On IAR loading, if loading of a coaleseced item entirely fails, then continue with the IAR load rather than failing completely.
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				|  | @ -487,6 +487,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
|                         { | ||||
| //                            m_log.DebugFormat( | ||||
| //                                "[INVENTORY ARCHIVER]: Loaded coalescence {0} has {1} objects", assetId, coa.Count); | ||||
| 
 | ||||
|                             if (coa.Objects.Count == 0) | ||||
|                             { | ||||
|                                 m_log.WarnFormat( | ||||
|                                     "[INVENTORY ARCHIVE READ REQUEST]: Aborting load of coalesced object from asset {0} as it has zero loaded components",  | ||||
|                                     assetId); | ||||
|                                 return false; | ||||
|                             } | ||||
|                              | ||||
|                             sceneObjects.AddRange(coa.Objects); | ||||
|                         } | ||||
|  | @ -495,7 +503,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
|                             SceneObjectGroup deserializedObject = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); | ||||
| 
 | ||||
|                             if (deserializedObject != null) | ||||
|                             { | ||||
|                                 sceneObjects.Add(deserializedObject); | ||||
|                             } | ||||
|                             else | ||||
|                             { | ||||
|                                 m_log.WarnFormat( | ||||
|                                     "[INVENTORY ARCHIVE READ REQUEST]: Aborting load of object from asset {0} as deserialization failed",  | ||||
|                                     assetId); | ||||
| 
 | ||||
|                                 return false; | ||||
|                             } | ||||
|                         } | ||||
|                          | ||||
|                         foreach (SceneObjectGroup sog in sceneObjects) | ||||
|  |  | |||
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