* 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 fileslimupdates
parent
5beb08be31
commit
33f5d0d1e9
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@ -642,7 +642,7 @@ namespace Flotsam.RegionModules.AssetCache
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{
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{
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UuidGatherer gatherer = new UuidGatherer(m_AssetService);
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UuidGatherer gatherer = new UuidGatherer(m_AssetService);
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Dictionary<UUID, int> assets = new Dictionary<UUID, int>();
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Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
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foreach (Scene s in m_Scenes)
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foreach (Scene s in m_Scenes)
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{
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{
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StampRegionStatusFile(s.RegionInfo.RegionID);
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StampRegionStatusFile(s.RegionInfo.RegionID);
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@ -73,7 +73,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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/// <value>
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/// <value>
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/// Used to collect the uuids of the assets that we need to save into the archive
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/// Used to collect the uuids of the assets that we need to save into the archive
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/// </value>
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/// </value>
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protected Dictionary<UUID, int> m_assetUuids = new Dictionary<UUID, int>();
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protected Dictionary<UUID, AssetType> m_assetUuids = new Dictionary<UUID, AssetType>();
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/// <value>
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/// <value>
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/// Used to collect the uuids of the users that we need to save into the archive
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/// Used to collect the uuids of the users that we need to save into the archive
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@ -305,7 +305,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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}
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}
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new AssetsRequest(
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new AssetsRequest(
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new AssetsArchiver(m_archiveWriter), m_assetUuids.Keys,
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new AssetsArchiver(m_archiveWriter), m_assetUuids,
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m_scene.AssetService, ReceivedAllAssets).Execute();
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m_scene.AssetService, ReceivedAllAssets).Execute();
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}
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}
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@ -150,7 +150,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (asset != null)
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if (asset != null)
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{
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{
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// OK, now fetch the inside.
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// OK, now fetch the inside.
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Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
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uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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foreach (UUID uuid in ids.Keys)
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foreach (UUID uuid in ids.Keys)
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@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
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AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
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if (asset != null)
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if (asset != null)
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{
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{
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Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
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uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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foreach (UUID uuid in ids.Keys)
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foreach (UUID uuid in ids.Keys)
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@ -100,7 +100,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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/// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
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/// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
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public void ArchiveRegion()
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public void ArchiveRegion()
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{
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{
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Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>();
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Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();
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List<EntityBase> entities = m_scene.GetEntities();
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List<EntityBase> entities = m_scene.GetEntities();
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List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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@ -144,16 +144,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
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RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
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if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
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if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
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assetUuids[regionSettings.TerrainTexture1] = 1;
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assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
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if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
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if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
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assetUuids[regionSettings.TerrainTexture2] = 1;
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assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
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if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
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if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
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assetUuids[regionSettings.TerrainTexture3] = 1;
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assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
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if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
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if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
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assetUuids[regionSettings.TerrainTexture4] = 1;
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assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
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TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
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TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
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@ -168,7 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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m_requestId);
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m_requestId);
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new AssetsRequest(
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new AssetsRequest(
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new AssetsArchiver(archiveWriter), assetUuids.Keys,
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new AssetsArchiver(archiveWriter), assetUuids,
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m_scene.AssetService, awre.ReceivedAllAssets).Execute();
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m_scene.AssetService, awre.ReceivedAllAssets).Execute();
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}
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}
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}
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}
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@ -74,7 +74,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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/// <value>
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/// <value>
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/// uuids to request
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/// uuids to request
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/// </value>
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/// </value>
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protected ICollection<UUID> m_uuids;
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protected IDictionary<UUID, AssetType> m_uuids;
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/// <value>
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/// <value>
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/// Callback used when all the assets requested have been received.
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/// Callback used when all the assets requested have been received.
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@ -104,7 +104,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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protected AssetsArchiver m_assetsArchiver;
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protected AssetsArchiver m_assetsArchiver;
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protected internal AssetsRequest(
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protected internal AssetsRequest(
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AssetsArchiver assetsArchiver, ICollection<UUID> uuids,
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AssetsArchiver assetsArchiver, IDictionary<UUID, AssetType> uuids,
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IAssetService assetService, AssetsRequestCallback assetsRequestCallback)
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IAssetService assetService, AssetsRequestCallback assetsRequestCallback)
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{
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{
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m_assetsArchiver = assetsArchiver;
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m_assetsArchiver = assetsArchiver;
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@ -132,9 +132,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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return;
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return;
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}
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}
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foreach (UUID uuid in m_uuids)
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foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids)
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{
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{
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m_assetService.Get(uuid.ToString(), this, AssetRequestCallback);
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m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback);
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}
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}
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m_requestCallbackTimer.Enabled = true;
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m_requestCallbackTimer.Enabled = true;
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@ -157,7 +157,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// Calculate which uuids were not found. This is an expensive way of doing it, but this is a failure
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// Calculate which uuids were not found. This is an expensive way of doing it, but this is a failure
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// case anyway.
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// case anyway.
