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authorUbitUmarov2017-06-21 18:39:58 +0100
committerUbitUmarov2017-06-21 18:40:53 +0100
commit637d35631cd88258d5f3da44c2959985a047ae2d (patch)
tree0ca8e02530b3cc04849288ac295f44cadc203ed6 /OpenSim/Region/CoreModules/Avatar
parent changes to AutoBackModule. Store folder and number of days expire is now als... (diff)
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make oar/iar assets writer be done by caller thread like the rest of the
oar/iar save. This may look more painfull but should reduce errors and threads fights. Fill lucky i just don't stop the entire simulation during this
Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs6
1 files changed, 2 insertions, 4 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index f002ad7..dde93db 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -423,14 +423,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
423 m_log.DebugFormat( 423 m_log.DebugFormat(
424 "[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetGatherer.GatheredUuids.Count); 424 "[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetGatherer.GatheredUuids.Count);
425 425
426 AssetsRequest ar 426 AssetsRequest ar = new AssetsRequest(
427 = new AssetsRequest(
428 new AssetsArchiver(m_archiveWriter), 427 new AssetsArchiver(m_archiveWriter),
429 m_assetGatherer.GatheredUuids, m_scene.AssetService, 428 m_assetGatherer.GatheredUuids, m_scene.AssetService,
430 m_scene.UserAccountService, m_scene.RegionInfo.ScopeID, 429 m_scene.UserAccountService, m_scene.RegionInfo.ScopeID,
431 options, ReceivedAllAssets); 430 options, ReceivedAllAssets);
432 431 ar.Execute();
433 WorkManager.RunInThread(o => ar.Execute(), null, string.Format("AssetsRequest ({0})", m_scene.Name));
434 } 432 }
435 else 433 else
436 { 434 {