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authorJustin Clark-Casey (justincc)2015-01-08 20:21:40 +0000
committerJustin Clark-Casey (justincc)2015-01-08 20:21:40 +0000
commit08606ae409b400b6f9b83006ed04826eede8a9c7 (patch)
treeb11e1ebfa99dfda28aa3df22041c6e3d167491ce /OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
parentCommented out clear_registry_ because (1) it isn't clearing up anything anymo... (diff)
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Make the IteratingUuidGatherer the only UuidGatherer.
This UUID gatherer provides a superset of the previous gatherer's functionality as it also allows the caller to control gathering iterations for load purposes.
Diffstat (limited to 'OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs')
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs14
1 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 59b30a9..7d9c9a9 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -776,7 +776,6 @@ namespace OpenSim.Region.CoreModules.Asset
776 { 776 {
777 UuidGatherer gatherer = new UuidGatherer(m_AssetService); 777 UuidGatherer gatherer = new UuidGatherer(m_AssetService);
778 778
779 Dictionary<UUID, sbyte> assetIdsToCheck = new Dictionary<UUID, sbyte>();
780 Dictionary<UUID, bool> assetsFound = new Dictionary<UUID, bool>(); 779 Dictionary<UUID, bool> assetsFound = new Dictionary<UUID, bool>();
781 780
782 foreach (Scene s in m_Scenes) 781 foreach (Scene s in m_Scenes)
@@ -784,10 +783,11 @@ namespace OpenSim.Region.CoreModules.Asset
784 StampRegionStatusFile(s.RegionInfo.RegionID); 783 StampRegionStatusFile(s.RegionInfo.RegionID);
785 784
786 s.ForEachSOG(delegate(SceneObjectGroup e) 785 s.ForEachSOG(delegate(SceneObjectGroup e)
787 { 786 {
788 gatherer.GatherAssetUuids(e, assetIdsToCheck); 787 gatherer.AddForInspection(e);
788 gatherer.GatherAll();
789 789
790 foreach (UUID assetID in assetIdsToCheck.Keys) 790 foreach (UUID assetID in gatherer.GatheredUuids.Keys)
791 { 791 {
792 if (!assetsFound.ContainsKey(assetID)) 792 if (!assetsFound.ContainsKey(assetID))
793 { 793 {
@@ -800,7 +800,7 @@ namespace OpenSim.Region.CoreModules.Asset
800 else if (storeUncached) 800 else if (storeUncached)
801 { 801 {
802 AssetBase cachedAsset = m_AssetService.Get(assetID.ToString()); 802 AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
803 if (cachedAsset == null && assetIdsToCheck[assetID] != (sbyte)AssetType.Unknown) 803 if (cachedAsset == null && gatherer.GatheredUuids[assetID] != (sbyte)AssetType.Unknown)
804 assetsFound[assetID] = false; 804 assetsFound[assetID] = false;
805 else 805 else
806 assetsFound[assetID] = true; 806 assetsFound[assetID] = true;
@@ -810,11 +810,11 @@ namespace OpenSim.Region.CoreModules.Asset
810 { 810 {
811 m_log.DebugFormat( 811 m_log.DebugFormat(
812 "[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets", 812 "[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets",
813 assetID, assetIdsToCheck[assetID], e.Name, e.AbsolutePosition, s.Name); 813 assetID, gatherer.GatheredUuids[assetID], e.Name, e.AbsolutePosition, s.Name);
814 } 814 }
815 } 815 }
816 816
817 assetIdsToCheck.Clear(); 817 gatherer.GatheredUuids.Clear();
818 }); 818 });
819 } 819 }
820 820