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author | Justin Clarke Casey | 2009-03-24 21:05:20 +0000 |
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committer | Justin Clarke Casey | 2009-03-24 21:05:20 +0000 |
commit | 6cad71d5ec2f794f1df668e978049f7e5b10e9dc (patch) | |
tree | e7ba50aa67311d39741d6c11aebb681c79bab26e /OpenSim/Region | |
parent | * minor: remove a couple more compiler warnings (diff) | |
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* minor: remove load oar logging I accidentally left in a few commits ago
* reduce noisiness of uuid gatherer
* stop bothering to pointless complain about directory tar entries when loading an oar
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs | 12 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 4 |
2 files changed, 6 insertions, 10 deletions
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index 5c9f755..8b603b4 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs | |||
@@ -110,12 +110,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
110 | //m_log.DebugFormat( | 110 | //m_log.DebugFormat( |
111 | // "[ARCHIVER]: Successfully read {0} ({1} bytes)}", filePath, data.Length); | 111 | // "[ARCHIVER]: Successfully read {0} ({1} bytes)}", filePath, data.Length); |
112 | 112 | ||
113 | if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType) | 113 | if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) |
114 | { | ||
115 | m_log.WarnFormat( | ||
116 | "[ARCHIVER]: Ignoring directory entry {0}", filePath); | ||
117 | } | ||
118 | else if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH)) | ||
119 | { | 114 | { |
120 | serialisedSceneObjects.Add(m_asciiEncoding.GetString(data)); | 115 | serialisedSceneObjects.Add(m_asciiEncoding.GetString(data)); |
121 | } | 116 | } |
@@ -172,18 +167,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
172 | 167 | ||
173 | foreach (string serialisedSceneObject in serialisedSceneObjects) | 168 | foreach (string serialisedSceneObject in serialisedSceneObjects) |
174 | { | 169 | { |
170 | /* | ||
175 | m_log.DebugFormat("[ARCHIVER]: Loading xml with raw size {0}", serialisedSceneObject.Length); | 171 | m_log.DebugFormat("[ARCHIVER]: Loading xml with raw size {0}", serialisedSceneObject.Length); |
176 | 172 | ||
177 | // Really large xml files (multi megabyte) appear to cause | 173 | // Really large xml files (multi megabyte) appear to cause |
178 | // memory problems | 174 | // memory problems |
179 | // when loading the xml. But don't enable this check yet | 175 | // when loading the xml. But don't enable this check yet |
180 | /* | 176 | |
181 | if (serialisedSceneObject.Length > 5000000) | 177 | if (serialisedSceneObject.Length > 5000000) |
182 | { | 178 | { |
183 | m_log.Error("[ARCHIVER]: Ignoring xml since size > 5000000);"); | 179 | m_log.Error("[ARCHIVER]: Ignoring xml since size > 5000000);"); |
184 | continue; | 180 | continue; |
185 | } | 181 | } |
186 | */ | 182 | */ |
187 | 183 | ||
188 | SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); | 184 | SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); |
189 | 185 | ||
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 7b2fae0..07a1cc7 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -110,8 +110,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
110 | /// <param name="assetUuids">The assets gathered</param> | 110 | /// <param name="assetUuids">The assets gathered</param> |
111 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids) | 111 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids) |
112 | { | 112 | { |
113 | m_log.DebugFormat( | 113 | // m_log.DebugFormat( |
114 | "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); | 114 | // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); |
115 | 115 | ||
116 | foreach (SceneObjectPart part in sceneObject.GetParts()) | 116 | foreach (SceneObjectPart part in sceneObject.GetParts()) |
117 | { | 117 | { |