From 08606ae409b400b6f9b83006ed04826eede8a9c7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 8 Jan 2015 20:21:40 +0000 Subject: Make the IteratingUuidGatherer the only UuidGatherer. This UUID gatherer provides a superset of the previous gatherer's functionality as it also allows the caller to control gathering iterations for load purposes. --- .../Region/CoreModules/Asset/FlotsamAssetCache.cs | 14 +- .../Archiver/InventoryArchiveWriteRequest.cs | 14 +- .../EntityTransfer/HGEntityTransferModule.cs | 4 +- .../Framework/InventoryAccess/HGAssetMapper.cs | 21 +- .../World/Archiver/ArchiveWriteRequest.cs | 10 +- .../Framework/Scenes/Tests/UuidGathererTests.cs | 48 +- OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 704 ++------------------- .../Avatar/Appearance/AppearanceInfoModule.cs | 10 +- 8 files changed, 112 insertions(+), 713 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs index 59b30a9..7d9c9a9 100644 --- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs @@ -776,7 +776,6 @@ namespace OpenSim.Region.CoreModules.Asset { UuidGatherer gatherer = new UuidGatherer(m_AssetService); - Dictionary assetIdsToCheck = new Dictionary(); Dictionary assetsFound = new Dictionary(); foreach (Scene s in m_Scenes) @@ -784,10 +783,11 @@ namespace OpenSim.Region.CoreModules.Asset StampRegionStatusFile(s.RegionInfo.RegionID); s.ForEachSOG(delegate(SceneObjectGroup e) - { - gatherer.GatherAssetUuids(e, assetIdsToCheck); + { + gatherer.AddForInspection(e); + gatherer.GatherAll(); - foreach (UUID assetID in assetIdsToCheck.Keys) + foreach (UUID assetID in gatherer.GatheredUuids.Keys) { if (!assetsFound.ContainsKey(assetID)) { @@ -800,7 +800,7 @@ namespace OpenSim.Region.CoreModules.Asset else if (storeUncached) { AssetBase cachedAsset = m_AssetService.Get(assetID.ToString()); - if (cachedAsset == null && assetIdsToCheck[assetID] != (sbyte)AssetType.Unknown) + if (cachedAsset == null && gatherer.GatheredUuids[assetID] != (sbyte)AssetType.Unknown) assetsFound[assetID] = false; else assetsFound[assetID] = true; @@ -810,11 +810,11 @@ namespace OpenSim.Region.CoreModules.Asset { m_log.DebugFormat( "[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", - assetID, assetIdsToCheck[assetID], e.Name, e.AbsolutePosition, s.Name); + assetID, gatherer.GatheredUuids[assetID], e.Name, e.AbsolutePosition, s.Name); } } - assetIdsToCheck.Clear(); + gatherer.GatheredUuids.Clear(); }); } diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs index 6dab227..42a4c7a 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs @@ -94,11 +94,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver protected UUID m_id; /// - /// Used to collect the uuids of the assets that we need to save into the archive - /// - protected Dictionary m_assetUuids = new Dictionary(); - - /// /// Used to collect the uuids of the users that we need to save into the archive /// protected Dictionary m_userUuids = new Dictionary(); @@ -225,7 +220,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver // Don't chase down link asset items as they actually point to their target item IDs rather than an asset if (SaveAssets && itemAssetType != AssetType.Link && itemAssetType != AssetType.LinkFolder) - m_assetGatherer.GatherAssetUuids(inventoryItem.AssetID, (sbyte)inventoryItem.AssetType, m_assetUuids); + m_assetGatherer.AddForInspection(inventoryItem.AssetID); } /// @@ -422,12 +417,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver if (SaveAssets) { - m_log.DebugFormat("[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetUuids.Count); + m_assetGatherer.GatherAll(); + + m_log.DebugFormat( + "[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetGatherer.GatheredUuids.Count); AssetsRequest ar = new AssetsRequest( new AssetsArchiver(m_archiveWriter), - m_assetUuids, m_scene.AssetService, + m_assetGatherer.GatheredUuids, m_scene.AssetService, m_scene.UserAccountService, m_scene.RegionInfo.ScopeID, options, ReceivedAllAssets); diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 2ddb599..fceda80 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -605,8 +605,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // so.Name, so.AttachedAvatar, url); IDictionary ids = new Dictionary(); - IteratingHGUuidGatherer uuidGatherer - = new IteratingHGUuidGatherer(Scene.AssetService, url, ids); + HGUuidGatherer uuidGatherer + = new HGUuidGatherer(Scene.AssetService, url, ids); uuidGatherer.AddForInspection(so); while (!uuidGatherer.Complete) diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs index 2ac1517..6343a81 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs @@ -412,12 +412,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess // The act of gathering UUIDs downloads some assets from the remote server // but not all... - Dictionary ids = new Dictionary(); HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL); - uuidGatherer.GatherAssetUuids(assetID, meta.Type, ids); - m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", ids.Count); + uuidGatherer.AddForInspection(assetID); + uuidGatherer.GatherAll(); + + m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", uuidGatherer.GatheredUuids.Count); bool