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authorJustin Clark-Casey (justincc)2013-02-02 02:57:38 +0000
committerJustin Clark-Casey (justincc)2013-02-02 02:57:38 +0000
commit9822bb664b58693790201606126e3fd26f7a4d52 (patch)
tree4acb0d5a5f569192de99b605b19dc77e5f0a7184 /OpenSim/Region/CoreModules
parentCorrect spelling mistake in new RayFilterFlags, LSLPhanton -> LSLPhantom (diff)
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Log missing assets on "fcache assets" found. This ignores references found by scanning LSL/notecard files since these are the source of false positives.
This also changes UuidGatherer to reutn an AssetType.Unknown for embedded script/lsl references instead of Texture, since these are often not textures. This is added to help people in determining when they have missing assets such as textures, etc. In this case, one wants to run "fcache clear" first.
Diffstat (limited to 'OpenSim/Region/CoreModules')
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs41
1 files changed, 26 insertions, 15 deletions
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 8e800cb..00af175 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -707,32 +707,43 @@ namespace OpenSim.Region.CoreModules.Asset
707 { 707 {
708 UuidGatherer gatherer = new UuidGatherer(m_AssetService); 708 UuidGatherer gatherer = new UuidGatherer(m_AssetService);
709 709
710 HashSet<UUID> uniqueUuids = new HashSet<UUID>();
710 Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>(); 711 Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
712
711 foreach (Scene s in m_Scenes) 713 foreach (Scene s in m_Scenes)
712 { 714 {
713 StampRegionStatusFile(s.RegionInfo.RegionID); 715 StampRegionStatusFile(s.RegionInfo.RegionID);
714 716
715 s.ForEachSOG(delegate(SceneObjectGroup e) 717 s.ForEachSOG(delegate(SceneObjectGroup e)
716 { 718 {
717 gatherer.GatherAssetUuids(e, assets); 719 gatherer.GatherAssetUuids(e, assets);
718 });
719 }
720 720
721 foreach (UUID assetID in assets.Keys) 721 foreach (UUID assetID in assets.Keys)
722 { 722 {
723 string filename = GetFileName(assetID.ToString()); 723 uniqueUuids.Add(assetID);
724 724
725 if (File.Exists(filename)) 725 string filename = GetFileName(assetID.ToString());
726 { 726
727 File.SetLastAccessTime(filename, DateTime.Now); 727 if (File.Exists(filename))
728 } 728 {
729 else if (storeUncached) 729 File.SetLastAccessTime(filename, DateTime.Now);
730 { 730 }
731 m_AssetService.Get(assetID.ToString()); 731 else if (storeUncached)
732 } 732 {
733 AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
734 if (cachedAsset == null && assets[assetID] != AssetType.Unknown)
735 m_log.DebugFormat(
736 "[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",
737 assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name);
738 }
739 }
740
741 assets.Clear();
742 });
733 } 743 }
734 744
735 return assets.Keys.Count; 745
746 return uniqueUuids.Count;
736 } 747 }
737 748
738 /// <summary> 749 /// <summary>