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List<UUID> uuids = new List<UUID>();
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List<UUID> uuids = new List<UUID>();
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foreach (UUID uuid in m_uuids)
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foreach (UUID uuid in m_uuids.Keys)
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{
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{
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uuids.Add(uuid);
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uuids.Add(uuid);
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}
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}
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@ -200,6 +200,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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}
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}
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}
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}
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protected void PreAssetRequestCallback(string fetchedAssetID, object assetType, AssetBase fetchedAsset)
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{
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// Check for broken asset types and fix them with the AssetType gleaned by UuidGatherer
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if (fetchedAsset != null && fetchedAsset.Type == (sbyte)AssetType.Unknown)
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{
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AssetType type = (AssetType)assetType;
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m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, type);
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fetchedAsset.Type = (sbyte)type;
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}
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AssetRequestCallback(fetchedAssetID, this, fetchedAsset);
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}
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/// <summary>
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/// <summary>
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/// Called back by the asset cache when it has the asset
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/// Called back by the asset cache when it has the asset
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/// </summary>
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/// </summary>
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@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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AssetBase corruptAsset = AssetHelpers.CreateAsset(corruptAssetUuid, "CORRUPT ASSET", UUID.Zero);
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AssetBase corruptAsset = AssetHelpers.CreateAsset(corruptAssetUuid, "CORRUPT ASSET", UUID.Zero);
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m_assetService.Store(corruptAsset);
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m_assetService.Store(corruptAsset);
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IDictionary<UUID, int> foundAssetUuids = new Dictionary<UUID, int>();
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IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
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m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids);
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m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids);
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// We count the uuid as gathered even if the asset itself is corrupt.
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// We count the uuid as gathered even if the asset itself is corrupt.
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TestHelper.InMethod();
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TestHelper.InMethod();
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UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
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UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
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IDictionary<UUID, int> foundAssetUuids = new Dictionary<UUID, int>();
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IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
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m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids);
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m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids);
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@ -84,9 +84,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
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/// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
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/// <param name="assetType">The type of the asset for the uuid given</param>
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/// <param name="assetType">The type of the asset for the uuid given</param>
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/// <param name="assetUuids">The assets gathered</param>
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/// <param name="assetUuids">The assets gathered</param>
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public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids)
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public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
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{
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{
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assetUuids[assetUuid] = 1;
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assetUuids[assetUuid] = assetType;
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if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
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if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
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{
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{
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///
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///
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/// <param name="sceneObject">The scene object for which to gather assets</param>
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/// <param name="sceneObject">The scene object for which to gather assets</param>
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/// <param name="assetUuids">The assets gathered</param>
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/// <param name="assetUuids">The assets gathered</param>
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public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids)
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public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids)
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{
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{
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// m_log.DebugFormat(
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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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// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
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@ -131,7 +131,7 @@ namespace OpenSim.Region.Framework.Scenes
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Primitive.TextureEntry textureEntry = part.Shape.Textures;
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Primitive.TextureEntry textureEntry = part.Shape.Textures;
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// Get the prim's default texture. This will be used for faces which don't have their own texture
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// Get the prim's default texture. This will be used for faces which don't have their own texture
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assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
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assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
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// XXX: Not a great way to iterate through face textures, but there's no
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// XXX: Not a great way to iterate through face textures, but there's no
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// other method available to tell how many faces there actually are
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// other method available to tell how many faces there actually are
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if (texture != null)
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if (texture != null)
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{
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{
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//m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
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//m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
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assetUuids[texture.TextureID] = 1;
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assetUuids[texture.TextureID] = AssetType.Texture;
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}
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}
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}
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}
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// If the prim is a sculpt then preserve this information too
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// If the prim is a sculpt then preserve this information too
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if (part.Shape.SculptTexture != UUID.Zero)
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if (part.Shape.SculptTexture != UUID.Zero)
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assetUuids[part.Shape.SculptTexture] = 1;
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assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
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TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
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TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
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/// </summary>
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/// </summary>
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/// <param name="scriptUuid"></param>
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/// <param name="scriptUuid"></param>
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids)
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protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, AssetType> assetUuids)
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{
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{
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AssetBase scriptAsset = GetAsset(scriptUuid);
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AssetBase scriptAsset = GetAsset(scriptUuid);
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{
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{
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UUID uuid = new UUID(uuidMatch.Value);
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UUID uuid = new UUID(uuidMatch.Value);
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//m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
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//m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
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assetUuids[uuid] = 1;
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// Assume AssetIDs embedded in scripts are textures
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assetUuids[uuid] = AssetType.Texture;
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}
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}
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}
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}
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}
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}
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/// </summary>
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/// </summary>
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/// <param name="wearableAssetUuid"></param>
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/// <param name="wearableAssetUuid"></param>
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids)
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protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
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{
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{
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AssetBase assetBase = GetAsset(wearableAssetUuid);
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AssetBase assetBase = GetAsset(wearableAssetUuid);
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foreach (UUID uuid in wearableAsset.Textures.Values)
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foreach (UUID uuid in wearableAsset.Textures.Values)
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{
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{
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//m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
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assetUuids[uuid] = AssetType.Texture;
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assetUuids[uuid] = 1;
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}
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}
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}
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}
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}
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}
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/// </summary>
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <param name="sceneObject"></param>
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/// <param name="assetUuids"></param>
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/// <param name="assetUuids"></param>
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protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids)
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protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
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{
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{
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AssetBase objectAsset = GetAsset(sceneObjectUuid);
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AssetBase objectAsset = GetAsset(sceneObjectUuid);
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}
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}
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}
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}
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protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, int> assetUuids)
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protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
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{
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{
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AssetBase assetBase = GetAsset(gestureUuid);
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AssetBase assetBase = GetAsset(gestureUuid);
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// If it can be parsed as a UUID, it is an asset ID
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// If it can be parsed as a UUID, it is an asset ID
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UUID uuid;
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UUID uuid;
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if (UUID.TryParse(id, out uuid))
|
if (UUID.TryParse(id, out uuid))
|
||||||
assetUuids[uuid] = 1;
|
assetUuids[uuid] = AssetType.Animation;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue