mirror of
https://github.com/opensim/opensim.git
synced 2026-08-10 19:36:07 +08:00
merge
This commit is contained in:
@@ -181,11 +181,13 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
// Archive the regions
|
||||
|
||||
Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>();
|
||||
HashSet<UUID> failedIDs = new HashSet<UUID>();
|
||||
HashSet<UUID> uncertainAssetsUUIDs = new HashSet<UUID>();
|
||||
|
||||
scenesGroup.ForEachScene(delegate(Scene scene)
|
||||
{
|
||||
string regionDir = MultiRegionFormat ? scenesGroup.GetRegionDir(scene.RegionInfo.RegionID) : "";
|
||||
ArchiveOneRegion(scene, regionDir, assetUuids);
|
||||
ArchiveOneRegion(scene, regionDir, assetUuids, failedIDs, uncertainAssetsUUIDs);
|
||||
});
|
||||
|
||||
// Archive the assets
|
||||
@@ -193,23 +195,21 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
if (SaveAssets)
|
||||
{
|
||||
m_log.DebugFormat("[ARCHIVER]: Saving {0} assets", assetUuids.Count);
|
||||
|
||||
// Asynchronously request all the assets required to perform this archive operation
|
||||
AssetsRequest ar
|
||||
= new AssetsRequest(
|
||||
|
||||
AssetsRequest ar = new AssetsRequest(
|
||||
new AssetsArchiver(m_archiveWriter), assetUuids,
|
||||
failedIDs.Count,
|
||||
m_rootScene.AssetService, m_rootScene.UserAccountService,
|
||||
m_rootScene.RegionInfo.ScopeID, options, ReceivedAllAssets);
|
||||
|
||||
WorkManager.RunInThread(o => ar.Execute(), null, "Archive Assets Request");
|
||||
|
||||
// CloseArchive() will be called from ReceivedAllAssets()
|
||||
m_rootScene.RegionInfo.ScopeID, options, null);
|
||||
ar.Execute();
|
||||
assetUuids = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified");
|
||||
CloseArchive(string.Empty);
|
||||
// CloseArchive(string.Empty);
|
||||
}
|
||||
CloseArchive(string.Empty);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@@ -218,7 +218,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
}
|
||||
}
|
||||
|
||||
private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids)
|
||||
private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids,
|
||||
HashSet<UUID> failedIDs, HashSet<UUID> uncertainAssetsUUIDs)
|
||||
{
|
||||
m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name);
|
||||
|
||||
@@ -237,7 +238,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
{
|
||||
SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
|
||||
|
||||
if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
|
||||
if (!sceneObject.IsDeleted && !sceneObject.IsAttachment && !sceneObject.IsTemporary && !sceneObject.inTransit)
|
||||
{
|
||||
if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, FilterContent, permissionsModule))
|
||||
{
|
||||
@@ -254,17 +255,39 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
|
||||
if (SaveAssets)
|
||||
{
|
||||
UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids);
|
||||
UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids, failedIDs, uncertainAssetsUUIDs);
|
||||
int prevAssets = assetUuids.Count;
|
||||
|
||||
foreach (SceneObjectGroup sceneObject in sceneObjects)
|
||||
{
|
||||
int curErrorCntr = assetGatherer.ErrorCount;
|
||||
int possible = assetGatherer.possibleNotAssetCount;
|
||||
assetGatherer.AddForInspection(sceneObject);
|
||||
assetGatherer.GatherAll();
|
||||
curErrorCntr = assetGatherer.ErrorCount - curErrorCntr;
|
||||
possible = assetGatherer.possibleNotAssetCount - possible;
