diff --git a/OpenSim/Framework/AssetBase.cs b/OpenSim/Framework/AssetBase.cs index 4e43cb77d3..0551533dfb 100644 --- a/OpenSim/Framework/AssetBase.cs +++ b/OpenSim/Framework/AssetBase.cs @@ -150,6 +150,11 @@ namespace OpenSim.Framework get { return m_metadata; } set { m_metadata = value; } } + + public override string ToString() + { + return FullID.ToString(); + } } public class AssetMetadata diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs index b167ce2d64..20eb3932bc 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs @@ -85,9 +85,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid); } - m_log.InfoFormat( - "[ARCHIVER]: Received {0} of {1} assets requested", - assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count); +// m_log.InfoFormat( +// "[ARCHIVER]: Received {0} of {1} assets requested", +// assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count); m_log.InfoFormat("[ARCHIVER]: Creating archive file. This may take some time."); diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsArchiver.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsArchiver.cs index 0c01cae772..e2b08ae35b 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/AssetsArchiver.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsArchiver.cs @@ -144,8 +144,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver m_assetsWritten++; + //m_log.DebugFormat("[ARCHIVER]: Added asset {0}", m_assetsWritten); + if (m_assetsWritten % LOG_ASSET_LOAD_NOTIFICATION_INTERVAL == 0) - m_log.InfoFormat("[ARCHIVER]: Added {0} assets to archive", m_assetsWritten); + m_log.InfoFormat("[ARCHIVER]: Added {0} assets to archive", m_assetsWritten); } } } diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs index 6cd52ab65b..97f9b18997 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs @@ -97,15 +97,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver foreach (UUID uuid in m_uuids) { - m_assetCache.Get(uuid.ToString(), this, AssetReceived); - } - } - - protected void AssetReceived(string id, object sender, AssetBase asset) - { - if (asset != null) - { - AssetRequestCallback(asset.FullID, asset); + m_assetCache.Get(uuid.ToString(), this, AssetRequestCallback); } } @@ -114,24 +106,24 @@ namespace OpenSim.Region.CoreModules.World.Archiver /// /// /// - public void AssetRequestCallback(UUID assetID, AssetBase asset) + public void AssetRequestCallback(string id, object sender, AssetBase asset) { //m_log.DebugFormat("[ARCHIVER]: Received callback for asset {0}", assetID); if (asset != null) { - m_foundAssetUuids.Add(assetID); + m_foundAssetUuids.Add(asset.FullID); m_assetsArchiver.WriteAsset(asset); } else { - m_notFoundAssetUuids.Add(assetID); + m_notFoundAssetUuids.Add(new UUID(id)); } if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count == m_repliesRequired) { m_log.DebugFormat( - "[ARCHIVER]: Successfully received {0} assets and notification of {1} missing assets", + "[ARCHIVER]: Successfully added {0} assets ({1} assets missing)", m_foundAssetUuids.Count, m_notFoundAssetUuids.Count); // We want to stop using the asset cache thread asap diff --git a/OpenSim/Services/AssetService/AssetService.cs b/OpenSim/Services/AssetService/AssetService.cs index bc6d752132..af3a7467ab 100644 --- a/OpenSim/Services/AssetService/AssetService.cs +++ b/OpenSim/Services/AssetService/AssetService.cs @@ -98,6 +98,8 @@ namespace OpenSim.Services.AssetService public bool Get(string id, Object sender, AssetRetrieved handler) { + //m_log.DebugFormat("[AssetService]: Got request for {0}", id); + UUID assetID; if (!UUID.TryParse(id, out assetID)) @@ -105,6 +107,8 @@ namespace OpenSim.Services.AssetService AssetBase asset = m_Database.FetchAsset(assetID); + //m_log.DebugFormat("[AssetService]: Got asset {0}", asset); + handler(id, sender, asset); return true;