Make "fache assets" console command more efficient by only updating access times on each cached asset once, not for every reference.

mb-throttle-test
Justin Clark-Casey (justincc) 2014-12-05 00:09:01 +00:00
parent 9208fb5d54
commit b0ff3236be
1 changed files with 24 additions and 17 deletions

View File

@ -776,8 +776,8 @@ namespace OpenSim.Region.CoreModules.Asset
{
UuidGatherer gatherer = new UuidGatherer(m_AssetService);
HashSet<UUID> uniqueUuids = new HashSet<UUID>();
Dictionary<UUID, sbyte> assets = new Dictionary<UUID, sbyte>();
Dictionary<UUID, sbyte> assetIdsToCheck = new Dictionary<UUID, sbyte>();
Dictionary<UUID, bool> assetsFound = new Dictionary<UUID, bool>();
foreach (Scene s in m_Scenes)
{
@ -785,33 +785,40 @@ namespace OpenSim.Region.CoreModules.Asset
s.ForEachSOG(delegate(SceneObjectGroup e)
{
gatherer.GatherAssetUuids(e, assets);
gatherer.GatherAssetUuids(e, assetIdsToCheck);
foreach (UUID assetID in assets.Keys)
foreach (UUID assetID in assetIdsToCheck.Keys)
{
uniqueUuids.Add(assetID);
string filename = GetFileName(assetID.ToString());
if (File.Exists(filename))
if (!assetsFound.ContainsKey(assetID))
{
UpdateFileLastAccessTime(filename);
string filename = GetFileName(assetID.ToString());
if (File.Exists(filename))
{
UpdateFileLastAccessTime(filename);
}
else if (storeUncached)
{
AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
if (cachedAsset == null && assetIdsToCheck[assetID] != (sbyte)AssetType.Unknown)
assetsFound[assetID] = false;
else
assetsFound[assetID] = true;
}
}
else if (storeUncached)
else if (!assetsFound[assetID])
{
AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
if (cachedAsset == null && assets[assetID] != (sbyte)AssetType.Unknown)
m_log.DebugFormat(
m_log.DebugFormat(
"[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets",
assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name);
assetID, assetIdsToCheck[assetID], e.Name, e.AbsolutePosition, s.Name);
}
}
assets.Clear();
assetIdsToCheck.Clear();
});
}
return uniqueUuids.Count;
return assetsFound.Count;
}
/// <summary>