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authorUbitUmarov2017-06-23 19:55:23 +0100
committerUbitUmarov2017-06-23 19:55:23 +0100
commit0a1f497dee60a8b6d02fe4565f251afd226b3a3a (patch)
tree33bd660d4994742c3b9e889344ec4153a06ce01f
parent do the same on OAR saves (diff)
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code actually has no ideia if a id is a asset or not and does try to handle all as assets, it really can't report errors. Change messages to make more clear they are only warnings and may mean nothing at all
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
4 files changed, 15 insertions, 15 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index f89b904..d816ba4 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -237,12 +237,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
237 237
238 if(curErrorCntr > 1) 238 if(curErrorCntr > 1)
239 { 239 {
240 m_log.WarnFormat("[INVENTORY ARCHIVER]: item {0} '{1}', type {2}, in '{3}', contains at least {4} references to missing or damaged assets", 240 m_log.WarnFormat("[INVENTORY ARCHIVER Warning]: item {0} '{1}', type {2}, in '{3}', contains {4} references to possible missing or damaged assets )",
241 inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath, curErrorCntr); 241 inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath, curErrorCntr);
242 } 242 }
243 else if(curErrorCntr == 1) 243 else if(curErrorCntr == 1)
244 { 244 {
245 m_log.WarnFormat("[INVENTORY ARCHIVER]: item {0} '{1}', type {2}, in '{3}', contains at least 1 reference to a missing or damaged asset", 245 m_log.WarnFormat("[INVENTORY ARCHIVER Warning]: item {0} '{1}', type {2}, in '{3}', contains a reference to a possible missing or damaged asset)",
246 inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath); 246 inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath);
247 } 247 }
248 } 248 }
@@ -450,9 +450,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
450 int errors = m_assetGatherer.FailedUUIDs.Count; 450 int errors = m_assetGatherer.FailedUUIDs.Count;
451 451
452 m_log.DebugFormat( 452 m_log.DebugFormat(
453 "[INVENTORY ARCHIVER]: The items to save reference {0} assets", m_assetGatherer.GatheredUuids.Count + errors); 453 "[INVENTORY ARCHIVER]: The items to save reference {0} possible assets", m_assetGatherer.GatheredUuids.Count + errors);
454 if(errors > 0) 454 if(errors > 0)
455 m_log.DebugFormat("[INVENTORY ARCHIVER]: {0} of these assets have problems and will be ignored", errors); 455 m_log.DebugFormat("[INVENTORY ARCHIVER]: {0} of these have problems or are not assets and will be ignored", errors);
456 456
457 AssetsRequest ar = new AssetsRequest( 457 AssetsRequest ar = new AssetsRequest(
458 new AssetsArchiver(m_archiveWriter), 458 new AssetsArchiver(m_archiveWriter),
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
index d02db73..0ed3399 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
@@ -264,12 +264,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
264 curErrorCntr = assetGatherer.ErrorCount - curErrorCntr; 264 curErrorCntr = assetGatherer.ErrorCount - curErrorCntr;
265 if(curErrorCntr > 1) 265 if(curErrorCntr > 1)
266 { 266 {
267 m_log.WarnFormat("[INVENTORY ARCHIVER]: object {0} '{1}', at {2}, contains at least {3} references to missing or damaged assets", 267 m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains {3} references to possible missing or damaged assets",
268 sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), curErrorCntr); 268 sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), curErrorCntr);
269 } 269 }
270 else if(curErrorCntr == 1) 270 else if(curErrorCntr == 1)
271 { 271 {
272 m_log.WarnFormat("[INVENTORY ARCHIVER]: object {0} '{1}', at {2}, contains at least 1 reference to a missing or damaged asset", 272 m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains a reference to a possible missing or damaged assets",
273 sceneObject.UUID, sceneObject.Name, sceneObject.AbsolutePosition.ToString()); 273 sceneObject.UUID, sceneObject.Name, sceneObject.AbsolutePosition.ToString());
274 } 274 }
275 } 275 }
@@ -278,10 +278,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
278 278
279 int errors = assetGatherer.FailedUUIDs.Count; 279 int errors = assetGatherer.FailedUUIDs.Count;
280 m_log.DebugFormat( 280 m_log.DebugFormat(
281 "[ARCHIVER]: {0} region scene objects to save reference {1} assets", 281 "[ARCHIVER]: {0} region scene objects to save reference {1} possible assets",
282 sceneObjects.Count, assetUuids.Count - prevAssets + errors); 282 sceneObjects.Count, assetUuids.Count - prevAssets + errors);
283 if(errors > 0) 283 if(errors > 0)
284 m_log.DebugFormat("[ARCHIVER]: {0} of these assets have problems and will be ignored", errors); 284 m_log.DebugFormat("[ARCHIVER]: {0} of these have problems or are not assets and will be ignored", errors);
285 } 285 }
286 286
287 if (numObjectsSkippedPermissions > 0) 287 if (numObjectsSkippedPermissions > 0)
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 903cb2d..751aaca 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -65,7 +65,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
65 /// uuids to request 65 /// uuids to request
66 /// </value> 66 /// </value>
67 protected IDictionary<UUID, sbyte> m_uuids; 67 protected IDictionary<UUID, sbyte> m_uuids;
68 private int m_previusErrorsCount; 68 private int m_previousErrorsCount;
69 69
70 /// <value> 70 /// <value>
71 /// Callback used when all the assets requested have been received. 71 /// Callback used when all the assets requested have been received.
