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authorJustin Clark-Casey (justincc)2014-12-05 00:09:01 +0000
committerJustin Clark-Casey (justincc)2014-12-05 00:09:01 +0000
commitb0ff3236be6a2ec55444944232d2a36d993a6a91 (patch)
treefbd8e9d3b30502cf5ceaed977daa0810c20f30d1
parentrefactor: Make IteratingUUIDGatherer take a dictionary in its constructor lik... (diff)
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Make "fache assets" console command more efficient by only updating access times on each cached asset once, not for every reference.
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs41
1 files changed, 24 insertions, 17 deletions
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 24d5d00..6564b4d 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -776,8 +776,8 @@ namespace OpenSim.Region.CoreModules.Asset
776 { 776 {
777 UuidGatherer gatherer = new UuidGatherer(m_AssetService); 777 UuidGatherer gatherer = new UuidGatherer(m_AssetService);
778 778
779 HashSet<UUID> uniqueUuids = new HashSet<UUID>(); 779 Dictionary<UUID, sbyte> assetIdsToCheck = new Dictionary<UUID, sbyte>();
780 Dictionary<UUID, sbyte> assets = new Dictionary<UUID, sbyte>(); 780 Dictionary<UUID, bool> assetsFound = new Dictionary<UUID, bool>();
781 781
782 foreach (Scene s in m_Scenes) 782 foreach (Scene s in m_Scenes)
783 { 783 {
@@ -785,33 +785,40 @@ namespace OpenSim.Region.CoreModules.Asset
785 785
786 s.ForEachSOG(delegate(SceneObjectGroup e) 786 s.ForEachSOG(delegate(SceneObjectGroup e)
787 { 787 {
788 gatherer.GatherAssetUuids(e, assets); 788 gatherer.GatherAssetUuids(e, assetIdsToCheck);
789 789
790 foreach (UUID assetID in assets.Keys) 790 foreach (UUID assetID in assetIdsToCheck.Keys)
791 { 791 {
792 uniqueUuids.Add(assetID); 792 if (!assetsFound.ContainsKey(assetID))
793
794 string filename = GetFileName(assetID.ToString());
795
796 if (File.Exists(filename))
797 { 793 {
798 UpdateFileLastAccessTime(filename); 794 string filename = GetFileName(assetID.ToString());
795
796 if (File.Exists(filename))
797 {
798 UpdateFileLastAccessTime(filename);
799 }
800 else if (storeUncached)
801 {
802 AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
803 if (cachedAsset == null && assetIdsToCheck[assetID] != (sbyte)AssetType.Unknown)
804 assetsFound[assetID] = false;
805 else
806 assetsFound[assetID] = true;
807 }
799 } 808 }
800 else if (storeUncached) 809 else if (!assetsFound[assetID])
801 { 810 {
802 AssetBase cachedAsset = m_AssetService.Get(assetID.ToString()); 811 m_log.DebugFormat(
803 if (cachedAsset == null && assets[assetID] != (sbyte)AssetType.Unknown)
804 m_log.DebugFormat(
805 "[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",
806 assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name); 813 assetID, assetIdsToCheck[assetID], e.Name, e.AbsolutePosition, s.Name);
807 } 814 }
808 } 815 }
809 816
810 assets.Clear(); 817 assetIdsToCheck.Clear();
811 }); 818 });
812 } 819 }
813 820
814 return uniqueUuids.Count; 821 return assetsFound.Count;
815 } 822 }
816 823
817 /// <summary> 824 /// <summary>