do the same on OAR saves
parent
95595a8360
commit
83e443bca1
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@ -257,7 +257,22 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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int prevAssets = assetUuids.Count;
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int prevAssets = assetUuids.Count;
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foreach (SceneObjectGroup sceneObject in sceneObjects)
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foreach (SceneObjectGroup sceneObject in sceneObjects)
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{
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int curErrorCntr = assetGatherer.ErrorCount;
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assetGatherer.AddForInspection(sceneObject);
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assetGatherer.AddForInspection(sceneObject);
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assetGatherer.GatherAll();
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curErrorCntr = assetGatherer.ErrorCount - curErrorCntr;
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if(curErrorCntr > 1)
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{
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m_log.WarnFormat("[INVENTORY ARCHIVER]: object {0} '{1}', at {2}, contains at least {3} references to missing or damaged assets",
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sceneObject.UUID, sceneObject.Name ,sceneObject.AbsolutePosition.ToString(), curErrorCntr);
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}
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else if(curErrorCntr == 1)
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{
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m_log.WarnFormat("[INVENTORY ARCHIVER]: object {0} '{1}', at {2}, contains at least 1 reference to a missing or damaged asset",
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sceneObject.UUID, sceneObject.Name, sceneObject.AbsolutePosition.ToString());
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}
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}
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assetGatherer.GatherAll();
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assetGatherer.GatherAll();
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@ -266,7 +281,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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"[ARCHIVER]: {0} region scene objects to save reference {1} assets",
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"[ARCHIVER]: {0} region scene objects to save reference {1} assets",
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sceneObjects.Count, assetUuids.Count - prevAssets + errors);
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sceneObjects.Count, assetUuids.Count - prevAssets + errors);
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if(errors > 0)
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if(errors > 0)
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m_log.DebugFormat("[ARCHIVER]: {0} of this assets have problems and will be ignored", errors);
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m_log.DebugFormat("[ARCHIVER]: {0} of these assets have problems and will be ignored", errors);
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}
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}
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if (numObjectsSkippedPermissions > 0)
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if (numObjectsSkippedPermissions > 0)
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