|
||||
if(curErrorCntr > 0)
|
||||
{
|
||||
m_log.ErrorFormat("[ARCHIVER]: object {0} '{1}', at {2}, contains {3} references to missing or damaged assets",
|
||||
sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), curErrorCntr);
|
||||
if(possible > 0)
|
||||
m_log.WarnFormat("[ARCHIVER Warning]: object also contains {0} references that may be to missing or damaged assets or not a problem", possible);
|
||||
}
|
||||
else if(possible > 0)
|
||||
{
|
||||
m_log.WarnFormat("[ARCHIVER Warning]: object {0} '{1}', at {2}, contains {3} references that may be to missing or damaged assets or not a problem",
|
||||
sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), possible);
|
||||
}
|
||||
}
|
||||
|
||||
assetGatherer.GatherAll();
|
||||
|
||||
int errors = assetGatherer.FailedUUIDs.Count;
|
||||
m_log.DebugFormat(
|
||||
"[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets",
|
||||
sceneObjects.Count, assetUuids.Count - prevAssets);
|
||||
"[ARCHIVER]: {0} region scene objects to save reference {1} possible assets",
|
||||
sceneObjects.Count, assetUuids.Count - prevAssets + errors);
|
||||
if(errors > 0)
|
||||
m_log.DebugFormat("[ARCHIVER]: {0} of these have problems or are not assets and will be ignored", errors);
|
||||
}
|
||||
|
||||
if (numObjectsSkippedPermissions > 0)
|
||||
@@ -572,7 +595,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
foreach (SceneObjectGroup sceneObject in sceneObjects)
|
||||
{
|
||||
//m_log.DebugFormat("[ARCHIVER]: Saving {0} {1}, {2}", entity.Name, entity.UUID, entity.GetType());
|
||||
|
||||
if(sceneObject.IsDeleted || sceneObject.inTransit)
|
||||
continue;
|
||||
string serializedObject = serializer.SerializeGroupToXml2(sceneObject, m_options);
|
||||
string objectPath = string.Format("{0}{1}", regionDir, ArchiveHelpers.CreateObjectPath(sceneObject));
|
||||
m_archiveWriter.WriteFile(objectPath, serializedObject);
|
||||
|
||||
@@ -46,7 +46,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
/// <value>
|
||||
/// Post a message to the log every x assets as a progress bar
|
||||
/// </value>
|
||||
protected static int LOG_ASSET_LOAD_NOTIFICATION_INTERVAL = 50;
|
||||
protected static int LOG_ASSET_LOAD_NOTIFICATION_INTERVAL = 100;
|
||||
|
||||
/// <value>
|
||||
/// Keep a count of the number of assets written so that we can provide status updates
|
||||
|
||||
@@ -61,28 +61,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
Aborted
|
||||
};
|
||||
|
||||
/// <value>
|
||||
/// Timeout threshold if we still need assets or missing asset notifications but have stopped receiving them
|
||||
/// from the asset service
|
||||
/// </value>
|
||||
protected const int TIMEOUT = 60 * 1000;
|
||||
|
||||
/// <value>
|
||||
/// If a timeout does occur, limit the amount of UUID information put to the console.
|
||||
/// </value>
|
||||
protected const int MAX_UUID_DISPLAY_ON_TIMEOUT = 3;
|
||||
|
||||
protected System.Timers.Timer m_requestCallbackTimer;
|
||||
|
||||
/// <value>
|
||||
/// State of this request
|
||||
/// </value>
|
||||
private RequestState m_requestState = RequestState.Initial;
|
||||
|
||||
/// <value>
|
||||
/// uuids to request
|
||||
/// </value>
|
||||
protected IDictionary<UUID, sbyte> m_uuids;
|
||||
private int m_previousErrorsCount;
|
||||
|
||||
/// <value>
|
||||
/// Callback used when all the assets requested have been received.