success = true; - foreach (UUID uuid in ids.Keys) + foreach (UUID uuid in uuidGatherer.GatheredUuids.Keys) if (FetchAsset(userAssetURL, uuid) == null) success = false; @@ -428,7 +429,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess m_log.DebugFormat("[HG ASSET MAPPER]: Successfully got item {0} from asset server {1}", assetID, userAssetURL); } - public void Post(UUID assetID, UUID ownerID, string userAssetURL) { m_log.DebugFormat("[HG ASSET MAPPER]: Starting to send asset {0} with children to asset server {1}", assetID, userAssetURL); @@ -442,9 +442,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess return; } - Dictionary ids = new Dictionary(); HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty); - uuidGatherer.GatherAssetUuids(asset.FullID, asset.Type, ids); + uuidGatherer.AddForInspection(asset.FullID); // Check which assets already exist in the destination server @@ -452,16 +451,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess if (!url.EndsWith("/") && !url.EndsWith("=")) url = url + "/"; - string[] remoteAssetIDs = new string[ids.Count]; + string[] remoteAssetIDs = new string[uuidGatherer.GatheredUuids.Count]; int i = 0; - foreach (UUID id in ids.Keys) + foreach (UUID id in uuidGatherer.GatheredUuids.Keys) remoteAssetIDs[i++] = url + id.ToString(); bool[] exist = m_scene.AssetService.AssetsExist(remoteAssetIDs); var existSet = new HashSet(); i = 0; - foreach (UUID id in ids.Keys) + foreach (UUID id in uuidGatherer.GatheredUuids.Keys) { if (exist[i]) existSet.Add(id.ToString()); @@ -472,7 +471,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess bool success = true; - foreach (UUID uuid in ids.Keys) + foreach (UUID uuid in uuidGatherer.GatheredUuids.Keys) { if (!existSet.Contains(uuid.ToString())) { diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs index b7d7c26..d67bdce 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs @@ -219,7 +219,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary assetUuids) { - m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName); + m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name); EntityBase[] entities = scene.GetEntities(); List sceneObjects = new List(); @@ -253,13 +253,13 @@ namespace OpenSim.Region.CoreModules.World.Archiver if (SaveAssets) { - UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService); + UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids); int prevAssets = assetUuids.Count; foreach (SceneObjectGroup sceneObject in sceneObjects) - { - assetGatherer.GatherAssetUuids(sceneObject, assetUuids); - } + assetGatherer.AddForInspection(sceneObject); + + assetGatherer.GatherAll(); m_log.DebugFormat( "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs index a12b170..1fe0e79 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs @@ -61,11 +61,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests = AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero); m_assetService.Store(corruptAsset); - IDictionary foundAssetUuids = new Dictionary(); - m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, (sbyte)AssetType.Object, foundAssetUuids); + m_uuidGatherer.AddForInspection(corruptAssetUuid); + m_uuidGatherer.GatherAll(); // We count the uuid as gathered even if the asset itself is corrupt. - Assert.That(foundAssetUuids.Count, Is.EqualTo(1)); + Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(1)); } /// @@ -77,38 +77,42 @@ namespace OpenSim.Region.Framework.Scenes.Tests TestHelpers.InMethod(); UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); - IDictionary foundAssetUuids = new Dictionary(); - - m_uuidGatherer.GatherAssetUuids(missingAssetUuid, (sbyte)AssetType.Object, foundAssetUuids); - // We count the uuid as gathered even if the asset itself is missing. - Assert.That(foundAssetUuids.Count, Is.EqualTo(1)); + m_uuidGatherer.AddForInspection(missingAssetUuid); + m_uuidGatherer.GatherAll(); + + Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(0)); } [Test] public void TestNotecardAsset() { TestHelpers.InMethod(); -// log4net.Config.XmlConfigurator.Configure(); + TestHelpers.EnableLogging(); UUID ownerId = TestHelpers.ParseTail(0x10); - UUID soAssetId = TestHelpers.ParseTail(0x20); + UUID embeddedId = TestHelpers.ParseTail(0x20); + UUID missingEmbeddedId = TestHelpers.ParseTail(0x21); UUID ncAssetId = TestHelpers.ParseTail(0x30); - SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId); - AssetBase soAsset = AssetHelpers.CreateAsset(soAssetId, so); - m_assetService.Store(soAsset); - - AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString()); + AssetBase ncAsset + = AssetHelpers.CreateNotecardAsset( + ncAssetId, string.Format("Hello{0}World{1}", embeddedId, missingEmbeddedId)); m_assetService.Store(ncAsset); - IDictionary foundAssetUuids = new Dictionary(); - m_uuidGatherer.GatherAssetUuids(ncAssetId, (sbyte)AssetType.Notecard, foundAssetUuids); + AssetBase embeddedAsset = AssetHelpers.CreateNotecardAsset(embeddedId, "We'll meet again."); + m_assetService.Store(embeddedAsset); - // We count the uuid as gathered even if the asset itself is