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authorUbitUmarov2017-06-24 02:01:48 +0100
committerUbitUmarov2017-06-24 02:01:48 +0100
commit191661b51d31254419e9b442ec12953772821ac3 (patch)
tree41e32cf5889e96e6284677809ca2230b8066fdad /OpenSim
parent code actually has no ideia if a id is a asset or not and does try to handle ... (diff)
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a few more changes to iar/oar assets save error/warning to show problems known to be asset errors
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs52
3 files changed, 70 insertions, 24 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index d816ba4..ad46107 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -223,10 +223,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
223 if (SaveAssets && itemAssetType != AssetType.Link && itemAssetType != AssetType.LinkFolder) 223 if (SaveAssets && itemAssetType != AssetType.Link && itemAssetType != AssetType.LinkFolder)
224 { 224 {
225 int curErrorCntr = m_assetGatherer.ErrorCount; 225 int curErrorCntr = m_assetGatherer.ErrorCount;
226 int possible = m_assetGatherer.possibleNotAssetCount;
226 m_assetGatherer.AddForInspection(inventoryItem.AssetID); 227 m_assetGatherer.AddForInspection(inventoryItem.AssetID);
227 m_assetGatherer.GatherAll(); 228 m_assetGatherer.GatherAll();
228 curErrorCntr = m_assetGatherer.ErrorCount - curErrorCntr; 229 curErrorCntr = m_assetGatherer.ErrorCount - curErrorCntr;
229 if(curErrorCntr > 0) 230 possible = m_assetGatherer.possibleNotAssetCount - possible;
231
232 if(curErrorCntr > 0 || possible > 0)
230 { 233 {
231 string spath; 234 string spath;
232 int indx = path.IndexOf("__"); 235 int indx = path.IndexOf("__");
@@ -235,15 +238,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
235 else 238 else
236 spath = path; 239 spath = path;
237 240
238 if(curErrorCntr > 1) 241 if(curErrorCntr > 0)
239 { 242 {
240 m_log.WarnFormat("[INVENTORY ARCHIVER Warning]: item {0} '{1}', type {2}, in '{3}', contains {4} references to possible missing or damaged assets )", 243 m_log.ErrorFormat("[INVENTORY ARCHIVER Warning]: item {0} '{1}', type {2}, in '{3}', contains {4} references to missing or damaged assets",
241 inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath, curErrorCntr); 244 inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath, curErrorCntr);
245 if(possible > 0)
246 m_log.WarnFormat("[INVENTORY ARCHIVER Warning]: item also contains {0} references that may be to missing or damaged assets or not a problem", possible);
242 } 247 }
243 else if(curErrorCntr == 1) 248 else if(possible > 0)
244 { 249 {
245 m_log.WarnFormat("[INVENTORY ARCHIVER Warning]: item {0} '{1}', type {2}, in '{3}', contains a reference to a possible missing or damaged asset)", 250 m_log.WarnFormat("[INVENTORY ARCHIVER Warning]: item {0} '{1}', type {2}, in '{3}', contains {4} references that may be to missing or damaged assets or not a problem", inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath, possible);
246 inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath);
247 } 251 }
248 } 252 }
249 } 253 }
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
index 0ed3399..11c53d7 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
@@ -182,11 +182,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
182 182
183 Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>(); 183 Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>();
184 HashSet<UUID> failedIDs = new HashSet<UUID>(); 184 HashSet<UUID> failedIDs = new HashSet<UUID>();
185 HashSet<UUID> uncertainAssetsUUIDs = new HashSet<UUID>();
185 186
186 scenesGroup.ForEachScene(delegate(Scene scene) 187 scenesGroup.ForEachScene(delegate(Scene scene)
187 { 188 {
188 string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : ""; 189 string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : "";
189 ArchiveOneRegion(scene, regionDir, assetUuids, failedIDs); 190 ArchiveOneRegion(scene, regionDir, assetUuids, failedIDs, uncertainAssetsUUIDs);
190 }); 191 });
191 192
192 // Archive the assets 193 // Archive the assets
@@ -217,7 +218,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
217 } 218 }
218 } 219 }
219 220
220 private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids, HashSet<UUID> failedIDs) 221 private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids,
222 HashSet<UUID> failedIDs, HashSet<UUID> uncertainAssetsUUIDs)
221 { 223 {
222 m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name); 224 m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name);
