assets uploads to grid. Change the retry code. Stop using asset.UploadAttempts field that should be removed
parent
2a0df34087
commit
924aaedfce
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@ -125,20 +125,14 @@ namespace OpenSim.Data.Tests
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m_db.StoreAsset(a1);
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m_db.StoreAsset(a2);
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m_db.StoreAsset(a3);
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a1.UploadAttempts = 0;
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a2.UploadAttempts = 0;
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a3.UploadAttempts = 0;
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AssetBase a1a = m_db.GetAsset(uuid1);
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a1a.UploadAttempts = 0;
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Assert.That(a1a, Constraints.PropertyCompareConstraint(a1));
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AssetBase a2a = m_db.GetAsset(uuid2);
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a2a.UploadAttempts = 0;
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Assert.That(a2a, Constraints.PropertyCompareConstraint(a2));
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AssetBase a3a = m_db.GetAsset(uuid3);
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a3a.UploadAttempts = 0;
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Assert.That(a3a, Constraints.PropertyCompareConstraint(a3));
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scrambler.Scramble(a1a);
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@ -148,20 +142,14 @@ namespace OpenSim.Data.Tests
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m_db.StoreAsset(a1a);
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m_db.StoreAsset(a2a);
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m_db.StoreAsset(a3a);
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a1a.UploadAttempts = 0;
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a2a.UploadAttempts = 0;
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a3a.UploadAttempts = 0;
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AssetBase a1b = m_db.GetAsset(uuid1);
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a1b.UploadAttempts = 0;
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Assert.That(a1b, Constraints.PropertyCompareConstraint(a1a));
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AssetBase a2b = m_db.GetAsset(uuid2);
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a2b.UploadAttempts = 0;
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Assert.That(a2b, Constraints.PropertyCompareConstraint(a2a));
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AssetBase a3b = m_db.GetAsset(uuid3);
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a3b.UploadAttempts = 0;
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Assert.That(a3b, Constraints.PropertyCompareConstraint(a3a));
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bool[] exist = m_db.AssetsExist(new[] { uuid1, uuid2, uuid3 });
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@ -202,22 +190,16 @@ namespace OpenSim.Data.Tests
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a3.Data = data1;
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m_db.StoreAsset(a1);
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a1.UploadAttempts = 0;
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m_db.StoreAsset(a2);
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a2.UploadAttempts = 0;
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m_db.StoreAsset(a3);
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a3.UploadAttempts = 0;
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AssetBase a1a = m_db.GetAsset(uuid1);
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a1a.UploadAttempts = 0;
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Assert.That(a1a, Constraints.PropertyCompareConstraint(a1));
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AssetBase a2a = m_db.GetAsset(uuid2);
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a2a.UploadAttempts = 0;
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Assert.That(a2a, Constraints.PropertyCompareConstraint(a2));
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AssetBase a3a = m_db.GetAsset(uuid3);
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a3a.UploadAttempts = 0;
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Assert.That(a3a, Constraints.PropertyCompareConstraint(a3));
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}
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}
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@ -46,10 +46,12 @@ namespace OpenSim.Services.Connectors
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LogManager.GetLogger(
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MethodBase.GetCurrentMethod().DeclaringType);
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// const int MAXSENDRETRIESLEN = 30;
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const int MAXSENDRETRIESLEN = 2;
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private string m_ServerURI = String.Empty;
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private IImprovedAssetCache m_Cache = null;
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private int m_retryCounter;
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private Dictionary<int, List<AssetBase>> m_retryQueue = new Dictionary<int, List<AssetBase>>();
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private List<AssetBase>[] m_sendRetries = new List<AssetBase>[MAXSENDRETRIESLEN];
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private System.Timers.Timer m_retryTimer;
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private int m_maxAssetRequestConcurrency = 30;
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@ -110,9 +112,9 @@ namespace OpenSim.Services.Connectors
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throw new Exception("Asset connector init error");
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}
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m_retryTimer = new System.Timers.Timer();
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m_retryTimer.Elapsed += new ElapsedEventHandler(retryCheck);
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m_retryTimer.AutoReset = false;
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m_retryTimer.Interval = 60000;
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Uri serverUri = new Uri(m_ServerURI);
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@ -167,47 +169,57 @@ namespace OpenSim.Services.Connectors
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protected void retryCheck(object source, ElapsedEventArgs e)
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{
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m_retryCounter++;
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if (m_retryCounter > 60)
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m_retryCounter -= 60;
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if(m_retryCounter >= 61 ) // avoid overflow 60 is max in use below
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m_retryCounter = 1;
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List<int> keys = new List<int>();
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foreach (int a in m_retryQueue.Keys)
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{
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keys.Add(a);
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}
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foreach (int a in keys)
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int inUse = 0;
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int nextlevel;
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int timefactor;
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List<AssetBase> retrylist;
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// we need to go down
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for(int i = MAXSENDRETRIESLEN - 1; i >= 0; i--)
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{
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lock(m_sendRetries)
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retrylist = m_sendRetries[i];
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if(retrylist == null)
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continue;
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inUse++;
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nextlevel = i + 1;
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//We exponentially fall back on frequency until we reach one attempt per hour
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//The net result is that we end up in the queue for roughly 24 hours..
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//24 hours worth of assets could be a lot, so the hope is that the region admin
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//will have gotten the asset connector back online quickly!
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int timefactor = a ^ 2;
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if (timefactor > 60)
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if(i == 0)
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timefactor = 1;
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else
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{
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timefactor = 60;
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timefactor = 1 << nextlevel;
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if (timefactor > 60)
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timefactor = 60;
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}
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//First, find out if we care about this timefactor
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if (timefactor % a == 0)
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{
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//Yes, we do!
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List<AssetBase> retrylist = m_retryQueue[a];
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m_retryQueue.Remove(a);
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if(m_retryCounter < timefactor)
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continue; // to update inUse;
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foreach(AssetBase ass in retrylist)
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{
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Store(ass); //Store my ass. This function will put it back in the dictionary if it fails
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}
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}
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if (m_retryCounter % timefactor != 0)
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continue;
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// a list to retry
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lock(m_sendRetries)
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m_sendRetries[i] = null;
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// we are the only ones with a copy of this retrylist now
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foreach(AssetBase ass in retrylist)
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retryStore(ass, nextlevel);
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}
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if (m_retryQueue.Count == 0)
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lock(m_sendRetries)
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{
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//It might only be one tick per minute, but I have
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//repented and abandoned my wasteful ways
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m_retryCounter = 0;
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m_retryTimer.Stop();
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if(inUse > 0 && !m_retryTimer.Enabled)
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m_retryTimer.Start();
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}
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}
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@ -237,8 +249,9 @@ namespace OpenSim.Services.Connectors
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asset = SynchronousRestObjectRequester.MakeRequest<int, AssetBase>("GET", uri, 0, m_Auth);
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if (m_Cache != null)
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m_Cache.Cache(asset);
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if (asset != null && m_Cache != null)
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m_Cache.Cache(asset);
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}
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return asset;
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}
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@ -340,25 +353,18 @@ namespace OpenSim.Services.Connectors
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m_AssetHandlers.Remove(id);
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}
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Util.FireAndForget(x =>
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if(handlers != null)
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{
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Util.FireAndForget(x =>
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{
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foreach (AssetRetrievedEx h in handlers)
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{
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// Util.FireAndForget(x =>
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// {
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try { h.Invoke(a); }
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catch { }
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// });
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}
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if (handlers != null)
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handlers.Clear();
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handlers.Clear();
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});
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// if (handlers != null)
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// handlers.Clear();
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}
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success = true;
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}
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}
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@ -393,29 +399,24 @@ namespace OpenSim.Services.Connectors
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{
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AssetRetrievedEx handlerEx = new AssetRetrievedEx(delegate(AssetBase _asset) { handler(id, sender, _asset); });
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// AssetRetrievedEx handlers;
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List<AssetRetrievedEx> handlers;
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if (m_AssetHandlers.TryGetValue(id, out handlers))
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{
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// Someone else is already loading this asset. It will notify our handler when done.
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// handlers += handlerEx;
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handlers.Add(handlerEx);
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return true;
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}
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// Load the asset ourselves
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// handlers += handlerEx;
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handlers = new List<AssetRetrievedEx>();
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handlers.Add(handlerEx);
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m_AssetHandlers.Add(id, handlers);
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QueuedAssetRequest request = new QueuedAssetRequest();
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request.id = id;
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request.uri = uri;
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m_requestQueue.Enqueue(request);
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}
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QueuedAssetRequest request = new QueuedAssetRequest();
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request.id = id;
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request.uri = uri;
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m_requestQueue.Enqueue(request);
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}
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else
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{
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@ -495,43 +496,35 @@ namespace OpenSim.Services.Connectors
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newID = SynchronousRestObjectRequester.
