArchiveConstants.INVENTORY_PATH, archiveItemName);
tar.WriteFile(item1FileName, UserInventoryItemSerializer.Serialize(item1));
tar.Close();
MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
SerialiserModule serialiserModule = new SerialiserModule();
InventoryArchiverModule archiverModule = new InventoryArchiverModule(true);
// Annoyingly, we have to set up a scene even though inventory loading has nothing to do with a scene
Scene scene = SceneSetupHelpers.SetupScene("inventory");
IUserAdminService userAdminService = scene.CommsManager.UserAdminService;
SceneSetupHelpers.SetupSceneModules(scene, serialiserModule, archiverModule);
userAdminService.AddUser(
userFirstName, userLastName, "meowfood", String.Empty, 1000, 1000, userUuid);
userAdminService.AddUser(
userItemCreatorFirstName, userItemCreatorLastName, "hampshire",
String.Empty, 1000, 1000, userItemCreatorUuid);
archiverModule.DearchiveInventory(userFirstName, userLastName, "/", "meowfood", archiveReadStream);
CachedUserInfo userInfo
= scene.CommsManager.UserProfileCacheService.GetUserDetails(userFirstName, userLastName);
InventoryItemBase foundItem1
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, userInfo.UserProfile.ID, item1Name);
Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1");
// We have to disable this check since loaded items that did find users via OSPA resolution are now only storing the
// UUID, not the OSPA itself.
// Assert.That(
// foundItem1.CreatorId, Is.EqualTo(item1.CreatorId),
// "Loaded item non-uuid creator doesn't match original");
Assert.That(
foundItem1.CreatorId, Is.EqualTo(userItemCreatorUuid.ToString()),
"Loaded item non-uuid creator doesn't match original");
Assert.That(
foundItem1.CreatorIdAsUuid, Is.EqualTo(userItemCreatorUuid),
"Loaded item uuid creator doesn't match original");
Assert.That(foundItem1.Owner, Is.EqualTo(userUuid),
"Loaded item owner doesn't match inventory reciever");
// Now try loading to a root child folder
UserInventoryTestUtils.CreateInventoryFolder(scene.InventoryService, userInfo.UserProfile.ID, "xA");
archiveReadStream = new MemoryStream(archiveReadStream.ToArray());
archiverModule.DearchiveInventory(userFirstName, userLastName, "xA", "meowfood", archiveReadStream);
InventoryItemBase foundItem2
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, userInfo.UserProfile.ID, "xA/" + item1Name);
Assert.That(foundItem2, Is.Not.Null, "Didn't find loaded item 2");
// Now try loading to a more deeply nested folder
UserInventoryTestUtils.CreateInventoryFolder(scene.InventoryService, userInfo.UserProfile.ID, "xB/xC");
archiveReadStream = new MemoryStream(archiveReadStream.ToArray());
archiverModule.DearchiveInventory(userFirstName, userLastName, "xB/xC", "meowfood", archiveReadStream);
InventoryItemBase foundItem3
= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, userInfo.UserProfile.ID, "xB/xC/" + item1Name);
Assert.That(foundItem3, Is.Not.Null, "Didn't find loaded item 3");
}
示例11: TestLoadOarV0_2RegionSettings
public void TestLoadOarV0_2RegionSettings()
{
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
MemoryStream archiveWriteStream = new MemoryStream();
TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
tar.WriteDir(ArchiveConstants.TERRAINS_PATH);
tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestPreparation.Create0p2ControlFile(new Dictionary<string, Object>()));
RegionSettings rs = new RegionSettings();
rs.AgentLimit = 17;
rs.AllowDamage = true;
rs.AllowLandJoinDivide = true;
rs.AllowLandResell = true;
rs.BlockFly = true;
rs.BlockShowInSearch = true;
rs.BlockTerraform = true;
rs.DisableCollisions = true;
rs.DisablePhysics = true;
rs.DisableScripts = true;
rs.Elevation1NW = 15.9;
rs.Elevation1NE = 45.3;
rs.Elevation1SE = 49;
rs.Elevation1SW = 1.9;
rs.Elevation2NW = 4.5;
rs.Elevation2NE = 19.2;
rs.Elevation2SE = 9.2;
rs.Elevation2SW = 2.1;
rs.FixedSun = true;
rs.ObjectBonus = 1.4;
rs.RestrictPushing = true;
rs.TerrainLowerLimit = 0.4;
rs.TerrainRaiseLimit = 17.9;
rs.TerrainTexture1 = UUID.Parse("00000000-0000-0000-0000-000000000020");
rs.TerrainTexture2 = UUID.Parse("00000000-0000-0000-0000-000000000040");
rs.TerrainTexture3 = UUID.Parse("00000000-0000-0000-0000-000000000060");
rs.TerrainTexture4 = UUID.Parse("00000000-0000-0000-0000-000000000080");
rs.UseEstateSun = true;
rs.WaterHeight = 23;
tar.WriteFile(ArchiveConstants.SETTINGS_PATH + "region1.xml", RegionSettingsSerializer.Serialize(rs));
tar.Close();
MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
lock (this)
{
m_scene.EventManager.OnOarFileLoaded += LoadCompleted;
m_archiverModule.DearchiveRegion(archiveReadStream);
}
Assert.That(m_lastErrorMessage, Is.Null);
RegionSettings loadedRs = m_scene.RegionInfo.RegionSettings;
Assert.That(loadedRs.AgentLimit, Is.EqualTo(17));
Assert.That(loadedRs.AllowDamage, Is.True);
Assert.That(loadedRs.AllowLandJoinDivide, Is.True);
Assert.That(loadedRs.AllowLandResell, Is.True);
Assert.That(loadedRs.BlockFly, Is.True);
Assert.That(loadedRs.BlockShowInSearch, Is.True);
Assert.That(loadedRs.BlockTerraform, Is.True);
Assert.That(loadedRs.DisableCollisions, Is.True);
Assert.That(loadedRs.DisablePhysics, Is.True);
Assert.That(loadedRs.DisableScripts, Is.True);
Assert.That(loadedRs.Elevation1NW, Is.EqualTo(15.9));
Assert.That(loadedRs.Elevation1NE, Is.EqualTo(45.3));
Assert.That(loadedRs.Elevation1SE, Is.EqualTo(49));
Assert.That(loadedRs.Elevation1SW, Is.EqualTo(1.9));
Assert.That(loadedRs.Elevation2NW, Is.EqualTo(4.5));
Assert.That(loadedRs.Elevation2NE, Is.EqualTo(19.2));
Assert.That(loadedRs.Elevation2SE, Is.EqualTo(9.2));
Assert.That(loadedRs.Elevation2SW, Is.EqualTo(2.1));
Assert.That(loadedRs.FixedSun, Is.True);
Assert.That(loadedRs.ObjectBonus, Is.EqualTo(1.4));
Assert.That(loadedRs.RestrictPushing, Is.True);
Assert.That(loadedRs.TerrainLowerLimit, Is.EqualTo(0.4));
Assert.That(loadedRs.TerrainRaiseLimit, Is.EqualTo(17.9));
Assert.That(loadedRs.TerrainTexture1, Is.EqualTo(UUID.Parse("00000000-0000-0000-0000-000000000020")));
Assert.That(loadedRs.TerrainTexture2, Is.EqualTo(UUID.Parse("00000000-0000-0000-0000-000000000040")));
Assert.That(loadedRs.TerrainTexture3, Is.EqualTo(UUID.Parse("00000000-0000-0000-0000-000000000060")));
Assert.That(loadedRs.TerrainTexture4, Is.EqualTo(UUID.Parse("00000000-0000-0000-0000-000000000080")));
Assert.That(loadedRs.UseEstateSun, Is.True);
Assert.That(loadedRs.WaterHeight, Is.EqualTo(23));
}
示例12: TestLoadIarV0_1ExistingUsers
/// <summary>
/// Test loading a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet) where
/// an account exists with the creator name.
