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authorJustin Clarke Casey2008-07-25 15:18:24 +0000
committerJustin Clarke Casey2008-07-25 15:18:24 +0000
commitfd4e703f25328cafdc21fd9a089a699b1c4f54ca (patch)
tree79ac36ecef9dc57e1183c0a7c036ad3ec3955e86 /OpenSim/Region/Environment/Modules
parentsquasing warning. (diff)
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* Remove dumb bug I put in which meant that an archive save would never complete if there were any missing assets
Diffstat (limited to 'OpenSim/Region/Environment/Modules')
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs3
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs9
2 files changed, 10 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
index 8236b6c..327808a 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
@@ -199,7 +199,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
199 protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<LLUUID, int> assetUuids) 199 protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<LLUUID, int> assetUuids)
200 { 200 {
201 m_log.DebugFormat( 201 m_log.DebugFormat(
202 "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.RootPart.Name, sceneObject.UUID); 202 "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
203 203
204 foreach (SceneObjectPart part in sceneObject.GetParts()) 204 foreach (SceneObjectPart part in sceneObject.GetParts())
205 { 205 {
@@ -255,6 +255,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
255 catch (Exception e) 255 catch (Exception e)
256 { 256 {
257 m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e); 257 m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e);
258 m_log.DebugFormat("[ARCHIVER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length);
258 } 259 }
259 } 260 }
260 } 261 }
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs
index 2fd79b1..6ffbcbb 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs
@@ -30,8 +30,10 @@ using OpenSim.Framework.Communications.Cache;
30using OpenSim.Region.Environment.Interfaces; 30using OpenSim.Region.Environment.Interfaces;
31using OpenSim.Region.Environment.Scenes; 31using OpenSim.Region.Environment.Scenes;
32using System.Collections.Generic; 32using System.Collections.Generic;
33//using System.Reflection;
33using System.Threading; 34using System.Threading;
34using libsecondlife; 35using libsecondlife;
36//using log4net;
35 37
36namespace OpenSim.Region.Environment.Modules.World.Archiver 38namespace OpenSim.Region.Environment.Modules.World.Archiver
37{ 39{
@@ -40,6 +42,8 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
40 /// </summary> 42 /// </summary>
41 class AssetsRequest 43 class AssetsRequest
42 { 44 {
45 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46
43 /// <summary> 47 /// <summary>
44 /// uuids to request 48 /// uuids to request
45 /// </summary> 49 /// </summary>
@@ -101,8 +105,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
101 m_assets[assetID] = asset; 105 m_assets[assetID] = asset;
102 else 106 else
103 m_notFoundAssetUuids.Add(assetID); 107 m_notFoundAssetUuids.Add(assetID);
108
109 //m_log.DebugFormat(
110 // "[ARCHIVER]: Received {0} assets and notification of {1} missing assets", m_assets.Count, m_notFoundAssetUuids.Count);
104 111
105 if (m_assets.Count == m_repliesRequired) 112 if (m_assets.Count + m_notFoundAssetUuids.Count == m_repliesRequired)
106 { 113 {
107 // We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive 114 // We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive
108 Thread newThread = new Thread(PerformAssetsRequestCallback); 115 Thread newThread = new Thread(PerformAssetsRequestCallback);