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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs OpenSim/Region/Framework/Scenes/EventManager.cs
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@@ -107,8 +107,6 @@ namespace OpenSim.Region.CoreModules.Asset
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private IAssetService m_AssetService;
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private List<Scene> m_Scenes = new List<Scene>();
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private bool m_DeepScanBeforePurge;
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public FlotsamAssetCache()
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{
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m_InvalidChars.AddRange(Path.GetInvalidPathChars());
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@@ -170,8 +168,6 @@ namespace OpenSim.Region.CoreModules.Asset
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m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen);
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m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt);
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m_DeepScanBeforePurge = assetConfig.GetBoolean("DeepScanBeforePurge", m_DeepScanBeforePurge);
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}
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m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory);
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@@ -519,13 +515,10 @@ namespace OpenSim.Region.CoreModules.Asset
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// Purge all files last accessed prior to this point
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DateTime purgeLine = DateTime.Now - m_FileExpiration;
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// An optional deep scan at this point will ensure assets present in scenes,
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// or referenced by objects in the scene, but not recently accessed
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// are not purged.
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if (m_DeepScanBeforePurge)
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{
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CacheScenes();
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}
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// An asset cache may contain local non-temporary assets that are not in the asset service. Therefore,
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// before cleaning up expired files we must scan the objects in the scene to make sure that we retain
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// such local assets if they have not been recently accessed.
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TouchAllSceneAssets(false);
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foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
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{
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@@ -718,11 +711,14 @@ namespace OpenSim.Region.CoreModules.Asset
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/// <summary>
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/// Iterates through all Scenes, doing a deep scan through assets
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/// to cache all assets present in the scene or referenced by assets
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/// in the scene
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/// to update the access time of all assets present in the scene or referenced by assets
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/// in the scene.
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/// </summary>
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/// <returns></returns>
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private int CacheScenes()
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/// <param name="storeUncached">
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/// If true, then assets scanned which are not found in cache are added to the cache.
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/// </param>
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/// <returns>Number of distinct asset references found in the scene.</returns>
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private int TouchAllSceneAssets(bool storeUncached)
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{
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UuidGatherer gatherer = new UuidGatherer(m_AssetService);
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@@ -745,7 +741,7 @@ namespace OpenSim.Region.CoreModules.Asset
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{
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File.SetLastAccessTime(filename, DateTime.Now);
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}
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else
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else if (storeUncached)
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{
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m_AssetService.Get(assetID.ToString());
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}
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@@ -873,13 +869,14 @@ namespace OpenSim.Region.CoreModules.Asset
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break;
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case "assets":
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m_log.Info("[FLOTSAM ASSET CACHE]: Caching all assets, in all scenes.");
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m_log.Info("[FLOTSAM ASSET CACHE]: Ensuring assets are cached for all scenes.");
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Util.FireAndForget(delegate {
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int assetsCached = CacheScenes();
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m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Completed Scene Caching, {0} assets found.", assetsCached);
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int assetReferenceTotal = TouchAllSceneAssets(true);
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m_log.InfoFormat(
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"[FLOTSAM ASSET CACHE]: Completed check with {0} assets.",
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assetReferenceTotal);
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});
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break;
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