/// </summary>
//[Test]
public void TestLoadIarV0_1ExistingUsers()
{
TestHelper.InMethod();
log4net.Config.XmlConfigurator.Configure();
string userFirstName = "Mr";
string userLastName = "Tiddles";
UUID userUuid = UUID.Parse("00000000-0000-0000-0000-000000000555");
string userItemCreatorFirstName = "Lord";
string userItemCreatorLastName = "Lucan";
UUID userItemCreatorUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
string itemName = "b.lsl";
string archiveItemName
= string.Format("{0}{1}{2}", itemName, "_", UUID.Random());
MemoryStream archiveWriteStream = new MemoryStream();
TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
InventoryItemBase item1 = new InventoryItemBase();
item1.Name = itemName;
item1.AssetID = UUID.Random();
item1.GroupID = UUID.Random();
item1.CreatorId = OspResolver.MakeOspa(userItemCreatorFirstName, userItemCreatorLastName);
//item1.CreatorId = userUuid.ToString();
//item1.CreatorId = "00000000-0000-0000-0000-000000000444";
item1.Owner = UUID.Zero;
string item1FileName
= string.Format("{0}{1}", ArchiveConstants.INVENTORY_PATH, archiveItemName);
tar.WriteFile(item1FileName, UserInventoryItemSerializer.Serialize(item1));
tar.Close();
MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
SerialiserModule serialiserModule = new SerialiserModule();
InventoryArchiverModule archiverModule = new InventoryArchiverModule();
// Annoyingly, we have to set up a scene even though inventory loading has nothing to do with a scene
Scene scene = SceneSetupHelpers.SetupScene();
IUserAdminService userAdminService = scene.CommsManager.UserAdminService;
SceneSetupHelpers.SetupSceneModules(scene, serialiserModule, archiverModule);
userAdminService.AddUser(
userFirstName, userLastName, "meowfood", String.Empty, 1000, 1000, userUuid);
userAdminService.AddUser(
userItemCreatorFirstName, userItemCreatorLastName, "hampshire",
String.Empty, 1000, 1000, userItemCreatorUuid);
archiverModule.DearchiveInventory(userFirstName, userLastName, "/", archiveReadStream);
CachedUserInfo userInfo
= scene.CommsManager.UserProfileCacheService.GetUserDetails(userFirstName, userLastName);
//userInfo.FetchInventory();
/*
for (int i = 0 ; i < 50 ; i++)
{
if (userInfo.HasReceivedInventory == true)
break;
Thread.Sleep(200);
}
Assert.That(userInfo.HasReceivedInventory, Is.True, "FetchInventory timed out (10 seconds)");
*/
InventoryItemBase foundItem = userInfo.RootFolder.FindItemByPath(itemName);
Assert.That(foundItem, Is.Not.Null, "Didn't find loaded item");
Assert.That(
foundItem.CreatorId, Is.EqualTo(item1.CreatorId),
"Loaded item non-uuid creator doesn't match original");
Assert.That(
foundItem.CreatorIdAsUuid, Is.EqualTo(userItemCreatorUuid),
"Loaded item uuid creator doesn't match original");
Assert.That(foundItem.Owner, Is.EqualTo(userUuid),
"Loaded item owner doesn't match inventory reciever");
}
示例13: doExport
/// <summary>
///
/// </summary>
/// <param name="filePath"></param>
/// <param name="GTAIV"></param>
/// <returns></returns>
private bool doExport(string filePath, DataSetType data_type )
{
// Initial stage for the export/import functionality is the ability to export/import
// the data correctly for the current city, uses OSDMap. For now the GTAIV flag is
// ignored, this needs to be changed to allow for internal, GTA and GIS data sets to
// be used for cities.
if (filePath == null || data_type == DataSetType.DATASET_TYPE_NULL)
{
return (false);
}
// Make sure the file is not present on the destination.
// ???
// First stage use a TarArchiveWriter in conjunction with OSDMap to write a file
// containing all the information needed about the city and regions to be able to
// import it in when the server is shutdown and restarted.
System.IO.MemoryStream data = new System.IO.MemoryStream(1024);
TarArchiveWriter tarArchive = null;
// Construct the archive before writing it to the destination.
