Thank you kindly, CMickeyB for a patch that adds a
couple of debug statements for null items while we diagnose our interrmittent inventory issues. I looked at this and it seems helpful to others. We can back it later if desired.0.6.0-stable
parent
7305dadba2
commit
03672c35e4
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@ -2906,11 +2906,25 @@ namespace OpenSim.Region.Environment.Scenes
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private void ItemReceived(UUID itemID)
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private void ItemReceived(UUID itemID)
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{
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{
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//MIC: DEBUG
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if (null == itemID)
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{
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m_log.Error("ItemReceived passed null itemID");
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return;
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}
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int attachpoint = m_appearance.GetAttachpoint(itemID);
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int attachpoint = m_appearance.GetAttachpoint(itemID);
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if (attachpoint == 0)
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if (attachpoint == 0)
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return;
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return;
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UUID asset = m_appearance.GetAttachedAsset(attachpoint);
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UUID asset = m_appearance.GetAttachedAsset(attachpoint);
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//MIC: DEBUG
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if (null == asset)
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{
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m_log.ErrorFormat("[ATTACHMENT] Unable to locate attached asset for item {0}", itemID.ToString());
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return;
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}
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if (asset == UUID.Zero) // We have just logged in
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if (asset == UUID.Zero) // We have just logged in
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{
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{
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m_log.InfoFormat("[ATTACHMENT] Rez attachment {0}",
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m_log.InfoFormat("[ATTACHMENT] Rez attachment {0}",
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