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MakeRequest<AssetBase, string>("POST", uri, asset, 100000, m_Auth);
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}
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catch {}
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catch
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{
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newID = null;
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}
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if (newID == null || newID == String.Empty || newID == stringUUIDZero)
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{
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//The asset upload failed, put it in a queue for later
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asset.UploadAttempts++;
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if (asset.UploadAttempts > 30)
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//The asset upload failed, try later
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lock(m_sendRetries)
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{
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//By this stage we've been in the queue for a good few hours;
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//We're going to drop the asset.
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m_log.ErrorFormat("[Assets] Dropping asset {0} - Upload has been in the queue for too long.", asset.ID.ToString());
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}
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else
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{
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if (!m_retryQueue.ContainsKey(asset.UploadAttempts))
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{
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m_retryQueue.Add(asset.UploadAttempts, new List<AssetBase>());
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}
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List<AssetBase> m_queue = m_retryQueue[asset.UploadAttempts];
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if (m_sendRetries[0] == null)
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m_sendRetries[0] = new List<AssetBase>();
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List<AssetBase> m_queue = m_sendRetries[0];
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m_queue.Add(asset);
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m_log.WarnFormat("[Assets] Upload failed: {0} - Requeuing asset for another run.", asset.ID.ToString());
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m_retryTimer.Start();
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m_log.WarnFormat("[Assets] Upload failed: {0} type {1} will retry later",
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asset.ID.ToString(), asset.Type.ToString());
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if(!m_retryTimer.Enabled)
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m_retryTimer.Start();
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}
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}
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else
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{
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if (asset.UploadAttempts > 0)
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{
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m_log.InfoFormat("[Assets] Upload of {0} succeeded after {1} failed attempts", asset.ID.ToString(), asset.UploadAttempts.ToString());
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}
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if (newID != asset.ID)
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{
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// Placing this here, so that this work with old asset servers that don't send any reply back
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// SynchronousRestObjectRequester returns somethins that is not an empty string
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asset.ID = newID;
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// what about FullID ????
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if (m_Cache != null)
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m_Cache.Cache(asset);
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}
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@ -539,6 +532,62 @@ namespace OpenSim.Services.Connectors
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return asset.ID;
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}
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public void retryStore(AssetBase asset, int nextRetryLevel)
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{
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/* this may be bad, so excluding
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if (m_Cache != null && !m_Cache.Check(asset.ID))
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{
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m_log.WarnFormat("[Assets] Upload giveup asset bc no longer in local cache: {0}",
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asset.ID.ToString();
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return; // if no longer in cache, it was deleted or expired
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}
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*/
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string uri = MapServer(asset.FullID.ToString()) + "/assets/";
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string newID = null;
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try
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{
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newID = SynchronousRestObjectRequester.
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MakeRequest<AssetBase, string>("POST", uri, asset, 100000, m_Auth);
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}
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catch
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{
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newID = null;
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}
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if (newID == null || newID == String.Empty || newID == stringUUIDZero)
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{
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if(nextRetryLevel >= MAXSENDRETRIESLEN)
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m_log.WarnFormat("[Assets] Upload giveup after several retries id: {0} type {1}",
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asset.ID.ToString(), asset.Type.ToString());
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else
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{
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lock(m_sendRetries)
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{
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if (m_sendRetries[nextRetryLevel] == null)
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{
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m_sendRetries[nextRetryLevel] = new List<AssetBase>();
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}
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List<AssetBase> m_queue = m_sendRetries[nextRetryLevel];
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m_queue.Add(asset);
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m_log.WarnFormat("[Assets] Upload failed: {0} type {1} will retry later",
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asset.ID.ToString(), asset.Type.ToString());
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}
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}
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}
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else
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{
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m_log.InfoFormat("[Assets] Upload of {0} succeeded after {1} failed attempts", asset.ID.ToString(), nextRetryLevel.ToString());
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if (newID != asset.ID)
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{
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asset.ID = newID;
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if (m_Cache != null)
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m_Cache.Cache(asset);
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}
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}
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}
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public bool UpdateContent(string id, byte[] data)
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{
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AssetBase asset = null;
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@ -569,6 +618,7 @@ namespace OpenSim.Services.Connectors
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return false;
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}
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public bool Delete(string id)
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{
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string uri = MapServer(id) + "/assets/" + id;
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