stop exceptions in setting and getting state from propogating since they aren't fatal to operations
this will hopefully stop "save oar" from failing if a script asset is corruptprebuild-update
parent
c607e6f3b8
commit
94cb6fc916
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@ -356,14 +356,26 @@ namespace OpenSim.Region.Framework.Scenes
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m_part.ParentGroup.m_savedScriptState[oldID] = newDoc.OuterXml;
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m_part.ParentGroup.m_savedScriptState[oldID] = newDoc.OuterXml;
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}
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}
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foreach (IScriptModule e in engines)
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foreach (IScriptModule e in engines)
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{
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{
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if (e != null)
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if (e != null)
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{
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// Stop an exception in setting saved state from propogating since this is not fatal.
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try
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{
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{
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if (e.SetXMLState(newID, m_part.ParentGroup.m_savedScriptState[oldID]))
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if (e.SetXMLState(newID, m_part.ParentGroup.m_savedScriptState[oldID]))
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break;
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break;
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}
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}
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catch (Exception ex)
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{
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m_log.WarnFormat(
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"[PRIM INVENTORY]: Could not set script state for old key {0}, new key {1} in prim {2} {3}. Exception {4}{5}",
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oldID, newID, m_part.Name, m_part.UUID, ex.Message, ex.StackTrace);
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}
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}
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}
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}
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m_part.ParentGroup.m_savedScriptState.Remove(oldID);
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m_part.ParentGroup.m_savedScriptState.Remove(oldID);
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}
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}
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}
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}
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@ -1020,6 +1032,10 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (IScriptModule e in engines)
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foreach (IScriptModule e in engines)
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{
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{
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if (e != null)
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if (e != null)
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{
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// Stop any exception from the script engine from propogating since setting state
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// isn't essential.
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try
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{
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{
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string n = e.GetXMLState(item.ItemID);
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string n = e.GetXMLState(item.ItemID);
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if (n != String.Empty)
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if (n != String.Empty)
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@ -1029,6 +1045,13 @@ namespace OpenSim.Region.Framework.Scenes
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break;
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break;
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}
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}
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}
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}
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catch (Exception ex)
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{
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m_log.WarnFormat(
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"[PRIM INVENTORY]: Could not retrieve script state for item {0} {1} in prim {2} {3}. Exception {4}{5}",
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item.Name, item.ItemID, m_part.Name, m_part.UUID, ex.Message, ex.StackTrace);
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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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}
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