corrupt. - Assert.That(foundAssetUuids.Count, Is.EqualTo(2)); - Assert.That(foundAssetUuids.ContainsKey(ncAssetId)); - Assert.That(foundAssetUuids.ContainsKey(soAssetId)); + m_uuidGatherer.AddForInspection(ncAssetId); + m_uuidGatherer.GatherAll(); + +// foreach (UUID key in m_uuidGatherer.GatheredUuids.Keys) +// System.Console.WriteLine("key : {0}", key); + + Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(3)); + Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(ncAssetId)); + Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(embeddedId)); + Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(missingEmbeddedId)); } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 2c5353f..28653c6 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -55,616 +55,16 @@ namespace OpenSim.Region.Framework.Scenes { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - protected IAssetService m_assetService; - - // /// - // /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate - // /// asset was found by the asset service. - // /// - // private AssetBase m_requestedObjectAsset; - // - // /// - // /// Signal whether we are currently waiting for the asset service to deliver an asset. - // /// - // private bool m_waitingForObjectAsset; - - public UuidGatherer(IAssetService assetService) - { - m_assetService = assetService; - } - - /// - /// Gather all the asset uuids associated with the asset referenced by a given uuid - /// - /// - /// This includes both those directly associated with - /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained - /// within this object). - /// This method assumes that the asset type associated with this asset in persistent storage is correct (which - /// should always be the case). So with this method we always need to retrieve asset data even if the asset - /// is of a type which is known not to reference any other assets - /// - /// The uuid of the asset for which to gather referenced assets - /// The assets gathered - public void GatherAssetUuids(UUID assetUuid, IDictionary assetUuids) - { - // avoid infinite loops - if (assetUuids.ContainsKey(assetUuid)) - return; - - try - { - AssetBase assetBase = GetAsset(assetUuid); - - if (null != assetBase) - { - sbyte assetType = assetBase.Type; - assetUuids[assetUuid] = assetType; - - if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) - { - GetWearableAssetUuids(assetBase, assetUuids); - } - else if ((sbyte)AssetType.Gesture == assetType) - { - GetGestureAssetUuids(assetBase, assetUuids); - } - else if ((sbyte)AssetType.Notecard == assetType) - { - GetTextEmbeddedAssetUuids(assetBase, assetUuids); - } - else if ((sbyte)AssetType.LSLText == assetType) - { - GetTextEmbeddedAssetUuids(assetBase, assetUuids); - } - else if ((sbyte)OpenSimAssetType.Material == assetType) - { - GetMaterialAssetUuids(assetBase, assetUuids); - } - else if ((sbyte)AssetType.Object == assetType) - { - GetSceneObjectAssetUuids(assetBase, assetUuids); - } - } - } - catch (Exception) - { - m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset id {0}", assetUuid); - throw; - } - } - - /// - /// Gather all the asset uuids associated with the asset referenced by a given uuid - /// - /// - /// This includes both those directly associated with - /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained - /// within this object). - /// - /// The uuid of the asset for which to gather referenced assets - /// The type of the asset for the uuid given - /// The assets gathered - public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary assetUuids) - { - // avoid infinite loops - if (assetUuids.ContainsKey(assetUuid)) - return; - - try - { - assetUuids[assetUuid] = assetType; - - if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) - { - GetWearableAssetUuids(assetUuid, assetUuids); - } - else if ((sbyte)AssetType.Gesture == assetType) - { - GetGestureAssetUuids(assetUuid, assetUuids); - } - else if ((sbyte)AssetType.Notecard == assetType) - { - GetTextEmbeddedAssetUuids(assetUuid, assetUuids); - } - else if ((sbyte)AssetType.LSLText == assetType) - { - GetTextEmbeddedAssetUuids(assetUuid, assetUuids); - } - else if ((sbyte)OpenSimAssetType.Material == assetType) - { - GetMaterialAssetUuids(assetUuid, assetUuids); - } - else if ((sbyte)AssetType.Object == assetType) - { - GetSceneObjectAssetUuids(assetUuid, assetUuids); - } - } - catch (Exception) - { - m_log.ErrorFormat( - "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}", - assetUuid, assetType); - throw; - } - } - - /// - /// Gather all the asset uuids associated with a given object. - /// - /// - /// This includes both those directly associated with - /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained - /// within this object). - /// - /// The scene object for which to gather assets - /// - /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset. - /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown. - /// - public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids) - { - // m_log.DebugFormat( - // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); - - SceneObjectPart[] parts = sceneObject.Parts; - for (int i = 0; i < parts.Length; i++) - { - SceneObjectPart part = parts[i]; - - // m_log.DebugFormat( - // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); - - try - { - Primitive.TextureEntry textureEntry = part.Shape.Textures; - if (textureEntry != null) - { - // Get the prim's default texture. This will be used for faces which don't have their own texture - if (textureEntry.DefaultTexture != null) - GatherTextureEntryAssets(textureEntry.DefaultTexture, assetUuids); - - if (textureEntry.FaceTextures != null) - { - // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture) - foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) - { - if (texture != null) - GatherTextureEntryAssets(texture, assetUuids); - } - } - } - - // If the prim is a sculpt then preserve this information too - if (part.Shape.SculptTexture != UUID.Zero) - assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture; - - if (part.Shape.ProjectionTextureUUID != UUID.Zero) - assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture; - - if (part.CollisionSound != UUID.Zero) - assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound; - - if (part.ParticleSystem.Length > 0) - { - try - { - Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); - if (ps.Texture != UUID.Zero) - assetUuids[ps.Texture] = (sbyte)AssetType.Texture; - } - catch (Exception) - { - m_log.WarnFormat( - "[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.", - part.Name, part.UUID, sceneObject.Name, sceneObject.UUID); - } - } - - TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); - - // Now analyze this prim's inventory items to preserve all the uuids that they reference - foreach (TaskInventoryItem tii in taskDictionary.Values) - { - // m_log.DebugFormat( - // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}", - // tii.Name, tii.Type, part.Name, part.UUID); - - if (!assetUuids.ContainsKey(tii.AssetID)) - GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids); - } - - // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed - // to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and - // inventory transfer. There needs to be a way for a module to register a method without assuming a - // Scene.EventManager is present. - // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); - - - // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs - GatherMaterialsUuids(part, assetUuids); - } - catch (Exception e) - { - m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e); - m_log.DebugFormat( - "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)", - part.Shape.TextureEntry.Length); - } - } - } - - /// - /// Gather all the asset uuids found in one face of a Texture Entry. - /// - private void GatherTextureEntryAssets(Primitive.TextureEntryFace texture, IDictionary assetUuids) - { - assetUuids[texture.TextureID] = (sbyte)AssetType.Texture; - - if (texture.MaterialID != UUID.Zero) - { - GatherAssetUuids(texture.MaterialID, (sbyte)OpenSimAssetType.Material, assetUuids); - } - } - - /// - /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps - /// stored in legacy format in part.DynAttrs - /// - /// - /// - //public void GatherMaterialsUuids(SceneObjectPart part, IDictionary assetUuids) - public void GatherMaterialsUuids(SceneObjectPart part, IDictionary assetUuids) - { - // scan thru the dynAttrs map of this part for any textures used as materials - OSD osdMaterials = null; - - lock (part.DynAttrs) - { - if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) - { - OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); - - if (materialsStore == null) - return; - - materialsStore.TryGetValue("Materials", out osdMaterials); - } - - if (osdMaterials != null) - { - //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd)); - - if (osdMaterials is OSDArray) - { - OSDArray matsArr = osdMaterials as OSDArray; - foreach (OSDMap matMap in matsArr) - { - try - { - if (matMap.ContainsKey("Material")) - { - OSDMap mat = matMap["Material"] as OSDMap; - if (mat.ContainsKey("NormMap")) - { - UUID normalMapId = mat["NormMap"].AsUUID(); - if (normalMapId != UUID.Zero) - { - assetUuids[normalMapId] = (sbyte)AssetType.Texture; - //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString()); - } - } - if (mat.ContainsKey("SpecMap")) - { - UUID specularMapId = mat["SpecMap"].AsUUID(); - if (specularMapId != UUID.Zero) - { - assetUuids[specularMapId] = (sbyte)AssetType.Texture; - //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString()); - } - } - } - - } - catch (Exception e) - { - m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message); - } - } - } - } - } - } - - /// - /// Get an asset synchronously, potentially using an asynchronous callback. If the - /// asynchronous callback is used, we will wait for it to complete. - /// - /// - /// - protected virtual AssetBase GetAsset(UUID uuid) - { - return m_assetService.Get(uuid.ToString()); - - // XXX: Switching to do this synchronously where the call was async before but we always waited for it - // to complete anyway! - // m_waitingForObjectAsset = true; - // m_assetCache.Get(uuid.ToString(), this, AssetReceived); - // - // // The