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
parent
83e443bca1
commit
0a1f497dee
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@ -237,12 +237,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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if(curErrorCntr > 1)
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{
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m_log.WarnFormat("[INVENTORY ARCHIVER]: item {0} '{1}', type {2}, in '{3}', contains at least {4} references to missing or damaged assets",
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m_log.WarnFormat("[INVENTORY ARCHIVER Warning]: item {0} '{1}', type {2}, in '{3}', contains {4} references to possible missing or damaged assets )",
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inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath, curErrorCntr);
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}
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else if(curErrorCntr == 1)
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{
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m_log.WarnFormat("[INVENTORY ARCHIVER]: item {0} '{1}', type {2}, in '{3}', contains at least 1 reference to a missing or damaged asset",
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m_log.WarnFormat("[INVENTORY ARCHIVER Warning]: item {0} '{1}', type {2}, in '{3}', contains a reference to a possible missing or damaged asset)",
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inventoryItem.ID, inventoryItem.Name, itemAssetType.ToString(), spath);
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}
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}
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@ -450,9 +450,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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int errors = m_assetGatherer.FailedUUIDs.Count;
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m_log.DebugFormat(
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"[INVENTORY ARCHIVER]: The items to save reference {0} assets", m_assetGatherer.GatheredUuids.Count + errors);
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"[INVENTORY ARCHIVER]: The items to save reference {0} possible assets", m_assetGatherer.GatheredUuids.Count + errors);
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if(errors > 0)
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m_log.DebugFormat("[INVENTORY ARCHIVER]: {0} of these assets have problems and will be ignored", errors);
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m_log.DebugFormat("[INVENTORY ARCHIVER]: {0} of these have problems or are not assets and will be ignored", errors);
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AssetsRequest ar = new AssetsRequest(
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new AssetsArchiver(m_archiveWriter),
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@ -264,12 +264,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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curErrorCntr = assetGatherer.ErrorCount - curErrorCntr;
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if(curErrorCntr > 1)
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{
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m_log.WarnFormat("[INVENTORY ARCHIVER]: object {0} '{1}', at {2}, contains at least {3} references to missing or damaged assets",
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m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains {3} references to possible missing or damaged assets",
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sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), curErrorCntr);
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}
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else if(curErrorCntr == 1)
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{
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m_log.WarnFormat("[INVENTORY ARCHIVER]: object {0} '{1}', at {2}, contains at least 1 reference to a missing or damaged asset",
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m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains a reference to a possible missing or damaged assets",
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sceneObject.UUID, sceneObject.Name, sceneObject.AbsolutePosition.ToString());
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}
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}
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@ -278,10 +278,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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int errors = assetGatherer.FailedUUIDs.Count;
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m_log.DebugFormat(
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"[ARCHIVER]: {0} region scene objects to save reference {1} assets",
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"[ARCHIVER]: {0} region scene objects to save reference {1} possible assets",
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sceneObjects.Count, assetUuids.Count - prevAssets + errors);
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if(errors > 0)
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m_log.DebugFormat("[ARCHIVER]: {0} of these assets have problems and will be ignored", errors);
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m_log.DebugFormat("[ARCHIVER]: {0} of these have problems or are not assets and will be ignored", errors);
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}
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if (numObjectsSkippedPermissions > 0)
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@ -65,7 +65,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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/// uuids to request
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/// </value>
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protected IDictionary<UUID, sbyte> m_uuids;
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private int m_previusErrorsCount;
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private int m_previousErrorsCount;
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/// <value>
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/// Callback used when all the assets requested have been received.
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@ -103,14 +103,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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protected internal AssetsRequest(
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AssetsArchiver assetsArchiver, IDictionary<UUID, sbyte> uuids,
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int previusErrorsCount,
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int previousErrorsCount,
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IAssetService assetService, IUserAccountService userService,
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UUID scope, Dictionary<string, object> options,
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AssetsRequestCallback assetsRequestCallback)
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{
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m_assetsArchiver = assetsArchiver;
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m_uuids = uuids;
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m_previusErrorsCount = previusErrorsCount;
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m_previousErrorsCount = previousErrorsCount;
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m_assetsRequestCallback = assetsRequestCallback;
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m_assetService = assetService;
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m_userAccountService = userService;
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@ -170,14 +170,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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}
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m_timeOutTimer.Dispose();
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int totalerrors = m_notFoundAssetUuids.Count + m_previusErrorsCount;
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int totalerrors = m_notFoundAssetUuids.Count + m_previousErrorsCount;
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if(m_timeout)
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m_log.DebugFormat("[ARCHIVER]: Aborted because AssetService request timeout. Successfully added {0} assets", m_foundAssetUuids.Count);
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else if(totalerrors == 0)
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m_log.DebugFormat("[ARCHIVER]: Successfully added all {0} assets", m_foundAssetUuids.Count);
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else
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m_log.DebugFormat("[ARCHIVER]: Successfully added {0} assets ({1} assets of total request where not found or are damaged",
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m_log.DebugFormat("[ARCHIVER]: Successfully added {0} assets ({1} of total possible assets requested where not found, where damaged or where not assets",
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m_foundAssetUuids.Count, totalerrors);
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PerformAssetsRequestCallback(m_timeout);
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@ -149,7 +149,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void AddForInspection(SceneObjectGroup sceneObject)
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{
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// m_log.DebugFormat(
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// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
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// "[UUID GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
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if(sceneObject.IsDeleted)
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return;
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@ -159,7 +159,7 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart part = parts[i];
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// m_log.DebugFormat(
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// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
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// "[UUID GATHERER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
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try
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{
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