223 225
@@ -253,24 +255,28 @@ namespace OpenSim.Region.CoreModules.World.Archiver
253 255
254 if (SaveAssets) 256 if (SaveAssets)
255 { 257 {
256 UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids, failedIDs); 258 UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids, failedIDs, uncertainAssetsUUIDs);
257 int prevAssets = assetUuids.Count; 259 int prevAssets = assetUuids.Count;
258 260
259 foreach (SceneObjectGroup sceneObject in sceneObjects) 261 foreach (SceneObjectGroup sceneObject in sceneObjects)
260 { 262 {
261 int curErrorCntr = assetGatherer.ErrorCount; 263 int curErrorCntr = assetGatherer.ErrorCount;
264 int possible = assetGatherer.possibleNotAssetCount;
262 assetGatherer.AddForInspection(sceneObject); 265 assetGatherer.AddForInspection(sceneObject);
263 assetGatherer.GatherAll(); 266 assetGatherer.GatherAll();
264 curErrorCntr = assetGatherer.ErrorCount - curErrorCntr; 267 curErrorCntr = assetGatherer.ErrorCount - curErrorCntr;
265 if(curErrorCntr > 1) 268 possible = assetGatherer.possibleNotAssetCount - possible;
269 if(curErrorCntr > 0)
266 { 270 {
267 m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains {3} references to possible missing or damaged assets", 271 m_log.ErrorFormat("[ARCHIVER]: object {0} '{1}', at {2}, contains {3} references to missing or damaged assets",
268 sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), curErrorCntr); 272 sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), curErrorCntr);
273 if(possible > 0)
274 m_log.WarnFormat("[ARCHIVER Warning]: object also contains {0} references that may be to missing or damaged assets or not a problem", possible);
269 } 275 }
270 else if(curErrorCntr == 1) 276 else if(possible > 0)
271 { 277 {
272 m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains a reference to a possible missing or damaged assets", 278 m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains {3} references that may be to missing or damaged assets or not a problem",
273 sceneObject.UUID, sceneObject.Name, sceneObject.AbsolutePosition.ToString()); 279 sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), possible);
274 } 280 }
275 } 281 }
276 282
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 8ee7dbc..80d3f62 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -66,6 +66,8 @@ 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 public HashSet<UUID> UncertainAssetsUUIDs { get; private set; }
70 public int possibleNotAssetCount { get; set; }
69 public int ErrorCount { get; private set; } 71 public int ErrorCount { get; private set; }
70 /// <summary> 72 /// <summary>
71 /// Gets the next UUID to inspect. 73 /// Gets the next UUID to inspect.
@@ -93,8 +95,10 @@ namespace OpenSim.Region.Framework.Scenes
93 /// <param name="assetService"> 95 /// <param name="assetService">
94 /// Asset service. 96 /// Asset service.
95 /// </param> 97 /// </param>
96 public UuidGatherer(IAssetService assetService) : this(assetService, new Dictionary<UUID, sbyte>(), new HashSet <UUID>()) {} 98 public UuidGatherer(IAssetService assetService) : this(assetService, new Dictionary<UUID, sbyte>(),
97 public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector) : this(assetService, collector, new HashSet <UUID>()) {} 99 new HashSet <UUID>(),new HashSet <UUID>()) {}
100 public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector) : this(assetService, collector,
101 new HashSet <UUID>(), new HashSet <UUID>()) {}
98 102
99 /// <summary> 103 /// <summary>
100 /// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class. 104 /// Initializes a new instance of the <see cref="OpenSim.Region.Framework.Scenes.UuidGatherer"/> class.
@@ -106,7 +110,7 @@ namespace OpenSim.Region.Framework.Scenes
106 /// Gathered UUIDs will be collected in this dictionary. 110 /// 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. 111 /// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected.
108 /// </param> 112 /// </param>
109 public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector, HashSet <UUID> failedIDs) 113 public UuidGatherer(IAssetService assetService, IDictionary<UUID, sbyte> collector, HashSet <UUID> failedIDs, HashSet <UUID> uncertainAssetsUUIDs)
110 { 114 {
111 m_assetService = assetService; 115 m_assetService = assetService;
112 GatheredUuids = collector; 116 GatheredUuids = collector;
@@ -114,7 +118,9 @@ namespace OpenSim.Region.Framework.Scenes
114 // FIXME: Not efficient for searching, can improve. 118 // FIXME: Not efficient for searching, can improve.