asset cache callback can either - // // - // // 1. Complete on the same thread (if the asset is already in the cache) or - // // 2. Come in via a different thread (if we need to go fetch it). - // // - // // The code below handles both these alternatives. - // lock (this) - // { - // if (m_waitingForObjectAsset) - // { - // Monitor.Wait(this); - // m_waitingForObjectAsset = false; - // } - // } - // - // return m_requestedObjectAsset; - } - - /// - /// Record the asset uuids embedded within the given text (e.g. a script). - /// - /// - /// Dictionary in which to record the references - private void GetTextEmbeddedAssetUuids(UUID textAssetUuid, IDictionary assetUuids) - { - // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); - - AssetBase textAsset = GetAsset(textAssetUuid); - - if (null != textAsset) - GetTextEmbeddedAssetUuids(textAsset, assetUuids); - } - /// - /// Record the asset uuids embedded within the given text (e.g. a script). - /// - /// - /// Dictionary in which to record the references - private void GetTextEmbeddedAssetUuids(AssetBase textAsset, IDictionary assetUuids) - { - // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); - - string script = Utils.BytesToString(textAsset.Data); - // m_log.DebugFormat("[ARCHIVER]: Script {0}", script); - MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script); - // m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count); - - foreach (Match uuidMatch in uuidMatches) - { - UUID uuid = new UUID(uuidMatch.Value); - // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); - - // Embedded asset references (if not false positives) could be for many types of asset, so we will - // label these as unknown. - assetUuids[uuid] = (sbyte)AssetType.Unknown; - } - } - - /// - /// Record the uuids referenced by the given wearable asset - /// - /// - /// Dictionary in which to record the references - private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary assetUuids) - { - AssetBase assetBase = GetAsset(wearableAssetUuid); - - if (null != assetBase) - GetWearableAssetUuids(assetBase, assetUuids); - } - - /// - /// Record the uuids referenced by the given wearable asset - /// - /// - /// Dictionary in which to record the references - private void GetWearableAssetUuids(AssetBase assetBase, IDictionary assetUuids) - { - //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); - AssetWearable wearableAsset = new AssetBodypart(assetBase.FullID, assetBase.Data); - wearableAsset.Decode(); - - //m_log.DebugFormat( - // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); - - foreach (UUID uuid in wearableAsset.Textures.Values) - { - assetUuids[uuid] = (sbyte)AssetType.Texture; - } - } - - /// - /// Get all the asset uuids associated with a given object. This includes both those directly associated with - /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained - /// within this object). - /// - /// - /// - private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids) - { - AssetBase sceneObjectAsset = GetAsset(sceneObjectUuid); - - if (null != sceneObjectAsset) - GetSceneObjectAssetUuids(sceneObjectAsset, assetUuids); - } - - /// - /// Get all the asset uuids associated with a given object. This includes both those directly associated with - /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained - /// within this object). - /// - /// - /// - private void GetSceneObjectAssetUuids(AssetBase sceneObjectAsset, IDictionary assetUuids) - { - string xml = Utils.BytesToString(sceneObjectAsset.Data); - - CoalescedSceneObjects coa; - if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa)) - { - foreach (SceneObjectGroup sog in coa.Objects) - GatherAssetUuids(sog, assetUuids); - } - else - { - SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml); - - if (null != sog) - GatherAssetUuids(sog, assetUuids); - } - } - - /// - /// Get the asset uuid associated with a gesture - /// - /// - /// - private void GetGestureAssetUuids(UUID gestureUuid, IDictionary assetUuids) - { - AssetBase gestureAsset = GetAsset(gestureUuid); - if (null == gestureAsset) - return; - - GetGestureAssetUuids(gestureAsset, assetUuids); - } - - /// - /// Get the asset uuid associated with a gesture - /// - /// - /// - private void GetGestureAssetUuids(AssetBase gestureAsset, IDictionary assetUuids) - { - using (MemoryStream ms = new MemoryStream(gestureAsset.Data)) - using (StreamReader sr = new StreamReader(ms)) - { - sr.ReadLine(); // Unknown (Version?) - sr.ReadLine(); // Unknown - sr.ReadLine(); // Unknown - sr.ReadLine(); // Name - sr.ReadLine(); // Comment ? - int count = Convert.ToInt32(sr.ReadLine()); // Item count - - for (int i = 0 ; i < count ; i++) - { - string type = sr.ReadLine(); - if (type == null) - break; - string name = sr.ReadLine(); - if (name == null) - break; - string id = sr.ReadLine(); - if (id == null) - break; - string unknown = sr.ReadLine(); - if (unknown == null) - break; - - // If it can be parsed as a UUID, it is an asset ID - UUID uuid; - if (UUID.TryParse(id, out uuid)) - assetUuids[uuid] = (sbyte)AssetType.Animation; // the asset is either an Animation or a Sound, but