/// <summary> /// Adds the asset uuid for inspection during the gathering process. /// </summary> /// <returns><c>true</c>, if for inspection was added, <c>false</c> otherwise.</returns> /// <param name="uuid">UUID.</param> public bool AddForInspection(UUID uuid) { if (uuid == UUID.Zero) { return(false); } if (FailedUUIDs.Contains(uuid)) { if (UncertainAssetsUUIDs.Contains(uuid)) { possibleNotAssetCount++; } else { ErrorCount++; } return(false); } if (GatheredUuids.ContainsKey(uuid)) { return(false); } if (m_assetUuidsToInspect.Contains(uuid)) { return(false); } // m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid); m_assetUuidsToInspect.Enqueue(uuid); return(true); }
private void AddForInspection(UUID assetUuid, sbyte assetType) { if (assetUuid == UUID.Zero) { return; } // Here, we want to collect uuids which require further asset fetches but mark the others as gathered if (FailedUUIDs.Contains(assetUuid)) { if (UncertainAssetsUUIDs.Contains(assetUuid)) { possibleNotAssetCount++; } else { ErrorCount++; } return; } if (GatheredUuids.ContainsKey(assetUuid)) { return; } try { if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType || (sbyte)AssetType.Gesture == assetType || (sbyte)AssetType.Notecard == assetType || (sbyte)AssetType.LSLText == assetType || (sbyte)OpenSimAssetType.Material == assetType || (sbyte)AssetType.Object == assetType) { AddForInspection(assetUuid); } else { GatheredUuids[assetUuid] = assetType; } } catch (Exception) { m_log.ErrorFormat( "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}", assetUuid, assetType); throw; } }
/// <summary> /// Gather all the asset uuids associated with the asset referenced by a given uuid /// </summary> /// <remarks> /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// This method assumes that the asset type associated with this asset in persistent storage is correct (which /// should always be the case). So with this method we always need to retrieve asset data even if the asset /// is of a type which is known not to reference any other assets /// </remarks> /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> private void GetAssetUuids(UUID assetUuid) { if (assetUuid == UUID.Zero) { return; } if (FailedUUIDs.Contains(assetUuid)) { if (UncertainAssetsUUIDs.Contains(assetUuid)) { possibleNotAssetCount++; } else { ErrorCount++; } return; } // avoid infinite loops if (GatheredUuids.ContainsKey(assetUuid)) { return; } AssetBase assetBase; try { assetBase = GetAsset(assetUuid); } catch (Exception e) { m_log.ErrorFormat("[UUID GATHERER]: Failed to get asset {0} : {1}", assetUuid, e.Message); ErrorCount++; FailedUUIDs.Add(assetUuid); return; } if (assetBase == null) { FailedUUIDs.Add(assetUuid); if (UncertainAssetsUUIDs.Contains(assetUuid)) { possibleNotAssetCount++; } else { ErrorCount++; } return; } if (UncertainAssetsUUIDs.Contains(assetUuid)) { UncertainAssetsUUIDs.Remove(assetUuid); } sbyte assetType = assetBase.Type; if (assetBase.Data == null || assetBase.Data.Length == 0) { ErrorCount++; FailedUUIDs.Add(assetUuid); return; } GatheredUuids[assetUuid] = assetType; try { if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) { RecordWearableAssetUuids(assetBase); } else if ((sbyte)AssetType.Gesture == assetType) { RecordGestureAssetUuids(assetBase); } else if ((sbyte)AssetType.Notecard == assetType) { RecordTextEmbeddedAssetUuids(assetBase); } else if ((sbyte)AssetType.LSLText == assetType) { RecordTextEmbeddedAssetUuids(assetBase); } else if ((sbyte)OpenSimAssetType.Material == assetType) { RecordMaterialAssetUuids(assetBase); } else if ((sbyte)AssetType.Object == assetType) { RecordSceneObjectAssetUuids(assetBase); } } catch (Exception e) { m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset with id {0} type {1}: {2}", assetUuid, assetType, e.Message); GatheredUuids.Remove(assetUuid); ErrorCount++; FailedUUIDs.Add(assetUuid); } }