Still log (but this time with warning rather than an exception) if we regenerate a new child caps seed for a region where we already have one.

I think it's still useful to know this to show up any errors early, but it's reasonable to still carry on rather than throw an exception.
Follow on from Diva's commit 9643792
0.8.0.3
Justin Clark-Casey (justincc) 2014-07-04 22:59:10 +01:00 committed by Justin Clark-Casey
parent 62e9cdd72a
commit e87a0d9db1
1 changed files with 8 additions and 2 deletions

View File

@ -1886,8 +1886,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// m_log.DebugFormat("[XXX] --> {0}", h); // m_log.DebugFormat("[XXX] --> {0}", h);
//m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle); //m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle);
if (agent.ChildrenCapSeeds.ContainsKey(region.RegionHandle)) if (agent.ChildrenCapSeeds.ContainsKey(region.RegionHandle))
agent.ChildrenCapSeeds.Remove(region.RegionHandle); {
agent.ChildrenCapSeeds.Add(region.RegionHandle, agent.CapsPath); m_log.WarnFormat(
"[ENTITY TRANSFER]: Overwriting caps seed {0} with {1} for region {2} (handle {3}) for {4} in {5}",
agent.ChildrenCapSeeds[region.RegionHandle], agent.CapsPath,
region.RegionName, region.RegionHandle, sp.Name, Scene.Name);
}
agent.ChildrenCapSeeds[region.RegionHandle] = agent.CapsPath;
if (sp.Scene.CapsModule != null) if (sp.Scene.CapsModule != null)
{ {