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); UuidGatherer gatherer = new UuidGatherer(m_AssetService);
HashSet<UUID> uniqueUuids = new HashSet<UUID>(); Dictionary<UUID, sbyte> assetIdsToCheck = new Dictionary<UUID, sbyte>();
Dictionary<UUID, sbyte> assets = new Dictionary<UUID, sbyte>(); Dictionary<UUID, bool> assetsFound = new Dictionary<UUID, bool>();
foreach (Scene s in m_Scenes) foreach (Scene s in m_Scenes)
{ {
@ -785,12 +785,12 @@ namespace OpenSim.Region.CoreModules.Asset
s.ForEachSOG(delegate(SceneObjectGroup e) 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)
{
if (!assetsFound.ContainsKey(assetID))
{ {
uniqueUuids.Add(assetID);
string filename = GetFileName(assetID.ToString()); string filename = GetFileName(assetID.ToString());
if (File.Exists(filename)) if (File.Exists(filename))
@ -800,18 +800,25 @@ namespace OpenSim.Region.CoreModules.Asset
else if (storeUncached) else if (storeUncached)
{ {
AssetBase cachedAsset = m_AssetService.Get(assetID.ToString()); AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
if (cachedAsset == null && assets[assetID] != (sbyte)AssetType.Unknown) if (cachedAsset == null && assetIdsToCheck[assetID] != (sbyte)AssetType.Unknown)
assetsFound[assetID] = false;
else
assetsFound[assetID] = true;
}
}
else if (!assetsFound[assetID])
{
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", "[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> /// <summary>