this distinction isn't important - } - } - } - - /// - /// Get the asset uuid's referenced in a material. - /// - private void GetMaterialAssetUuids(UUID materialUuid, IDictionary assetUuids) - { - AssetBase assetBase = GetAsset(materialUuid); - if (null == assetBase) - return; - - GetMaterialAssetUuids(assetBase, assetUuids); - } - - /// - /// Get the asset uuid's referenced in a material. + /// Is gathering complete? /// - private void GetMaterialAssetUuids(AssetBase materialAsset, IDictionary assetUuids) - { - OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data); - - UUID normMap = mat["NormMap"].AsUUID(); - if (normMap != UUID.Zero) - assetUuids[normMap] = (sbyte)AssetType.Texture; - - UUID specMap = mat["SpecMap"].AsUUID(); - if (specMap != UUID.Zero) - assetUuids[specMap] = (sbyte)AssetType.Texture; - } - } - - public class HGUuidGatherer : UuidGatherer - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - protected string m_assetServerURL; - - public HGUuidGatherer(IAssetService assetService, string assetServerURL) - : base(assetService) - { - m_assetServerURL = assetServerURL; - if (!m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("=")) - m_assetServerURL = m_assetServerURL + "/"; - } - - protected override AssetBase GetAsset(UUID uuid) - { - if (string.Empty == m_assetServerURL) - return base.GetAsset(uuid); - else - return FetchAsset(uuid); - } - - public AssetBase FetchAsset(UUID assetID) - { - // Test if it's already here - AssetBase asset = m_assetService.Get(assetID.ToString()); - if (asset == null) - { - // It's not, so fetch it from abroad - asset = m_assetService.Get(m_assetServerURL + assetID.ToString()); - if (asset != null) - m_log.DebugFormat("[HGUUIDGatherer]: Copied asset {0} from {1} to local asset server", assetID, m_assetServerURL); - else - m_log.DebugFormat("[HGUUIDGatherer]: Failed to fetch asset {0} from {1}", assetID, m_assetServerURL); - } - //else - // m_log.DebugFormat("[HGUUIDGatherer]: Asset {0} from {1} was already here", assetID, m_assetServerURL); - - return asset; - } - } - - /// - /// Gather uuids for a given entity. - /// - /// - /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts - /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets - /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be - /// retrieved to work out which assets it references). - /// - public class IteratingUuidGatherer - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + public bool Complete { get { return m_assetUuidsToInspect.Count <= 0; } } /// - /// Is gathering complete? + /// The dictionary of UUIDs gathered so far. If Complete == true then this is all the reachable UUIDs. /// - public bool Complete { get { return m_assetUuidsToInspect.Count <= 0; } } + /// The gathered uuids. + public IDictionary GatheredUuids { get; private set; } /// /// Gets the next UUID to inspect. @@ -683,13 +83,20 @@ namespace OpenSim.Region.Framework.Scenes protected IAssetService m_assetService; - protected IDictionary m_gatheredAssetUuids; - protected Queue m_assetUuidsToInspect; /// /// Initializes a new instance of the class. /// + /// In this case the collection of gathered assets will start out blank. + /// + /// Asset service. + /// + public UuidGatherer(IAssetService assetService) : this(assetService, new Dictionary()) {} + + /// + /// Initializes a new instance of the class. + /// /// /// Asset service. /// @@ -697,10 +104,10 @@ namespace OpenSim.Region.Framework.Scenes /// Gathered UUIDs will be collected in this dictinaory. /// It can be pre-populated if you want to stop the gatherer from analyzing assets that have already been fetched and inspected. /// - public IteratingUuidGatherer(IAssetService assetService, IDictionary collector) + public UuidGatherer(IAssetService assetService, IDictionary collector) { m_assetService = assetService; - m_gatheredAssetUuids = collector; + GatheredUuids = collector; // FIXME: Not efficient for searching, can improve. m_assetUuidsToInspect = new Queue(); @@ -765,13 +172,13 @@ namespace OpenSim.Region.Framework.Scenes // If the prim is a sculpt then preserve this information too if (part.Shape.SculptTexture != UUID.Zero) - m_gatheredAssetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture; + GatheredUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture; if (part.Shape.ProjectionTextureUUID != UUID.Zero) - m_gatheredAssetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture; + GatheredUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture; if (part.CollisionSound != UUID.Zero) - m_gatheredAssetUuids[part.CollisionSound] = (sbyte)AssetType.Sound; + GatheredUuids[part.CollisionSound] = (sbyte)AssetType.Sound; if (part.ParticleSystem.Length > 0) { @@ -779,7 +186,7 @@ namespace OpenSim.Region.Framework.Scenes { Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); if (ps.Texture != UUID.Zero) - m_gatheredAssetUuids[ps.Texture] = (sbyte)AssetType.Texture; + GatheredUuids[ps.Texture] = (sbyte)AssetType.Texture; } catch (Exception) { @@ -798,7 +205,7 @@ namespace OpenSim.Region.Framework.Scenes // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}", // tii.Name, tii.Type, part.Name, part.UUID); - if (!m_gatheredAssetUuids.ContainsKey(tii.AssetID)) + if (!GatheredUuids.ContainsKey(tii.AssetID)) AddForInspection(tii.AssetID, (sbyte)tii.Type); } @@ -865,7 +272,7 @@ namespace OpenSim.Region.Framework.Scenes private void GetAssetUuids(UUID assetUuid) { // avoid infinite loops - if (m_gatheredAssetUuids.ContainsKey(assetUuid)) + if (GatheredUuids.ContainsKey(assetUuid)) return; try @@ -875,7 +282,7 @@ namespace OpenSim.Region.Framework.Scenes if (null != assetBase) { sbyte assetType = assetBase.Type; - m_gatheredAssetUuids[assetUuid] = assetType; + GatheredUuids[assetUuid] = assetType; if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) { @@ -915,29 +322,15 @@ namespace OpenSim.Region.Framework.Scenes // Here, we want to collect uuids which require further asset fetches but mark the others as gathered try { - m_gatheredAssetUuids[assetUuid] = assetType; - - if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) - { - AddForInspection(assetUuid); - } - else if ((sbyte)AssetType.Gesture == assetType) - { - AddForInspection(assetUuid); - } - else if ((sbyte)AssetType.Notecard == assetType) - { - AddForInspection(assetUuid); - } - else if ((sbyte)AssetType.LSLText == assetType) - { - AddForInspection(assetUuid); - } - else if ((sbyte)OpenSimAssetType.Material == assetType) - { - AddForInspection(assetUuid); - } - else if ((sbyte)AssetType.Object == assetType) + GatheredUuids[assetUuid] = assetType; + + if ((sbyte)AssetType.Bodypart == assetType + || (sbyte)AssetType.Clothing == assetType + || (sbyte)AssetType.Gesture == assetType + || (sbyte)AssetType.Notecard == assetType + || (sbyte)AssetType.LSLText == assetType + || (sbyte)OpenSimAssetType.Material == assetType + || (sbyte)AssetType.Object == assetType) { AddForInspection(assetUuid); } @@ -956,7 +349,7 @@ namespace OpenSim.Region.Framework.Scenes /// private void RecordTextureEntryAssetUuids(Primitive.TextureEntryFace texture) { - m_gatheredAssetUuids[texture.TextureID] = (sbyte)AssetType.Texture; + GatheredUuids[texture.TextureID] = (sbyte)AssetType.Texture; if (texture.MaterialID != UUID.Zero) AddForInspection(texture.MaterialID); @@ -1003,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes UUID normalMapId = mat["NormMap"].AsUUID(); if (normalMapId != UUID.Zero) { - m_gatheredAssetUuids[normalMapId] = (sbyte)AssetType.Texture; + GatheredUuids[normalMapId] = (sbyte)AssetType.Texture; //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString()); } } @@ -1012,7 +405,7 @@ namespace OpenSim.Region.Framework.Scenes UUID specularMapId = mat["SpecMap"].AsUUID(); if (specularMapId != UUID.Zero) { - m_gatheredAssetUuids[specularMapId] = (sbyte)AssetType.Texture; + GatheredUuids[specularMapId] = (sbyte)AssetType.Texture; //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString()); } } @@ -1048,17 +441,17 @@ namespace OpenSim.Region.Framework.Scenes { // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); - string script = Utils.BytesToString(textAsset.Data); - // m_log.DebugFormat("[ARCHIVER]: Script {0}", script); - MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script); - // m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count); + string text = Utils.BytesToString(textAsset.Data); +// m_log.DebugFormat("[UUID GATHERER]: Text {0}", text); + MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(text); +// m_log.DebugFormat("[UUID GATHERER]: Found {0} matches in text", uuidMatches.Count); foreach (Match uuidMatch in uuidMatches) { UUID uuid = new UUID(uuidMatch.Value); - // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); +// m_log.DebugFormat("[UUID GATHERER]: Recording {0} in text", uuid); - AddForInspection(uuid); + GatheredUuids[uuid] = (sbyte)AssetType.Unknown; } } @@ -1076,7 +469,7 @@ namespace OpenSim.Region.Framework.Scenes // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); foreach (UUID uuid in wearableAsset.Textures.Values) - m_gatheredAssetUuids[uuid] = (sbyte)AssetType.Texture; + GatheredUuids[uuid] = (sbyte)AssetType.Texture; } /// @@ -1138,7 +531,7 @@ namespace OpenSim.Region.Framework.Scenes // If it can be parsed as a UUID, it is an asset ID UUID uuid; if (UUID.TryParse(id, out uuid)) - m_gatheredAssetUuids[uuid] = (sbyte)AssetType.Animation; // the asset is either an Animation or a Sound, but this distinction isn't important + GatheredUuids[uuid] = (sbyte)AssetType.Animation; // the asset is either an Animation or a Sound, but this distinction isn't important } } } @@ -1152,21 +545,24 @@ namespace OpenSim.Region.Framework.Scenes UUID normMap = mat["NormMap"].AsUUID(); if (normMap != UUID.Zero) - m_gatheredAssetUuids[normMap] = (sbyte)AssetType.Texture; + GatheredUuids[normMap] = (sbyte)AssetType.Texture; UUID specMap = mat["SpecMap"].AsUUID(); if (specMap != UUID.Zero) - m_gatheredAssetUuids[specMap] = (sbyte)AssetType.Texture; + GatheredUuids[specMap] = (sbyte)AssetType.Texture; } } - public class IteratingHGUuidGatherer : IteratingUuidGatherer + public class HGUuidGatherer : UuidGatherer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected string m_assetServerURL; - public