* Remove dumb bug I put in which meant that an archive save would never complete if there were any missing assets
parent
f2bc404e70
commit
fd4e703f25
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@ -261,7 +261,7 @@ namespace OpenSim.Data.SQLite
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shapeRow.Delete();
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shapeRow.Delete();
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}
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}
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RemoveItems(uuid);
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RemoveItems(uuid);
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// Remove prim row
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// Remove prim row
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row.Delete();
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row.Delete();
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@ -169,9 +169,6 @@ namespace OpenSim.Framework
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}
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}
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}
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}
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static PrimitiveBaseShape()
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static PrimitiveBaseShape()
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{
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{
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m_defaultTexture =
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m_defaultTexture =
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@ -188,7 +185,11 @@ namespace OpenSim.Framework
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[XmlIgnore]
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[XmlIgnore]
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public LLObject.TextureEntry Textures
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public LLObject.TextureEntry Textures
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{
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{
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get { return new LLObject.TextureEntry(m_textureEntry, 0, m_textureEntry.Length); }
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get
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{
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//m_log.DebugFormat("[PRIMITIVE BASE SHAPE]: get m_textureEntry length {0}", m_textureEntry.Length);
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return new LLObject.TextureEntry(m_textureEntry, 0, m_textureEntry.Length);
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}
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set { m_textureEntry = value.ToBytes(); }
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set { m_textureEntry = value.ToBytes(); }
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}
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}
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@ -206,8 +207,6 @@ namespace OpenSim.Framework
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}
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}
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}
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}
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public static PrimitiveBaseShape Default
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public static PrimitiveBaseShape Default
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{
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{
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get
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get
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@ -199,7 +199,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<LLUUID, int> assetUuids)
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protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<LLUUID, int> assetUuids)
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{
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{
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.RootPart.Name, sceneObject.UUID);
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"[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
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foreach (SceneObjectPart part in sceneObject.GetParts())
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foreach (SceneObjectPart part in sceneObject.GetParts())
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{
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{
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@ -255,6 +255,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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catch (Exception e)
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catch (Exception e)
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{
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{
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m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e);
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m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e);
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m_log.DebugFormat("[ARCHIVER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length);
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}
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}
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}
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}
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}
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}
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@ -30,8 +30,10 @@ using OpenSim.Framework.Communications.Cache;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Scenes;
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using System.Collections.Generic;
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using System.Collections.Generic;
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//using System.Reflection;
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using System.Threading;
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using System.Threading;
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using libsecondlife;
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using libsecondlife;
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//using log4net;
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namespace OpenSim.Region.Environment.Modules.World.Archiver
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namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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{
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@ -40,6 +42,8 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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/// </summary>
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/// </summary>
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class AssetsRequest
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class AssetsRequest
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{
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{
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//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// <summary>
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/// uuids to request
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/// uuids to request
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/// </summary>
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/// </summary>
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@ -101,8 +105,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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m_assets[assetID] = asset;
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m_assets[assetID] = asset;
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else
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else
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m_notFoundAssetUuids.Add(assetID);
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m_notFoundAssetUuids.Add(assetID);
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//m_log.DebugFormat(
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// "[ARCHIVER]: Received {0} assets and notification of {1} missing assets", m_assets.Count, m_notFoundAssetUuids.Count);
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if (m_assets.Count == m_repliesRequired)
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if (m_assets.Count + m_notFoundAssetUuids.Count == m_repliesRequired)
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{
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{
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// We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive
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// We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive
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Thread newThread = new Thread(PerformAssetsRequestCallback);
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Thread newThread = new Thread(PerformAssetsRequestCallback);
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@ -828,7 +828,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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m_log.Error("Failed to add scened object part", e);
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m_log.Error("Failed to add scene object part", e);
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}
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}
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part.LinkNum = m_parts.Count;
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part.LinkNum = m_parts.Count;
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