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authorUbitUmarov2017-06-23 17:23:28 +0100
committerUbitUmarov2017-06-23 17:23:28 +0100
commit95595a8360f5d689dc1f680d53773866a9723f84 (patch)
treec0fe7369b599ffbd93e0eb040f7be6795f6fe67b /OpenSim/Region/Framework
parentseveral changes to iar/oar assets error reports (diff)
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coment out missing or damage assets messages in uuidgather that are not very usefull. In IAR save display information about items that contain references to broken assets. Note that as explained on mantis 8195 this can't will not detect all problems
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs25
1 files changed, 15 insertions, 10 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 548aa3a..46ce2ce 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -66,7 +66,7 @@ namespace OpenSim.Region.Framework.Scenes
66 /// <value>The gathered uuids.</value> 66 /// <value>The gathered uuids.</value>
67 public IDictionary<UUID, sbyte> GatheredUuids { get; private set; } 67 public IDictionary<UUID, sbyte> GatheredUuids { get; private set; }
68 public HashSet<UUID> FailedUUIDs { get; private set; } 68 public HashSet<UUID> FailedUUIDs { get; private set; }
69 69 public int ErrorCount { get; private set; }
70 /// <summary> 70 /// <summary>
71 /// Gets the next UUID to inspect. 71 /// Gets the next UUID to inspect.
72 /// </summary> 72 /// </summary>
@@ -103,7 +103,7 @@ namespace OpenSim.Region.Framework.Scenes
103 /// Asset service. 103 /// Asset service.
104 /// </param> 104 /// </param>
105 /// <param name="collector"> 105 /// <param name="collector">
106 /// Gathered UUIDs will be collected in this dictinaory. 106 /// Gathered UUIDs will be collected in this dictionary.
107 /// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected. 107 /// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected.
108 /// </param> 108 /// </param>
109 public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector, HashSet <UUID> failedIDs) 109 public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector, HashSet <UUID> failedIDs)
@@ -114,6 +114,7 @@ namespace OpenSim.Region.Framework.Scenes
114 // FIXME: Not efficient for searching, can improve. 114 // FIXME: Not efficient for searching, can improve.
115 m_assetUuidsToInspect = new Queue<UUID>(); 115 m_assetUuidsToInspect = new Queue<UUID>();
116 FailedUUIDs = failedIDs; 116 FailedUUIDs = failedIDs;
117 ErrorCount = 0;
117 } 118 }
118 119
119 /// <summary> 120 /// <summary>
@@ -232,9 +233,6 @@ namespace OpenSim.Region.Framework.Scenes
232 catch (Exception e) 233 catch (Exception e)
233 { 234 {
234 m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e); 235 m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
235 m_log.DebugFormat(
236 "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
237 part.Shape.TextureEntry.Length);
238 } 236 }
239 } 237 }
240 } 238 }
@@ -286,14 +284,14 @@ namespace OpenSim.Region.Framework.Scenes
286 private void GetAssetUuids(UUID assetUuid) 284 private void GetAssetUuids(UUID assetUuid)
287 { 285 {
288 if(FailedUUIDs.Contains(assetUuid)) 286 if(FailedUUIDs.Contains(assetUuid))
287 {
288 ErrorCount++;
289 return; 289 return;
290 }
290 291
291 // avoid infinite loops 292 // avoid infinite loops
292 if (GatheredUuids.ContainsKey(assetUuid)) 293 if (GatheredUuids.ContainsKey(assetUuid))
293 {
294 FailedUUIDs.Add(assetUuid);
295 return; 294 return;
296 }
297 295
298 AssetBase assetBase; 296 AssetBase assetBase;
299 try 297 try
@@ -303,13 +301,15 @@ namespace OpenSim.Region.Framework.Scenes
303 catch (Exception e) 301 catch (Exception e)
304 { 302 {
305 m_log.ErrorFormat("[UUID GATHERER]: Failed to get asset {0} : {1}", assetUuid, e.Message); 303 m_log.ErrorFormat("[UUID GATHERER]: Failed to get asset {0} : {1}", assetUuid, e.Message);
304 ErrorCount++;
306 FailedUUIDs.Add(assetUuid); 305 FailedUUIDs.Add(assetUuid);
307 return; 306 return;
308 } 307 }
309 308
310 if(assetBase == null) 309 if(assetBase == null)
311 { 310 {
312 m_log.ErrorFormat("[UUID GATHERER]: asset {0} not found", assetUuid); 311// m_log.ErrorFormat("[UUID GATHERER]: asset {0} not found", assetUuid);
312 ErrorCount++;
313 FailedUUIDs.Add(assetUuid); 313 FailedUUIDs.Add(assetUuid);
314 return; 314 return;
315 } 315 }
@@ -318,7 +318,8 @@ namespace OpenSim.Region.Framework.Scenes
318 318
319 if(assetBase.Data == null || assetBase.Data.Length == 0) 319 if(assetBase.Data == null || assetBase.Data.Length == 0)
320 { 320 {
321 m_log.ErrorFormat("[UUID GATHERER]: asset {0}, type {1} has no data", assetUuid, assetType); 321// m_log.ErrorFormat("[UUID GATHERER]: asset {0}, type {1} has no data", assetUuid, assetType);
322 ErrorCount++;
322 FailedUUIDs.Add(assetUuid); 323 FailedUUIDs.Add(assetUuid);
323 return; 324 return;
324 } 325 }
@@ -355,6 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
355 { 356 {
356 m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset with id {0} type {1}: {2}", assetUuid, assetType, e.Message); 357 m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset with id {0} type {1}: {2}", assetUuid, assetType, e.Message);
357 GatheredUuids.Remove(assetUuid); 358 GatheredUuids.Remove(assetUuid);
359 ErrorCount++;
358 FailedUUIDs.Add(assetUuid); 360 FailedUUIDs.Add(assetUuid);
359 } 361 }
360 } 362 }
@@ -363,7 +365,10 @@ namespace OpenSim.Region.Framework.Scenes
363 { 365 {
364 // Here, we want to collect uuids which require further asset fetches but mark the others as gathered 366 // Here, we want to collect uuids which require further asset fetches but mark the others as gathered
365 if(FailedUUIDs.Contains(assetUuid)) 367 if(FailedUUIDs.Contains(assetUuid))
368 {
369 ErrorCount++;
366 return; 370 return;
371 }
367 if(GatheredUuids.ContainsKey(assetUuid)) 372 if(GatheredUuids.ContainsKey(assetUuid))
368 return; 373 return;
369 try 374 try