Still log (but this time with warning rather than an exception) if we regenerate a new child caps seed for a region where we already have one.
I think it's still useful to know this to show up any errors early, but it's reasonable to still carry on rather than throw an exception.
Follow on from Diva's commit 9643792
bullet-2.82
parent
82b875317b
commit
20b47fce07
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@ -1874,8 +1874,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// m_log.DebugFormat("[XXX] --> {0}", h);
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// m_log.DebugFormat("[XXX] --> {0}", h);
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//m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle);
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//m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle);
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if (agent.ChildrenCapSeeds.ContainsKey(region.RegionHandle))
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if (agent.ChildrenCapSeeds.ContainsKey(region.RegionHandle))
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agent.ChildrenCapSeeds.Remove(region.RegionHandle);
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{
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agent.ChildrenCapSeeds.Add(region.RegionHandle, agent.CapsPath);
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m_log.WarnFormat(
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"[ENTITY TRANSFER]: Overwriting caps seed {0} with {1} for region {2} (handle {3}) for {4} in {5}",
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agent.ChildrenCapSeeds[region.RegionHandle], agent.CapsPath,
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region.RegionName, region.RegionHandle, sp.Name, Scene.Name);
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}
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agent.ChildrenCapSeeds[region.RegionHandle] = agent.CapsPath;
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if (sp.Scene.CapsModule != null)
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if (sp.Scene.CapsModule != null)
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{
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{
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