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authorUbitUmarov2017-06-22 22:09:00 +0100
committerUbitUmarov2017-06-22 22:09:00 +0100
commit28caf1e08974a29c689837b99a4d21217aa54847 (patch)
treeb17a11745f2889d58359d9b2f22f69a483b58910 /OpenSim
parent show the count of broken assets we now have from gather on iar/oar pre save ... (diff)
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actually iar do it for iar
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs3
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs2
2 files changed, 4 insertions, 1 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index 2735b59..c218f5d 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -424,6 +424,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
424 424
425 m_log.DebugFormat( 425 m_log.DebugFormat(
426 "[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetGatherer.GatheredUuids.Count); 426 "[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetGatherer.GatheredUuids.Count);
427 int errors = m_assetGatherer.FailedUUIDs.Count;
428 if(errors > 0)
429 m_log.DebugFormat("[INVENTORY ARCHIVER]: aditional {0} assets have problems and will be ignored", errors);
427 430
428 AssetsRequest ar = new AssetsRequest( 431 AssetsRequest ar = new AssetsRequest(
429 new AssetsArchiver(m_archiveWriter), 432 new AssetsArchiver(m_archiveWriter),
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
index ce296c7..761fece 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
@@ -264,7 +264,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
264 sceneObjects.Count, assetUuids.Count - prevAssets); 264 sceneObjects.Count, assetUuids.Count - prevAssets);
265 int errors = assetGatherer.FailedUUIDs.Count; 265 int errors = assetGatherer.FailedUUIDs.Count;
266 if(errors > 0) 266 if(errors > 0)
267 m_log.DebugFormat("[ARCHIVER]: {0} assets have problems and will be ignored", errors); 267 m_log.DebugFormat("[ARCHIVER]: aditional {0} assets have problems and will be ignored", errors);
268 } 268 }
269 269
270 if (numObjectsSkippedPermissions > 0) 270 if (numObjectsSkippedPermissions > 0)