Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

cpu-performance
dahlia 2013-06-28 14:03:46 -07:00
commit 4cb4c9fb25
6 changed files with 179 additions and 107 deletions

View File

@ -199,6 +199,8 @@ namespace OpenSim.Data.MySQL
/// <remarks>On failure : Throw an exception and attempt to reconnect to database</remarks>
public void StoreAsset(AssetBase asset)
{
// m_log.DebugFormat("[XASSETS DB]: Storing asset {0} {1}", asset.Name, asset.ID);
lock (m_dbLock)
{
using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))

View File

@ -1021,15 +1021,15 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks>
public event TeleportFail OnTeleportFail;
public delegate void GatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids);
/// <summary>
/// Triggered when UUIDs referenced by a scene object are being gathered for archiving, hg transfer, etc.
/// </summary>
/// <remarks>
/// The listener should add references to the IDictionary<UUID, AssetType> as appropriate.
/// </remarks>
public event GatherUuids OnGatherUuids;
// public delegate void GatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids);
//
// /// <summary>
// /// Triggered when UUIDs referenced by a scene object are being gathered for archiving, hg transfer, etc.
// /// </summary>
// /// <remarks>
// /// The listener should add references to the IDictionary<UUID, AssetType> as appropriate.
// /// </remarks>
// public event GatherUuids OnGatherUuids;
public class MoneyTransferArgs : EventArgs
{
@ -3248,25 +3248,25 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids)
{
GatherUuids handler = OnGatherUuids;
if (handler != null)
{
foreach (GatherUuids d in handler.GetInvocationList())
{
try
{
d(sop, assetUuids);
}
catch (Exception e)
{
m_log.ErrorFormat("[EVENT MANAGER]: Delegate for TriggerUuidGather failed - continuing {0} - {1}",
e.Message, e.StackTrace);
}
}
}
}
// public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids)
// {
// GatherUuids handler = OnGatherUuids;
//
// if (handler != null)
// {
// foreach (GatherUuids d in handler.GetInvocationList())
// {
// try
// {
// d(sop, assetUuids);
// }
// catch (Exception e)
// {
// m_log.ErrorFormat("[EVENT MANAGER]: Delegate for TriggerUuidGather failed - continuing {0} - {1}",
// e.Message, e.StackTrace);
// }
// }
// }
// }
}
}

View File

@ -186,7 +186,13 @@ namespace OpenSim.Region.Framework.Scenes
GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids);
}
part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, 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);
GatherMaterialsUuids(part, assetUuids);
}
catch (Exception e)
{
@ -210,6 +216,69 @@ namespace OpenSim.Region.Framework.Scenes
// Monitor.Pulse(this);
// }
// }
/// <summary>
/// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
/// </summary>
/// <param name="part"></param>
/// <param name="assetUuids"></param>
public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> 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");
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] = 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] = 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);
}
}
}
}
}
}
/// <summary>
/// Get an asset synchronously, potentially using an asynchronous callback. If the

View File

@ -125,7 +125,7 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
m_scene = scene;
m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
m_scene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene;
m_scene.EventManager.OnGatherUuids += GatherMaterialsUuids;
// m_scene.EventManager.OnGatherUuids += GatherMaterialsUuids;
}
void EventManager_OnObjectAddedToScene(SceneObjectGroup obj)
@ -161,7 +161,7 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
m_scene.EventManager.OnObjectAddedToScene -= EventManager_OnObjectAddedToScene;
m_scene.EventManager.OnGatherUuids -= GatherMaterialsUuids;
// m_scene.EventManager.OnGatherUuids -= GatherMaterialsUuids;
m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
}
@ -591,70 +591,72 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
output.Flush();
}
/// <summary>
/// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
/// </summary>
/// <param name="part"></param>
/// <param name="assetUuids"></param>
private void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> 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] = 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] = AssetType.Texture;
//m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
}
}
}
}
catch (Exception e)
{
m_log.Warn("[MaterialsDemoModule]: exception getting materials: " + e.Message);
}
}
}
}
}
}
// FIXME: This code is currently still in UuidGatherer since we cannot use Scene.EventManager as some
// calls to the gatherer are done for objects with no scene.
// /// <summary>
// /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
// /// </summary>
// /// <param name="part"></param>
// /// <param name="assetUuids"></param>
// private void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> 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] = 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] = AssetType.Texture;
// //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
// }
// }
// }
//
// }
// catch (Exception e)
// {
// m_log.Warn("[MaterialsDemoModule]: exception getting materials: " + e.Message);
// }
// }
// }
// }
// }
// }
}
}

View File

@ -119,16 +119,14 @@ namespace OpenSim.Server.Handlers.Asset
if (asset == null || asset.Data.Length == 0)
{
MainConsole.Instance.Output("Asset not found");
MainConsole.Instance.OutputFormat("Could not find asset with ID {0}", args[2]);
return;
}
m_AssetService.Delete(args[2]);
//MainConsole.Instance.Output("Asset deleted");
// TODO: Implement this
MainConsole.Instance.Output("Asset deletion not supported by database");
if (!m_AssetService.Delete(asset.ID))
MainConsole.Instance.OutputFormat("ERROR: Could not delete asset {0} {1}", asset.ID, asset.Name);
else
MainConsole.Instance.OutputFormat("Deleted asset {0} {1}", asset.ID, asset.Name);
}
void HandleDumpAsset(string module, string[] args)

View File

@ -205,15 +205,16 @@ namespace OpenSim.Services.AssetService
if (!UUID.TryParse(id, out assetID))
return false;
// Don't bother deleting from a chained asset service. This isn't a big deal since deleting happens
// very rarely.
if (HasChainedAssetService)
m_ChainedAssetService.Delete(id);
return m_Database.Delete(id);
}
private void MigrateFromChainedService(AssetBase asset)
{
Util.FireAndForget(o => { Store(asset); m_ChainedAssetService.Delete(asset.ID); });
Store(asset);
m_ChainedAssetService.Delete(asset.ID);
}
}
}