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-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
1 files changed, 16 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 522de79..be409bb 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -571,9 +571,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
571 "[HG ENTITY TRANSFER MODULE]: Incoming attachment {0} for HG user {1} with asset server {2}", 571 "[HG ENTITY TRANSFER MODULE]: Incoming attachment {0} for HG user {1} with asset server {2}",
572 so.Name, so.AttachedAvatar, url); 572 so.Name, so.AttachedAvatar, url);
573 573
574 Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>(); 574 IteratingHGUuidGatherer uuidGatherer = new IteratingHGUuidGatherer(Scene.AssetService, url);
575 HGUuidGatherer uuidGatherer = new HGUuidGatherer(Scene.AssetService, url); 575 uuidGatherer.RecordAssetUuids(so);
576 uuidGatherer.GatherAssetUuids(so, ids); 576
577 // XXX: We will shortly use this iterating mechanism to check if a fetch is taking too long
578 // but just for now we will simply fetch everything. If this was permanent could use
579 // GatherAll()
580 while (uuidGatherer.GatherNext())
581 m_log.DebugFormat(
582 "[HG ENTITY TRANSFER]: Gathered attachment {0} for HG user {1} with asset server {2}",
583 so.Name, so.OwnerID, url);
584
585 IDictionary<UUID, sbyte> ids = uuidGatherer.GetGatheredUuids();
586
587 m_log.DebugFormat(
588 "[HG ENTITY TRANSFER]: Fetching {0} assets for attachment {1} for HG user {2} with asset server {3}",
589 ids.Count, so.Name, so.OwnerID, url);
577 590
578 foreach (KeyValuePair<UUID, sbyte> kvp in ids) 591 foreach (KeyValuePair<UUID, sbyte> kvp in ids)
579 uuidGatherer.FetchAsset(kvp.Key); 592 uuidGatherer.FetchAsset(kvp.Key);