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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5745aa0f86
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c1ff245bf3
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@ -181,9 +181,18 @@ namespace OpenSim.Region.Framework.Scenes
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if (part.ParticleSystem.Length > 0)
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if (part.ParticleSystem.Length > 0)
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{
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{
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Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
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try
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if (ps.Texture != UUID.Zero)
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{
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assetUuids[ps.Texture] = AssetType.Texture;
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Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
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if (ps.Texture != UUID.Zero)
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assetUuids[ps.Texture] = AssetType.Texture;
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}
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catch (Exception e)
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{
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m_log.WarnFormat(
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"[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.",
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part.Name, part.UUID, sceneObject.Name, sceneObject.UUID);
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}
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}
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}
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TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
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TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
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