* A further fix for mantis 3641 (oar saves do not complete)

* For some reason, if a null was recieved (indicating a missing asset), the code had stopped passing that on to the waiting lock, resulting in a perpetual freeze
* This change passes the null on correctly
* Many thanks to thomax for being insistent in presenting his analysis of the problem :)
0.6.6-post-fixes
Justin Clarke Casey 2009-06-05 19:20:31 +00:00
parent c20f31beff
commit fbd0f5491b
1 changed files with 15 additions and 12 deletions

View File

@ -177,8 +177,7 @@ namespace OpenSim.Region.Framework.Scenes
protected void AssetReceived(string id, Object sender, AssetBase asset)
{
if (asset != null)
AssetRequestCallback(asset.FullID, asset);
AssetRequestCallback(asset.FullID, asset);
}
/// <summary>
@ -243,17 +242,21 @@ namespace OpenSim.Region.Framework.Scenes
protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids)
{
AssetBase assetBase = GetAsset(wearableAssetUuid);
//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
wearableAsset.Decode();
//m_log.DebugFormat(
// "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
foreach (UUID uuid in wearableAsset.Textures.Values)
{
//m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
assetUuids[uuid] = 1;
if (null != assetBase)
{
//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
wearableAsset.Decode();
//m_log.DebugFormat(
// "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
foreach (UUID uuid in wearableAsset.Textures.Values)
{
//m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
assetUuids[uuid] = 1;
}
}
}