* UuidGatherer now tracks asset types for assets it discovers. The asset types are inferred from context

* OAR saving will attempt to correct unknown asset types before writing broken assets to the OAR file
slimupdates
John Hurliman 2010-03-15 14:17:17 -07:00
parent 5beb08be31
commit 33f5d0d1e9
7 changed files with 47 additions and 33 deletions

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@ -642,7 +642,7 @@ namespace Flotsam.RegionModules.AssetCache
{
UuidGatherer gatherer = new UuidGatherer(m_AssetService);
Dictionary<UUID, int> assets = new Dictionary<UUID, int>();
Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
foreach (Scene s in m_Scenes)
{
StampRegionStatusFile(s.RegionInfo.RegionID);

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@ -73,7 +73,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
/// <value>
/// Used to collect the uuids of the assets that we need to save into the archive
/// </value>
protected Dictionary<UUID, int> m_assetUuids = new Dictionary<UUID, int>();
protected Dictionary<UUID, AssetType> m_assetUuids = new Dictionary<UUID, AssetType>();
/// <value>
/// Used to collect the uuids of the users that we need to save into the archive
@ -305,7 +305,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
}
new AssetsRequest(
new AssetsArchiver(m_archiveWriter), m_assetUuids.Keys,
new AssetsArchiver(m_archiveWriter), m_assetUuids,
m_scene.AssetService, ReceivedAllAssets).Execute();
}

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@ -150,7 +150,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (asset != null)
{
// OK, now fetch the inside.
Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
foreach (UUID uuid in ids.Keys)
@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset != null)
{
Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
foreach (UUID uuid in ids.Keys)

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@ -100,7 +100,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
public void ArchiveRegion()
{
Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>();
Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();
List<EntityBase> entities = m_scene.GetEntities();
List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
@ -142,18 +142,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Make sure that we also request terrain texture assets
RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
assetUuids[regionSettings.TerrainTexture1] = 1;
assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
assetUuids[regionSettings.TerrainTexture2] = 1;
assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
assetUuids[regionSettings.TerrainTexture3] = 1;
assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
assetUuids[regionSettings.TerrainTexture4] = 1;
assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
@ -168,7 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_requestId);
new AssetsRequest(
new AssetsArchiver(archiveWriter), assetUuids.Keys,
new AssetsArchiver(archiveWriter), assetUuids,
m_scene.AssetService, awre.ReceivedAllAssets).Execute();
}
}

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@ -74,7 +74,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <value>
/// uuids to request
/// </value>
protected ICollection<UUID> m_uuids;
protected IDictionary<UUID, AssetType> m_uuids;
/// <value>
/// Callback used when all the assets requested have been received.
@ -104,7 +104,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
protected AssetsArchiver m_assetsArchiver;
protected internal AssetsRequest(
AssetsArchiver assetsArchiver, ICollection<UUID> uuids,
AssetsArchiver assetsArchiver, IDictionary<UUID, AssetType> uuids,
IAssetService assetService, AssetsRequestCallback assetsRequestCallback)
{
m_assetsArchiver = assetsArchiver;
@ -132,9 +132,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver
return;
}
foreach (UUID uuid in m_uuids)
foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids)
{
m_assetService.Get(uuid.ToString(), this, AssetRequestCallback);
m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback);
}
m_requestCallbackTimer.Enabled = true;
@ -157,7 +157,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Calculate which uuids were not found. This is an expensive way of doing it, but this is a failure
// case anyway.
List<UUID> uuids = new List<UUID>();
foreach (UUID uuid in m_uuids)
foreach (UUID uuid in m_uuids.Keys)
{
uuids.Add(uuid);
}
@ -200,6 +200,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
}
protected void PreAssetRequestCallback(string fetchedAssetID, object assetType, AssetBase fetchedAsset)
{
// Check for broken asset types and fix them with the AssetType gleaned by UuidGatherer
if (fetchedAsset != null && fetchedAsset.Type == (sbyte)AssetType.Unknown)
{
AssetType type = (AssetType)assetType;
m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, type);
fetchedAsset.Type = (sbyte)type;
}
AssetRequestCallback(fetchedAssetID, this, fetchedAsset);
}
/// <summary>
/// Called back by the asset cache when it has the asset
/// </summary>

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@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
AssetBase corruptAsset = AssetHelpers.CreateAsset(corruptAssetUuid, "CORRUPT ASSET", UUID.Zero);
m_assetService.Store(corruptAsset);
IDictionary<UUID, int> foundAssetUuids = new Dictionary<UUID, int>();
IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids);
// We count the uuid as gathered even if the asset itself is corrupt.
@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
TestHelper.InMethod();
UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
IDictionary<UUID, int> foundAssetUuids = new Dictionary<UUID, int>();
IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids);

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@ -84,9 +84,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
/// <param name="assetType">The type of the asset for the uuid given</param>
/// <param name="assetUuids">The assets gathered</param>
public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids)
public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
{
assetUuids[assetUuid] = 1;
assetUuids[assetUuid] = assetType;
if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
{
@ -116,7 +116,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// <param name="sceneObject">The scene object for which to gather assets</param>
/// <param name="assetUuids">The assets gathered</param>
public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids)
public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids)
{
// m_log.DebugFormat(
// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
@ -131,7 +131,7 @@ namespace OpenSim.Region.Framework.Scenes
Primitive.TextureEntry textureEntry = part.Shape.Textures;
// Get the prim's default texture. This will be used for faces which don't have their own texture
assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
// XXX: Not a great way to iterate through face textures, but there's no
// other method available to tell how many faces there actually are
@ -141,13 +141,13 @@ namespace OpenSim.Region.Framework.Scenes
if (texture != null)
{
//m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
assetUuids[texture.TextureID] = 1;
assetUuids[texture.TextureID] = AssetType.Texture;
}
}
// If the prim is a sculpt then preserve this information too
if (part.Shape.SculptTexture != UUID.Zero)
assetUuids[part.Shape.SculptTexture] = 1;
assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
@ -217,7 +217,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="scriptUuid"></param>
/// <param name="assetUuids">Dictionary in which to record the references</param>
protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids)
protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase scriptAsset = GetAsset(scriptUuid);
@ -232,7 +232,9 @@ namespace OpenSim.Region.Framework.Scenes
{
UUID uuid = new UUID(uuidMatch.Value);
//m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
assetUuids[uuid] = 1;
// Assume AssetIDs embedded in scripts are textures
assetUuids[uuid] = AssetType.Texture;
}
}
}
@ -242,7 +244,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="wearableAssetUuid"></param>
/// <param name="assetUuids">Dictionary in which to record the references</param>
protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids)
protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase assetBase = GetAsset(wearableAssetUuid);
@ -257,8 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (UUID uuid in wearableAsset.Textures.Values)
{
//m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
assetUuids[uuid] = 1;
assetUuids[uuid] = AssetType.Texture;
}
}
}
@ -270,7 +271,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="assetUuids"></param>
protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids)
protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase objectAsset = GetAsset(sceneObjectUuid);
@ -284,7 +285,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, int> assetUuids)
protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase assetBase = GetAsset(gestureUuid);
@ -316,7 +317,7 @@ 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))
assetUuids[uuid] = 1;
assetUuids[uuid] = AssetType.Animation;
}
}
}