* 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 process
0.6.6-post-fixes
Justin Clarke Casey 2009-06-05 19:34:35 +00:00
parent fbd0f5491b
commit ccbe049287
1 changed files with 7 additions and 10 deletions

View File

@ -156,8 +156,10 @@ namespace OpenSim.Region.Framework.Scenes
} }
catch (Exception e) catch (Exception e)
{ {
m_log.ErrorFormat("[ASSET GATHERER]: Failed to get part - {0}", e); m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
m_log.DebugFormat("[ASSET GATHERER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length); m_log.DebugFormat(
"[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
part.Shape.TextureEntry.Length);
} }
} }
} }
@ -165,7 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary> /// <summary>
/// The callback made when we request the asset for an object from the asset service. /// The callback made when we request the asset for an object from the asset service.
/// </summary> /// </summary>
protected void AssetRequestCallback(UUID assetID, AssetBase asset) protected void AssetReceived(string id, Object sender, AssetBase asset)
{ {
lock (this) lock (this)
{ {
@ -175,11 +177,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
protected void AssetReceived(string id, Object sender, AssetBase asset)
{
AssetRequestCallback(asset.FullID, asset);
}
/// <summary> /// <summary>
/// Get an asset synchronously, potentially using an asynchronous callback. If the /// Get an asset synchronously, potentially using an asynchronous callback. If the
/// asynchronous callback is used, we will wait for it to complete. /// asynchronous callback is used, we will wait for it to complete.