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author | Justin Clark-Casey (justincc) | 2010-09-06 23:00:24 +0100 |
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committer | Justin Clark-Casey (justincc) | 2010-09-06 23:00:24 +0100 |
commit | 953b7f491798e97b7b36808e716975b22d80114b (patch) | |
tree | ca42d90b890b05457b6a9fd736929382911c85cd /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |
parent | Reflect the ParcelPropertiesUpdateRequest into Scene.EventManager, because (diff) | |
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Add test to check persistence of newly added pre-linked objects
Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate
NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 64a6dd5..b8b3db5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -1383,12 +1383,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1383 | if (!m_isBackedUp) | 1383 | if (!m_isBackedUp) |
1384 | return; | 1384 | return; |
1385 | 1385 | ||
1386 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | ||
1387 | // any exception propogate upwards. | ||
1388 | |||
1389 | if (IsDeleted || UUID == UUID.Zero) | 1386 | if (IsDeleted || UUID == UUID.Zero) |
1390 | return; | 1387 | return; |
1391 | 1388 | ||
1389 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | ||
1390 | // any exception propogate upwards. | ||
1392 | try | 1391 | try |
1393 | { | 1392 | { |
1394 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1393 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart |