* A bug fix for the last mantis 3741 bugfix
* Hopefully now, the nre should not occur and the lock should be correctly unlocked during the initial save oar process0.6.6-post-fixes
parent
fbd0f5491b
commit
ccbe049287
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@ -156,8 +156,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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m_log.ErrorFormat("[ASSET GATHERER]: Failed to get part - {0}", e);
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m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
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m_log.DebugFormat("[ASSET GATHERER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length);
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m_log.DebugFormat(
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"[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
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part.Shape.TextureEntry.Length);
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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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@ -165,7 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// The callback made when we request the asset for an object from the asset service.
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/// The callback made when we request the asset for an object from the asset service.
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/// </summary>
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/// </summary>
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protected void AssetRequestCallback(UUID assetID, AssetBase asset)
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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{
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{
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lock (this)
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lock (this)
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{
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{
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@ -175,11 +177,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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{
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AssetRequestCallback(asset.FullID, asset);
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}
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/// <summary>
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/// <summary>
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/// Get an asset synchronously, potentially using an asynchronous callback. If the
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/// Get an asset synchronously, potentially using an asynchronous callback. If the
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/// asynchronous callback is used, we will wait for it to complete.
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/// asynchronous callback is used, we will wait for it to complete.
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