|
||||
@@ -104,6 +87,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
/// </value>
|
||||
private int m_repliesRequired;
|
||||
|
||||
private System.Timers.Timer m_timeOutTimer;
|
||||
private bool m_timeout;
|
||||
|
||||
/// <value>
|
||||
/// Asset service used to request the assets
|
||||
/// </value>
|
||||
@@ -117,205 +103,98 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
|
||||
protected internal AssetsRequest(
|
||||
AssetsArchiver assetsArchiver, IDictionary<UUID, sbyte> uuids,
|
||||
int previousErrorsCount,
|
||||
IAssetService assetService, IUserAccountService userService,
|
||||
UUID scope, Dictionary<string, object> options,
|
||||
AssetsRequestCallback assetsRequestCallback)
|
||||
{
|
||||
m_assetsArchiver = assetsArchiver;
|
||||
m_uuids = uuids;
|
||||
m_previousErrorsCount = previousErrorsCount;
|
||||
m_assetsRequestCallback = assetsRequestCallback;
|
||||
m_assetService = assetService;
|
||||
m_userAccountService = userService;
|
||||
m_scopeID = scope;
|
||||
m_options = options;
|
||||
m_repliesRequired = uuids.Count;
|
||||
|
||||
// FIXME: This is a really poor way of handling the timeout since it will always leave the original requesting thread
|
||||
// hanging. Need to restructure so an original request thread waits for a ManualResetEvent on asset received
|
||||
// so we can properly abort that thread. Or request all assets synchronously, though that would be a more
|
||||
// radical change
|
||||
m_requestCallbackTimer = new System.Timers.Timer(TIMEOUT);
|
||||
m_requestCallbackTimer.AutoReset = false;
|
||||
m_requestCallbackTimer.Elapsed += new ElapsedEventHandler(OnRequestCallbackTimeout);
|
||||
}
|
||||
|
||||
protected internal void Execute()
|
||||
{
|
||||
m_requestState = RequestState.Running;
|
||||
|
||||
m_log.DebugFormat("[ARCHIVER]: AssetsRequest executed looking for {0} possible assets", m_repliesRequired);
|
||||
|
||||
Culture.SetCurrentCulture();
|
||||
// We can stop here if there are no assets to fetch
|
||||
if (m_repliesRequired == 0)
|
||||
{
|
||||
m_requestState = RequestState.Completed;
|
||||
PerformAssetsRequestCallback(false);
|
||||
return;
|
||||
}
|
||||
|
||||
m_requestCallbackTimer.Enabled = true;
|
||||
m_timeOutTimer = new System.Timers.Timer(60000);
|
||||
m_timeOutTimer .AutoReset = false;
|
||||
m_timeOutTimer.Elapsed += OnTimeout;
|
||||
m_timeout = false;
|
||||
|
||||
foreach (KeyValuePair<UUID, sbyte> kvp in m_uuids)
|
||||
{
|
||||
// m_log.DebugFormat("[ARCHIVER]: Requesting asset {0}", kvp.Key);
|
||||
|
||||
// m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback);
|
||||
AssetBase asset = m_assetService.Get(kvp.Key.ToString());
|
||||
PreAssetRequestCallback(kvp.Key.ToString(), kvp.Value, asset);
|
||||
}
|
||||
}
|
||||
|
||||
protected void OnRequestCallbackTimeout(object source, ElapsedEventArgs args)
|
||||
{
|
||||
bool timedOut = true;
|
||||
|
||||
try
|
||||
{
|
||||
lock (this)
|
||||
string thiskey = kvp.Key.ToString();
|
||||
try
|
||||
{
|
||||
// Take care of the possibilty that this thread started but was paused just outside the lock before
|
||||
// the final request came in (assuming that such a thing is possible)
|
||||
if (m_requestState == RequestState.Completed)
|
||||
{
|
||||
timedOut = false;
|
||||
return;
|
||||
}
|
||||
|
||||
m_requestState = RequestState.Aborted;
|
||||
}
|
||||
|
||||
// Calculate which uuids were not found. This is an expensive way of doing it, but this is a failure
|
||||
// case anyway.
