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