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
parent
62e9cdd72a
commit
e87a0d9db1
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@ -1886,8 +1886,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// m_log.DebugFormat("[XXX] --> {0}", h);
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// m_log.DebugFormat("[XXX] --> {0}", h);
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//m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle);
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//m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle);
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if (agent.ChildrenCapSeeds.ContainsKey(region.RegionHandle))
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if (agent.ChildrenCapSeeds.ContainsKey(region.RegionHandle))
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agent.ChildrenCapSeeds.Remove(region.RegionHandle);
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{
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agent.ChildrenCapSeeds.Add(region.RegionHandle, agent.CapsPath);
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m_log.WarnFormat(
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"[ENTITY TRANSFER]: Overwriting caps seed {0} with {1} for region {2} (handle {3}) for {4} in {5}",
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agent.ChildrenCapSeeds[region.RegionHandle], agent.CapsPath,
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region.RegionName, region.RegionHandle, sp.Name, Scene.Name);
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}
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agent.ChildrenCapSeeds[region.RegionHandle] = agent.CapsPath;
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if (sp.Scene.CapsModule != null)
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if (sp.Scene.CapsModule != null)
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{
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{
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