|
||||
List<UUID> uuids = new List<UUID>();
|
||||
foreach (UUID uuid in m_uuids.Keys)
|
||||
{
|
||||
uuids.Add(uuid);
|
||||
}
|
||||
|
||||
foreach (UUID uuid in m_foundAssetUuids)
|
||||
{
|
||||
uuids.Remove(uuid);
|
||||
}
|
||||
|
||||
foreach (UUID uuid in m_notFoundAssetUuids)
|
||||
{
|
||||
uuids.Remove(uuid);
|
||||
}
|
||||
|
||||
m_log.ErrorFormat(
|
||||
"[ARCHIVER]: Asset service failed to return information about {0} requested assets", uuids.Count);
|
||||
|
||||
int i = 0;
|
||||
foreach (UUID uuid in uuids)
|
||||
{
|
||||
m_log.ErrorFormat("[ARCHIVER]: No information about asset {0} received", uuid);
|
||||
|
||||
if (++i >= MAX_UUID_DISPLAY_ON_TIMEOUT)
|
||||
m_timeOutTimer.Enabled = true;
|
||||
AssetBase asset = m_assetService.Get(thiskey);
|
||||
if(m_timeout)
|
||||
break;
|
||||
|
||||
m_timeOutTimer.Enabled = false;
|
||||
|
||||
if(asset == null)
|
||||
{
|
||||
m_notFoundAssetUuids.Add(new UUID(thiskey));
|
||||
continue;
|
||||
}
|
||||
|
||||
sbyte assetType = kvp.Value;
|
||||
if (asset != null && assetType == (sbyte)AssetType.Unknown)
|
||||
{
|
||||
m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", thiskey, SLUtil.AssetTypeFromCode(assetType));
|
||||
asset.Type = assetType;
|
||||
}
|
||||
|
||||
m_foundAssetUuids.Add(asset.FullID);
|
||||
m_assetsArchiver.WriteAsset(PostProcess(asset));
|
||||
}
|
||||
|
||||
if (uuids.Count > MAX_UUID_DISPLAY_ON_TIMEOUT)
|
||||
m_log.ErrorFormat(
|
||||
"[ARCHIVER]: (... {0} more not shown)", uuids.Count - MAX_UUID_DISPLAY_ON_TIMEOUT);
|
||||
|
||||
m_log.Error("[ARCHIVER]: Archive save aborted. PLEASE DO NOT USE THIS ARCHIVE, IT WILL BE INCOMPLETE.");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[ARCHIVER]: Timeout handler exception {0}{1}", e.Message, e.StackTrace);
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (timedOut)
|
||||
WorkManager.RunInThread(PerformAssetsRequestCallback, true, "Archive Assets Request Callback");
|
||||
}
|
||||
}
|
||||
|
||||
protected void PreAssetRequestCallback(string fetchedAssetID, object assetType, AssetBase fetchedAsset)
|
||||
{
|
||||
// Check for broken asset types and fix them with the AssetType gleaned by UuidGatherer
|
||||
if (fetchedAsset != null && fetchedAsset.Type == (sbyte)AssetType.Unknown)
|
||||
{
|
||||
m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, SLUtil.AssetTypeFromCode((sbyte)assetType));
|
||||
fetchedAsset.Type = (sbyte)assetType;
|
||||
}
|
||||
|
||||
AssetRequestCallback(fetchedAssetID, this, fetchedAsset);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called back by the asset cache when it has the asset
|
||||
/// </summary>
|
||||
/// <param name="assetID"></param>
|
||||
/// <param name="asset"></param>
|
||||
public void AssetRequestCallback(string id, object sender, AssetBase asset)
|
||||
{
|
||||
Culture.SetCurrentCulture();
|
||||
|
||||
try
|
||||
{
|
||||
lock (this)
|
||||
catch (Exception e)
|
||||
{
|
||||
//m_log.DebugFormat("[ARCHIVER]: Received callback for asset {0}", id);
|
||||
|
||||
m_requestCallbackTimer.Stop();
|
||||
|
||||
if ((m_requestState == RequestState.Aborted) || (m_requestState == RequestState.Completed))
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[ARCHIVER]: Received information about asset {0} while in state {1}. Ignoring.",
|
||||
id, m_requestState);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (asset != null)