@@ -103,14 +103,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
103 103
104 protected internal AssetsRequest( 104 protected internal AssetsRequest(
105 AssetsArchiver assetsArchiver, IDictionary<UUID, sbyte> uuids, 105 AssetsArchiver assetsArchiver, IDictionary<UUID, sbyte> uuids,
106 int previusErrorsCount, 106 int previousErrorsCount,
107 IAssetService assetService, IUserAccountService userService, 107 IAssetService assetService, IUserAccountService userService,
108 UUID scope, Dictionary<string, object> options, 108 UUID scope, Dictionary<string, object> options,
109 AssetsRequestCallback assetsRequestCallback) 109 AssetsRequestCallback assetsRequestCallback)
110 { 110 {
111 m_assetsArchiver = assetsArchiver; 111 m_assetsArchiver = assetsArchiver;
112 m_uuids = uuids; 112 m_uuids = uuids;
113 m_previusErrorsCount = previusErrorsCount; 113 m_previousErrorsCount = previousErrorsCount;
114 m_assetsRequestCallback = assetsRequestCallback; 114 m_assetsRequestCallback = assetsRequestCallback;
115 m_assetService = assetService; 115 m_assetService = assetService;
116 m_userAccountService = userService; 116 m_userAccountService = userService;
@@ -170,14 +170,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
170 } 170 }
171 171
172 m_timeOutTimer.Dispose(); 172 m_timeOutTimer.Dispose();
173 int totalerrors = m_notFoundAssetUuids.Count + m_previusErrorsCount; 173 int totalerrors = m_notFoundAssetUuids.Count + m_previousErrorsCount;
174 174
175 if(m_timeout) 175 if(m_timeout)
176 m_log.DebugFormat("[ARCHIVER]: Aborted because AssetService request timeout. Successfully added {0} assets", m_foundAssetUuids.Count); 176 m_log.DebugFormat("[ARCHIVER]: Aborted because AssetService request timeout. Successfully added {0} assets", m_foundAssetUuids.Count);
177 else if(totalerrors == 0) 177 else if(totalerrors == 0)
178 m_log.DebugFormat("[ARCHIVER]: Successfully added all {0} assets", m_foundAssetUuids.Count); 178 m_log.DebugFormat("[ARCHIVER]: Successfully added all {0} assets", m_foundAssetUuids.Count);
179 else 179 else
180 m_log.DebugFormat("[ARCHIVER]: Successfully added {0} assets ({1} assets of total request where not found or are damaged", 180 m_log.DebugFormat("[ARCHIVER]: Successfully added {0} assets ({1} of total possible assets requested where not found, where damaged or where not assets",
181 m_foundAssetUuids.Count, totalerrors); 181 m_foundAssetUuids.Count, totalerrors);
182 182
183 PerformAssetsRequestCallback(m_timeout); 183 PerformAssetsRequestCallback(m_timeout);
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 46ce2ce..8ee7dbc 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -149,7 +149,7 @@ namespace OpenSim.Region.Framework.Scenes
149 public void AddForInspection(SceneObjectGroup sceneObject) 149 public void AddForInspection(SceneObjectGroup sceneObject)
150 { 150 {
151 // m_log.DebugFormat( 151 // m_log.DebugFormat(
152 // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); 152 // "[UUID GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
153 if(sceneObject.IsDeleted) 153 if(sceneObject.IsDeleted)
154 return; 154 return;
155 155
@@ -159,7 +159,7 @@ namespace OpenSim.Region.Framework.Scenes
159 SceneObjectPart part = parts[i]; 159 SceneObjectPart part = parts[i];
160 160
161 // m_log.DebugFormat( 161 // m_log.DebugFormat(
162 // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); 162 // "[UUID GATHERER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
163 163
164 try 164 try
165 { 165 {