add error handling
parent
c35f8b3f1b
commit
61cb8c2e85
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@ -107,53 +107,59 @@ namespace OpenSim.Modules.TextureFetcher
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m_log.Info("[" + Name + "] Process part '" + part.Name + "'");
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m_log.Info("[" + Name + "] Process part '" + part.Name + "'");
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List<UUID> allTextures = new List<UUID>();
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try
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List<TaskInventoryItem> inventoryItems = new List<TaskInventoryItem>();
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//Get all Textures from the scene object
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Primitive.TextureEntry textures = part.Shape.Textures;
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int allSides = part.GetNumberOfSides();
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for (uint i = 0; i < allSides; i++)
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if (textures.FaceTextures[i] != null)
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allTextures.Add(textures.FaceTextures[i].TextureID);
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//Convert texture uuid list to inventar items.
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foreach (UUID texture in allTextures)
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{
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{
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if (texture != UUID.Zero)
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List<UUID> allTextures = new List<UUID>();
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List<TaskInventoryItem> inventoryItems = new List<TaskInventoryItem>();
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//Get all Textures from the scene object
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Primitive.TextureEntry textures = part.Shape.Textures;
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int allSides = part.GetNumberOfSides();
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for (uint i = 0; i < allSides; i++)
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if (textures.FaceTextures[i] != null)
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allTextures.Add(textures.FaceTextures[i].TextureID);
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//Convert texture uuid list to inventar items.
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foreach (UUID texture in allTextures)
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{
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{
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TaskInventoryItem item = new TaskInventoryItem();
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if (texture != UUID.Zero)
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item.AssetID = texture;
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{
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item.ItemID = UUID.Random();
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TaskInventoryItem item = new TaskInventoryItem();
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item.OwnerID = part.OwnerID;
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item.AssetID = texture;
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item.CurrentPermissions = 581639;
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item.ItemID = UUID.Random();
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item.Name = "tf-" + texture.ToString();
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item.OwnerID = part.OwnerID;
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item.Description = "This item was generated by the texture fetcher module.";
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item.CurrentPermissions = 581639;
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item.OwnerID = part.OwnerID;
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item.Name = "tf-" + texture.ToString();
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item.CreatorID = part.OwnerID;
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item.Description = "This item was generated by the texture fetcher module.";
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item.LastOwnerID = part.OwnerID;
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item.OwnerID = part.OwnerID;
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inventoryItems.Add(item);
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item.CreatorID = part.OwnerID;
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item.LastOwnerID = part.OwnerID;
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inventoryItems.Add(item);
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}
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}
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//Check if the item is allready in the inventory and then add it.
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bool updateNeeded = false;
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foreach (TaskInventoryItem item in inventoryItems)
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{
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if (!isAssetInInventory(part, item.AssetID))
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{
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updateNeeded = true;
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part.Inventory.AddInventoryItem(item, false);
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m_log.Info("[" + Name + "] Add item '" + item.Name + "' to '" + part.Name + "'.");
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}
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}
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if (updateNeeded == true)
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{
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part.SendFullUpdateToAllClients();
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}
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}
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}
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}
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catch(Exception _error)
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//Check if the item is allready in the inventory and then add it.
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bool updateNeeded = false;
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foreach (TaskInventoryItem item in inventoryItems)
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{
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{
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if(!isAssetInInventory(part, item.AssetID))
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m_log.Error("[" + Name + "] ERROR: " + _error.Message);
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{
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}
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updateNeeded = true;
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part.Inventory.AddInventoryItem(item, false);
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m_log.Info("[" + Name + "] Add item '" + item.Name + "' to '" + part.Name + "'.");
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}
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}
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if(updateNeeded == true)
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{
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part.SendFullUpdateToAllClients();
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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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}
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