|
||||
{
|
||||
// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
|
||||
m_foundAssetUuids.Add(asset.FullID);
|
||||
|
||||
m_assetsArchiver.WriteAsset(PostProcess(asset));
|
||||
}
|
||||
else
|
||||
{
|
||||
// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
|
||||
m_notFoundAssetUuids.Add(new UUID(id));
|
||||
}
|
||||
|
||||
if (m_foundAssetUuids.Count + m_notFoundAssetUuids.Count >= m_repliesRequired)
|
||||
{
|
||||
m_requestState = RequestState.Completed;
|
||||
if(m_notFoundAssetUuids.Count == 0)
|
||||
m_log.DebugFormat(
|
||||
"[ARCHIVER]: Successfully added {0} assets",
|
||||
m_foundAssetUuids.Count);
|
||||
else
|
||||
m_log.DebugFormat(
|
||||
"[ARCHIVER]: Successfully added {0} assets ({1} assets not found but these may be expected invalid references)",
|
||||
m_foundAssetUuids.Count, m_notFoundAssetUuids.Count);
|
||||
|
||||
|
||||
// We want to stop using the asset cache thread asap
|
||||
// as we now need to do the work of producing the rest of the archive
|
||||
WorkManager.RunInThread(PerformAssetsRequestCallback, false, "Archive Assets Request Callback");
|
||||
}
|
||||
else
|
||||
{
|
||||
m_requestCallbackTimer.Start();
|
||||
}
|
||||
m_log.ErrorFormat("[ARCHIVER]: Execute failed with {0}", e);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[ARCHIVER]: AssetRequestCallback failed with {0}", e);
|
||||
}
|
||||
|
||||
m_timeOutTimer.Dispose();
|
||||
int totalerrors = m_notFoundAssetUuids.Count + m_previousErrorsCount;
|
||||
|
||||
if(m_timeout)
|
||||
m_log.DebugFormat("[ARCHIVER]: Aborted because AssetService request timeout. Successfully added {0} assets", m_foundAssetUuids.Count);
|
||||
else if(totalerrors == 0)
|
||||
m_log.DebugFormat("[ARCHIVER]: Successfully added all {0} assets", m_foundAssetUuids.Count);
|
||||
else
|
||||
m_log.DebugFormat("[ARCHIVER]: Successfully added {0} assets ({1} of total possible assets requested were not found, were damaged or were not assets)",
|
||||
m_foundAssetUuids.Count, totalerrors);
|
||||
|
||||
PerformAssetsRequestCallback(m_timeout);
|
||||
}
|
||||
|
||||
private void OnTimeout(object source, ElapsedEventArgs args)
|
||||
{
|
||||
m_timeout = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Perform the callback on the original requester of the assets
|
||||
/// </summary>
|
||||
protected void PerformAssetsRequestCallback(object o)
|
||||
private void PerformAssetsRequestCallback(object o)
|
||||
{
|
||||
if(m_assetsRequestCallback == null)
|
||||
return;
|
||||
Culture.SetCurrentCulture();
|
||||
|
||||
Boolean timedOut = (Boolean)o;
|
||||
@@ -331,7 +210,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||
}
|
||||
}
|
||||
|
||||
protected AssetBase PostProcess(AssetBase asset)
|
||||
private AssetBase PostProcess(AssetBase asset)
|
||||
{
|
||||
if (asset.Type == (sbyte)AssetType.Object && asset.Data != null && m_options.ContainsKey("home"))
|
||||
{
|
||||
|
||||
@@ -176,6 +176,14 @@ namespace OpenSim.Region.CoreModules.World.Land
|
||||
}
|
||||
}
|
||||
|
||||
public void SendParcelsOverlay(IClientAPI client)
|
||||
{
|
||||
if (m_landManagementModule != null)
|
||||
{
|
||||
m_landManagementModule.SendParcelOverlay(client);
|
||||
}
|
||||
}
|
||||
|
||||
public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
|
||||
{
|
||||
if (m_landManagementModule != null)
|
||||
|
||||
Reference in New Issue
Block a user