tarArchive = new TarArchiveWriter(data);
tarArchive.WriteDir("citybuilder/");
tarArchive.WriteFile(filePath, data.GetBuffer());
return (false);
}
示例14: TestLoadOarV0_2
public void TestLoadOarV0_2()
{
TestHelper.InMethod();
//log4net.Config.XmlConfigurator.Configure();
MemoryStream archiveWriteStream = new MemoryStream();
TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
// Put in a random blank directory to check that this doesn't upset the load process
tar.WriteDir("ignoreme");
// Also check that direct entries which will also have a file entry containing that directory doesn't
// upset load
tar.WriteDir(ArchiveConstants.TERRAINS_PATH);
tar.WriteFile(ArchiveConstants.CONTROL_FILE_PATH, ArchiveWriteRequestExecution.Create0p2ControlFile());
SceneObjectPart part1 = CreateSceneObjectPart1();
SceneObjectGroup object1 = new SceneObjectGroup(part1);
// Let's put some inventory items into our object
string soundItemName = "sound-item1";
UUID soundItemUuid = UUID.Parse("00000000-0000-0000-0000-000000000002");
Type type = GetType();
Assembly assembly = type.Assembly;
string soundDataResourceName = null;
string[] names = assembly.GetManifestResourceNames();
foreach (string name in names)
{
if (name.EndsWith(".Resources.test-sound.wav"))
soundDataResourceName = name;
}
Assert.That(soundDataResourceName, Is.Not.Null);
byte[] soundData;
Console.WriteLine("Loading " + soundDataResourceName);
using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName))
{
using (BinaryReader br = new BinaryReader(resource))
{
// FIXME: Use the inspector insteadthere are so many forums and lists already, though admittedly none of them are suitable for cross virtual-enivornemnt discussion
soundData = br.ReadBytes(99999999);
UUID soundUuid = UUID.Parse("00000000-0000-0000-0000-000000000001");
string soundAssetFileName
= ArchiveConstants.ASSETS_PATH + soundUuid
+ ArchiveConstants.ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV];
tar.WriteFile(soundAssetFileName, soundData);
/*
AssetBase soundAsset = AssetHelpers.CreateAsset(soundUuid, soundData);
scene.AssetService.Store(soundAsset);
asset1FileName = ArchiveConstants.ASSETS_PATH + soundUuid + ".wav";
*/
TaskInventoryItem item1
= new TaskInventoryItem { AssetID = soundUuid, ItemID = soundItemUuid, Name = soundItemName };
part1.Inventory.AddInventoryItem(item1, true);
}
}
m_scene.AddNewSceneObject(object1, false);
string object1FileName = string.Format(
"{0}_{1:000}-{2:000}-{3:000}__{4}.xml",
part1.Name,
Math.Round(part1.GroupPosition.X), Math.Round(part1.GroupPosition.Y), Math.Round(part1.GroupPosition.Z),
part1.UUID);
tar.WriteFile(ArchiveConstants.OBJECTS_PATH + object1FileName, SceneObjectSerializer.ToXml2Format(object1));
tar.Close();
MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
lock (this)
{
m_scene.EventManager.OnOarFileLoaded += LoadCompleted;
m_archiverModule.DearchiveRegion(archiveReadStream);
}
Assert.That(m_lastErrorMessage, Is.Null);
SceneObjectPart object1PartLoaded = m_scene.GetSceneObjectPart(part1.Name);
Assert.That(object1PartLoaded, Is.Not.Null, "object1 was not loaded");
Assert.That(object1PartLoaded.Name, Is.EqualTo(part1.Name), "object1 names not identical");
Assert.That(object1PartLoaded.GroupPosition, Is.EqualTo(part1.GroupPosition), "object1 group position not equal");
Assert.That(
object1PartLoaded.RotationOffset, Is.EqualTo(part1.RotationOffset), "object1 rotation offset not equal");
Assert.That(
object1PartLoaded.OffsetPosition, Is.EqualTo(part1.OffsetPosition), "object1 offset position not equal");
TaskInventoryItem loadedSoundItem = object1PartLoaded.Inventory.GetInventoryItems(soundItemName)[0];
Assert.That(loadedSoundItem, Is.Not.Null, "loaded sound item was null");
AssetBase loadedSoundAsset = m_scene.AssetService.Get(loadedSoundItem.AssetID.ToString());
Assert.That(loadedSoundAsset, Is.Not.Null, "loaded sound asset was null");
Assert.That(loadedSoundAsset.Data, Is.EqualTo(soundData), "saved and loaded sound data do not match");
// Temporary
Console.WriteLine("Successfully completed {0}", MethodBase.GetCurrentMethod());
}
示例15: WriteInventoryItemToArchive
private static void WriteInventoryItemToArchive(TarArchiveWriter archive, InventoryItemBase item, string path)
{
string filename = string.Format("{0}{1}_{2}.xml", path, item.Name, item.ID);
string serialization = UserInventoryItemSerializer.Serialize(item);
archive.WriteFile(filename, serialization);
//m_assetGatherer.GatherAssetUuids(item.AssetID, (AssetType) item.AssetType, assetUuids);
}