If we fail to gather asset uuids for a particular asset, log the failing asset id and type

0.7-post-fixes
Justin Clark-Casey (justincc) 2010-11-27 00:53:35 +00:00
parent b280ceb01f
commit ed0d7e3b60
1 changed files with 25 additions and 15 deletions

View File

@ -86,23 +86,33 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="assetUuids">The assets gathered</param>
public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
{
assetUuids[assetUuid] = assetType;
if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
{
GetWearableAssetUuids(assetUuid, assetUuids);
try
{
assetUuids[assetUuid] = assetType;
if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
{
GetWearableAssetUuids(assetUuid, assetUuids);
}
else if (AssetType.Gesture == assetType)
{
GetGestureAssetUuids(assetUuid, assetUuids);
}
else if (AssetType.LSLText == assetType)
{
GetScriptAssetUuids(assetUuid, assetUuids);
}
else if (AssetType.Object == assetType)
{
GetSceneObjectAssetUuids(assetUuid, assetUuids);
}
}
else if (AssetType.Gesture == assetType)
catch (Exception)
{
GetGestureAssetUuids(assetUuid, assetUuids);
}
else if (AssetType.LSLText == assetType)
{
GetScriptAssetUuids(assetUuid, assetUuids);
}
else if (AssetType.Object == assetType)
{
GetSceneObjectAssetUuids(assetUuid, assetUuids);
m_log.ErrorFormat(
"[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
assetUuid, assetType);
throw;
}
}