diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 3ba67eb85f..3a71c12e6f 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -65,6 +65,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// The gathered uuids. public IDictionary GatheredUuids { get; private set; } + public HashSet FailedUUIDs { get; private set; } /// /// Gets the next UUID to inspect. @@ -111,6 +112,7 @@ namespace OpenSim.Region.Framework.Scenes // FIXME: Not efficient for searching, can improve. m_assetUuidsToInspect = new Queue(); + FailedUUIDs = new HashSet(); } /// @@ -120,6 +122,10 @@ namespace OpenSim.Region.Framework.Scenes /// UUID. public bool AddForInspection(UUID uuid) { + if(FailedUUIDs.Contains(uuid)) + return false; + if(GatheredUuids.ContainsKey(uuid)) + return false; if (m_assetUuidsToInspect.Contains(uuid)) return false; @@ -209,9 +215,7 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat( // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}", // tii.Name, tii.Type, part.Name, part.UUID); - - if (!GatheredUuids.ContainsKey(tii.AssetID)) - AddForInspection(tii.AssetID, (sbyte)tii.Type); + AddForInspection(tii.AssetID, (sbyte)tii.Type); } // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed @@ -280,9 +284,15 @@ namespace OpenSim.Region.Framework.Scenes /// The uuid of the asset for which to gather referenced assets private void GetAssetUuids(UUID assetUuid) { + if(FailedUUIDs.Contains(assetUuid)) + return; + // avoid infinite loops if (GatheredUuids.ContainsKey(assetUuid)) + { + FailedUUIDs.Add(assetUuid); return; + } AssetBase assetBase; try @@ -291,21 +301,28 @@ namespace OpenSim.Region.Framework.Scenes } catch (Exception e) { - m_log.ErrorFormat("[UUID GATHERER]: Failed to get asset id {0} : {1}", assetUuid, e.Message); - GatheredUuids.Remove(assetUuid); + m_log.ErrorFormat("[UUID GATHERER]: Failed to get asset with id {0} : {1}", assetUuid, e.Message); + FailedUUIDs.Add(assetUuid); return; } if(assetBase == null) { - m_log.ErrorFormat("[UUID GATHERER]: asset id {0} not found", assetUuid); - GatheredUuids.Remove(assetUuid); + m_log.ErrorFormat("[UUID GATHERER]: asset with id {0} not found", assetUuid); + FailedUUIDs.Add(assetUuid); return; } sbyte assetType = assetBase.Type; - GatheredUuids[assetUuid] = assetType; + if(assetBase.Data == null || assetBase.Data.Length == 0) + { + m_log.ErrorFormat("[UUID GATHERER]: asset with id {0} type {1} has no data", assetUuid, assetType); + FailedUUIDs.Add(assetUuid); + return; + } + + GatheredUuids[assetUuid] = assetType; try { if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) @@ -335,13 +352,19 @@ namespace OpenSim.Region.Framework.Scenes } catch (Exception e) { - m_log.ErrorFormat("[UUID GATHERER]: Failed to uuids for asset id {0} type {1}: {2}", assetUuid, assetType, e.Message); + m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset with id {0} type {1}: {2}", assetUuid, assetType, e.Message); + GatheredUuids.Remove(assetUuid); + FailedUUIDs.Add(assetUuid); } } private void AddForInspection(UUID assetUuid, sbyte assetType) { // Here, we want to collect uuids which require further asset fetches but mark the others as gathered + if(FailedUUIDs.Contains(assetUuid)) + return; + if(GatheredUuids.ContainsKey(assetUuid)) + return; try { if ((sbyte)AssetType.Bodypart == assetType @@ -504,13 +527,6 @@ namespace OpenSim.Region.Framework.Scenes /// private void RecordSceneObjectAssetUuids(AssetBase sceneObjectAsset) { - if(sceneObjectAsset.Data == null || sceneObjectAsset.Data.Length == 0) - { - m_log.WarnFormat("[UUIDgatherer] Error: object asset '{0}' id: {1} has no data", - sceneObjectAsset.Name,sceneObjectAsset.ID.ToString()); - return; - } - string xml = Utils.BytesToString(sceneObjectAsset.Data); CoalescedSceneObjects coa;