Wrap analysis of the particle system in the UUID Gatherer in a separate try/catch as sometimes it appears that this can be corrupt.
As per Oren's suggestion.0.7.6-extended
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				|  | @ -181,9 +181,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
| 
 | ||||
|                     if (part.ParticleSystem.Length > 0) | ||||
|                     { | ||||
|                         Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); | ||||
|                         if (ps.Texture != UUID.Zero) | ||||
|                             assetUuids[ps.Texture] = AssetType.Texture; | ||||
|                         try | ||||
|                         { | ||||
|                             Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); | ||||
|                             if (ps.Texture != UUID.Zero) | ||||
|                                 assetUuids[ps.Texture] = AssetType.Texture; | ||||
|                         } | ||||
|                         catch (Exception e) | ||||
|                         { | ||||
|                             m_log.WarnFormat( | ||||
|                                 "[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt.  Continuing.",  | ||||
|                                 part.Name, part.UUID, sceneObject.Name, sceneObject.UUID); | ||||
|                         } | ||||
|                     } | ||||
| 
 | ||||
|                     TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); | ||||
|  |  | |||
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	 Justin Clark-Casey (justincc)
						Justin Clark-Casey (justincc)