* 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
parent
c20f31beff
commit
fbd0f5491b
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@ -177,7 +177,6 @@ namespace OpenSim.Region.Framework.Scenes
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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{
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{
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if (asset != null)
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AssetRequestCallback(asset.FullID, asset);
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AssetRequestCallback(asset.FullID, asset);
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}
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}
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@ -243,6 +242,9 @@ namespace OpenSim.Region.Framework.Scenes
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protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids)
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protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids)
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{
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{
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AssetBase assetBase = GetAsset(wearableAssetUuid);
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AssetBase assetBase = GetAsset(wearableAssetUuid);
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if (null != assetBase)
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{
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//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
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//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
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AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
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AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
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wearableAsset.Decode();
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wearableAsset.Decode();
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@ -256,6 +258,7 @@ namespace OpenSim.Region.Framework.Scenes
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assetUuids[uuid] = 1;
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assetUuids[uuid] = 1;
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}
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Get all the asset uuids associated with a given object. This includes both those directly associated with
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/// Get all the asset uuids associated with a given object. This includes both those directly associated with
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