115 m_assetUuidsToInspect = new Queue<UUID>(); 119 m_assetUuidsToInspect = new Queue<UUID>();
116 FailedUUIDs = failedIDs; 120 FailedUUIDs = failedIDs;
121 UncertainAssetsUUIDs = uncertainAssetsUUIDs;
117 ErrorCount = 0; 122 ErrorCount = 0;
123 possibleNotAssetCount = 0;
118 } 124 }
119 125
120 /// <summary> 126 /// <summary>
@@ -124,8 +130,17 @@ namespace OpenSim.Region.Framework.Scenes
124 /// <param name="uuid">UUID.</param> 130 /// <param name="uuid">UUID.</param>
125 public bool AddForInspection(UUID uuid) 131 public bool AddForInspection(UUID uuid)
126 { 132 {
133 if(uuid == UUID.Zero)
134 return false;
135
127 if(FailedUUIDs.Contains(uuid)) 136 if(FailedUUIDs.Contains(uuid))
128 return false; 137 {
138 if(UncertainAssetsUUIDs.Contains(uuid))
139 possibleNotAssetCount++;
140 else
141 ErrorCount++;
142 return false;
143 }
129 if(GatheredUuids.ContainsKey(uuid)) 144 if(GatheredUuids.ContainsKey(uuid))
130 return false; 145 return false;
131 if (m_assetUuidsToInspect.Contains(uuid)) 146 if (m_assetUuidsToInspect.Contains(uuid))
@@ -283,9 +298,15 @@ namespace OpenSim.Region.Framework.Scenes
283 /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> 298 /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
284 private void GetAssetUuids(UUID assetUuid) 299 private void GetAssetUuids(UUID assetUuid)
285 { 300 {
301 if(assetUuid == UUID.Zero)
302 return;
303
286 if(FailedUUIDs.Contains(assetUuid)) 304 if(FailedUUIDs.Contains(assetUuid))
287 { 305 {
288 ErrorCount++; 306 if(UncertainAssetsUUIDs.Contains(assetUuid))
307 possibleNotAssetCount++;
308 else
309 ErrorCount++;
289 return; 310 return;
290 } 311 }
291 312
@@ -309,11 +330,17 @@ namespace OpenSim.Region.Framework.Scenes
309 if(assetBase == null) 330 if(assetBase == null)
310 { 331 {
311// m_log.ErrorFormat("[UUID GATHERER]: asset {0} not found", assetUuid); 332// m_log.ErrorFormat("[UUID GATHERER]: asset {0} not found", assetUuid);
312 ErrorCount++;
313 FailedUUIDs.Add(assetUuid); 333 FailedUUIDs.Add(assetUuid);
334 if(UncertainAssetsUUIDs.Contains(assetUuid))
335 possibleNotAssetCount++;
336 else
337 ErrorCount++;
314 return; 338 return;
315 } 339 }
316 340
341 if(UncertainAssetsUUIDs.Contains(assetUuid))
342 UncertainAssetsUUIDs.Remove(assetUuid);
343
317 sbyte assetType = assetBase.Type; 344 sbyte assetType = assetBase.Type;
318 345
319 if(assetBase.Data == null || assetBase.Data.Length == 0) 346 if(assetBase.Data == null || assetBase.Data.Length == 0)
@@ -363,10 +390,16 @@ namespace OpenSim.Region.Framework.Scenes
363 390
364 private void AddForInspection(UUID assetUuid, sbyte assetType) 391 private void AddForInspection(UUID assetUuid, sbyte assetType)
365 { 392 {
393 if(assetUuid == UUID.Zero)
394 return;
395
366 // Here, we want to collect uuids which require further asset fetches but mark the others as gathered 396 // Here, we want to collect uuids which require further asset fetches but mark the others as gathered
367 if(FailedUUIDs.Contains(assetUuid)) 397 if(FailedUUIDs.Contains(assetUuid))
368 { 398 {
369 ErrorCount++; 399 if(UncertainAssetsUUIDs.Contains(assetUuid))
400 possibleNotAssetCount++;
401 else
402 ErrorCount++;
370 return; 403 return;
371 } 404 }
372 if(GatheredUuids.ContainsKey(assetUuid)) 405 if(GatheredUuids.ContainsKey(assetUuid))
@@ -502,8 +535,11 @@ namespace OpenSim.Region.Framework.Scenes
502 foreach (Match uuidMatch in uuidMatches) 535 foreach (Match uuidMatch in uuidMatches)
503 { 536 {
504 UUID uuid = new UUID(uuidMatch.Value); 537 UUID uuid = new UUID(uuidMatch.Value);
538 if(uuid == UUID.Zero)
539 continue;
505// m_log.DebugFormat("[UUID GATHERER]: Recording {0} in text", uuid); 540// m_log.DebugFormat("[UUID GATHERER]: Recording {0} in text", uuid);
506 541 if(!UncertainAssetsUUIDs.Contains(uuid))
542 UncertainAssetsUUIDs.Add(uuid);
507 AddForInspection(uuid); 543 AddForInspection(uuid);
508 } 544 }
509 } 545 }