code actually has no ideia if a id is a asset or not and does try to handle all as assets, it really can't report errors. Change messages to make more clear they are only warnings and may mean nothing at all

0.9.0-post-fixes
UbitUmarov 2017-06-23 19:55:23 +01:00
parent 83e443bca1
commit 0a1f497dee
4 changed files with 15 additions and 15 deletions

View File

@ -237,12 +237,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
if(curErrorCntr > 1)
{
m_log.WarnFormat("[INVENTORY ARCHIVER]: item {0} '{1}', type {2}, in '{3}', contains at least {4} references to missing or damaged assets",
m_log.WarnFormat("[INVENTORY ARCHIVER Warning]: item {0} '{1}', type {2}, in '{3}', contains {4} references to possible missing or damaged assets )",
inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath, curErrorCntr);
}
else if(curErrorCntr == 1)
{
m_log.WarnFormat("[INVENTORY ARCHIVER]: item {0} '{1}', type {2}, in '{3}', contains at least 1 reference to a missing or damaged asset",
m_log.WarnFormat("[INVENTORY ARCHIVER Warning]: item {0} '{1}', type {2}, in '{3}', contains a reference to a possible missing or damaged asset)",
inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath);
}
}
@ -450,9 +450,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
int errors = m_assetGatherer.FailedUUIDs.Count;
m_log.DebugFormat(
"[INVENTORY ARCHIVER]: The items to save reference {0} assets", m_assetGatherer.GatheredUuids.Count + errors);
"[INVENTORY ARCHIVER]: The items to save reference {0} possible assets", m_assetGatherer.GatheredUuids.Count + errors);
if(errors > 0)
m_log.DebugFormat("[INVENTORY ARCHIVER]: {0} of these assets have problems and will be ignored", errors);
m_log.DebugFormat("[INVENTORY ARCHIVER]: {0} of these have problems or are not assets and will be ignored", errors);
AssetsRequest ar = new AssetsRequest(
new AssetsArchiver(m_archiveWriter),

View File

@ -264,12 +264,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
curErrorCntr = assetGatherer.ErrorCount - curErrorCntr;
if(curErrorCntr > 1)
{
m_log.WarnFormat("[INVENTORY ARCHIVER]: object {0} '{1}', at {2}, contains at least {3} references to missing or damaged assets",
m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains {3} references to possible missing or damaged assets",
sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), curErrorCntr);
}
else if(curErrorCntr == 1)
{
m_log.WarnFormat("[INVENTORY ARCHIVER]: object {0} '{1}', at {2}, contains at least 1 reference to a missing or damaged asset",
m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains a reference to a possible missing or damaged assets",
sceneObject.UUID, sceneObject.Name, sceneObject.AbsolutePosition.ToString());
}
}
@ -278,10 +278,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
int errors = assetGatherer.FailedUUIDs.Count;
m_log.DebugFormat(
"[ARCHIVER]: {0} region scene objects to save reference {1} assets",
"[ARCHIVER]: {0} region scene objects to save reference {1} possible assets",
sceneObjects.Count, assetUuids.Count - prevAssets + errors);
if(errors > 0)
m_log.DebugFormat("[ARCHIVER]: {0} of these assets have problems and will be ignored", errors);
m_log.DebugFormat("[ARCHIVER]: {0} of these have problems or are not assets and will be ignored", errors);
}
if (numObjectsSkippedPermissions > 0)

View File

@ -65,7 +65,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// uuids to request
/// </value>
protected IDictionary<UUID, sbyte> m_uuids;
private int m_previusErrorsCount;
private int m_previousErrorsCount;
/// <value>
/// Callback used when all the assets requested have been received.
@ -103,14 +103,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
protected internal AssetsRequest(
AssetsArchiver assetsArchiver, IDictionary<UUID, sbyte> uuids,
int previusErrorsCount,
int previousErrorsCount,
IAssetService assetService, IUserAccountService userService,
UUID scope, Dictionary<string, object> options,
AssetsRequestCallback assetsRequestCallback)
{
m_assetsArchiver = assetsArchiver;
m_uuids = uuids;
m_previusErrorsCount = previusErrorsCount;
m_previousErrorsCount = previousErrorsCount;
m_assetsRequestCallback = assetsRequestCallback;
m_assetService = assetService;
m_userAccountService = userService;
@ -170,14 +170,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
m_timeOutTimer.Dispose();
int totalerrors = m_notFoundAssetUuids.Count + m_previusErrorsCount;
int totalerrors = m_notFoundAssetUuids.Count + m_previousErrorsCount;
if(m_timeout)
m_log.DebugFormat("[ARCHIVER]: Aborted because AssetService request timeout. Successfully added {0} assets", m_foundAssetUuids.Count);
else if(totalerrors == 0)
m_log.DebugFormat("[ARCHIVER]: Successfully added all {0} assets", m_foundAssetUuids.Count);
else
m_log.DebugFormat("[ARCHIVER]: Successfully added {0} assets ({1} assets of total request where not found or are damaged",
m_log.DebugFormat("[ARCHIVER]: Successfully added {0} assets ({1} of total possible assets requested where not found, where damaged or where not assets",
m_foundAssetUuids.Count, totalerrors);
PerformAssetsRequestCallback(m_timeout);

View File

@ -149,7 +149,7 @@ namespace OpenSim.Region.Framework.Scenes
public void AddForInspection(SceneObjectGroup sceneObject)
{
// m_log.DebugFormat(
// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
// "[UUID GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
if(sceneObject.IsDeleted)
return;
@ -159,7 +159,7 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart part = parts[i];
// m_log.DebugFormat(
// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
// "[UUID GATHERER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
try
{