IteratingHGUuidGatherer(IAssetService assetService, string assetServerURL, IDictionary collector) + public HGUuidGatherer(IAssetService assetService, string assetServerURL) + : this(assetService, assetServerURL, new Dictionary()) {} + + public HGUuidGatherer(IAssetService assetService, string assetServerURL, IDictionary collector) : base(assetService, collector) { m_assetServerURL = assetServerURL; diff --git a/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs b/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs index f67f613..2f9bb1e 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs @@ -426,10 +426,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance cdl.AddRow("Assets", ""); sb.Append(cdl.ToString()); - Dictionary assetUuids = new Dictionary(); - uuidGatherer.GatherAssetUuids(wi.AssetID, assetUuids); + uuidGatherer.AddForInspection(wi.AssetID); + uuidGatherer.GatherAll(); string[] assetStrings - = Array.ConvertAll(assetUuids.Keys.ToArray(), u => u.ToString()); + = Array.ConvertAll(uuidGatherer.GatheredUuids.Keys.ToArray(), u => u.ToString()); bool[] existChecks = scene.AssetService.AssetsExist(assetStrings); @@ -440,7 +440,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance cdt.AddColumn("Found", 5); for (int k = 0; k < existChecks.Length; k++) - cdt.AddRow((AssetType)assetUuids[new UUID(assetStrings[k])], assetStrings[k], existChecks[k] ? "yes" : "no"); + cdt.AddRow( + (AssetType)uuidGatherer.GatheredUuids[new UUID(assetStrings[k])], + assetStrings[k], existChecks[k] ? "yes" : "no"); sb.Append(cdt.ToString()); sb.Append("\n"); -- cgit v1.1 From 801a86ca035b5c8bbd1f99082fd80f2471d6345c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 8 Jan 2015 20:36:03 +0000 Subject: When inspecting a script or notecard, also try to look up any assets embedded therein. This is primarily to fix an issue where inventory items for NPC attachments would not be saved in archives as the assets referenced in the appearance notecard were not checked in this manner. Relates to http://opensimulator.org/mantis/view.php?id=7376 --- OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs | 14 ++++++++++---- OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 2 +- 2 files changed, 11 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs index 1fe0e79..4ae27d7 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs @@ -88,11 +88,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests public void TestNotecardAsset() { TestHelpers.InMethod(); - TestHelpers.EnableLogging(); +// TestHelpers.EnableLogging(); UUID ownerId = TestHelpers.ParseTail(0x10); UUID embeddedId = TestHelpers.ParseTail(0x20); - UUID missingEmbeddedId = TestHelpers.ParseTail(0x21); + UUID secondLevelEmbeddedId = TestHelpers.ParseTail(0x21); + UUID missingEmbeddedId = TestHelpers.ParseTail(0x22); UUID ncAssetId = TestHelpers.ParseTail(0x30); AssetBase ncAsset @@ -100,9 +101,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests ncAssetId, string.Format("Hello{0}World{1}", embeddedId, missingEmbeddedId)); m_assetService.Store(ncAsset); - AssetBase embeddedAsset = AssetHelpers.CreateNotecardAsset(embeddedId, "We'll meet again."); + AssetBase embeddedAsset + = AssetHelpers.CreateNotecardAsset(embeddedId, string.Format("{0} We'll meet again.", secondLevelEmbeddedId)); m_assetService.Store(embeddedAsset); + AssetBase secondLevelEmbeddedAsset + = AssetHelpers.CreateNotecardAsset(secondLevelEmbeddedId, "Don't know where, don't know when."); + m_assetService.Store(secondLevelEmbeddedAsset); + m_uuidGatherer.AddForInspection(ncAssetId); m_uuidGatherer.GatherAll(); @@ -112,7 +118,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(m_uuidGatherer.GatheredUuids.Count, Is.EqualTo(3)); Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(ncAssetId)); Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(embeddedId)); - Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(missingEmbeddedId)); + Assert.That(m_uuidGatherer.GatheredUuids.ContainsKey(secondLevelEmbeddedId)); } } } \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 28653c6..69dc133 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -451,7 +451,7 @@ namespace OpenSim.Region.Framework.Scenes UUID uuid = new UUID(uuidMatch.Value); // m_log.DebugFormat("[UUID GATHERER]: Recording {0} in text", uuid); - GatheredUuids[uuid] = (sbyte)AssetType.Unknown; + AddForInspection(uuid); } } -- cgit v1.1 From dbd500db4271f1e91f5340ccf8378eb5bbb3b177 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 8 Jan 2015 22:59:29 +0000 Subject: minor: Add event name to existing debug output when a script event fails with an exception. To aid debugging. --- OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index b983be9..79e4774 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -889,8 +889,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance m_log.Debug(string.Format( - "[SCRIPT INSTANCE]: Runtime error in script {0}, part {1} {2} at {3} in {4} ", + "[SCRIPT INSTANCE]: Runtime error in script {0} (event {1}), part {2} {3} at {4} in {5} ", ScriptName, + data.EventName, PrimName, Part.UUID, Part.AbsolutePosition, -- cgit v1.1