From cccf6953276eda0af34fb7b8e95c2c4351db5546 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 30 Oct 2012 01:14:48 +0000
Subject: Add asset != null check to ODEPrim.MeshAssetReceived instead of
throwing exception.
In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
---
OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 5b49e3b..2637295 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -3351,7 +3351,7 @@ Console.WriteLine(" JointCreateFixed");
private void MeshAssetReceived(AssetBase asset)
{
- if (asset.Data != null && asset.Data.Length > 0)
+ if (asset != null && asset.Data != null && asset.Data.Length > 0)
{
if (!_pbs.SculptEntry)
return;
--
cgit v1.1
From 9bc4dc6c5f7c8d1430db31a657399d0bf794a7f7 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 30 Oct 2012 01:19:32 +0000
Subject: Add method doc to IAssetService.Get(string, object, AssetRetrieved)
outlining the situations in which AssetRetrieved may be called back with a
null AssetBase.
These situations include asset not found and remote service not responding.
---
OpenSim/Services/Interfaces/IAssetService.cs | 6 +++++-
1 file changed, 5 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Services/Interfaces/IAssetService.cs b/OpenSim/Services/Interfaces/IAssetService.cs
index 80494f1..3c469c6 100644
--- a/OpenSim/Services/Interfaces/IAssetService.cs
+++ b/OpenSim/Services/Interfaces/IAssetService.cs
@@ -68,7 +68,11 @@ namespace OpenSim.Services.Interfaces
///
/// The asset id
/// Represents the requester. Passed back via the handler
- /// The handler to call back once the asset has been retrieved
+ ///
+ /// The handler to call back once the asset has been retrieved. This will be called back with a null AssetBase
+ /// if the asset could not be found for some reason (e.g. if it does not exist, if a remote asset service
+ /// was not contactable, if it is not in the database, etc.).
+ ///
/// True if the id was parseable, false otherwise
bool Get(string id, Object sender, AssetRetrieved handler);
--
cgit v1.1
From ff6c69000e3f192f81e7408a522b78d91521a5ff Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 30 Oct 2012 01:40:59 +0000
Subject: Log warning if mesh/sculpt asset couldn't be found by
ODEPrim.MeshAssetReceived() callback.
Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
---
OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 6 ++++++
1 file changed, 6 insertions(+)
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 2637295..5a0b8d1 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -3364,6 +3364,12 @@ Console.WriteLine(" JointCreateFixed");
m_taintshape = true;
_parent_scene.AddPhysicsActorTaint(this);
}
+ else
+ {
+ m_log.WarnFormat(
+ "[ODE PRIM]: Could not get mesh/sculpt asset {0} for {1} at {2} in {3}",
+ _pbs.SculptTexture, Name, _position, _parent_scene.Name);
+ }
}
}
}
\ No newline at end of file
--
cgit v1.1
From 984faf24dfaea26cdd436c8097abf334b74ebed8 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 30 Oct 2012 01:48:05 +0000
Subject: Only create a new list to check if objects have reached targets if
there actually are any targets.
---
OpenSim/Region/Framework/Scenes/Scene.cs | 14 +++++++++-----
1 file changed, 9 insertions(+), 5 deletions(-)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7d8cbf5..69c1027 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1692,15 +1692,19 @@ namespace OpenSim.Region.Framework.Scenes
private void CheckAtTargets()
{
- List objs = new List();
+ List objs = null;
+
lock (m_groupsWithTargets)
{
- foreach (SceneObjectGroup grp in m_groupsWithTargets.Values)
- objs.Add(grp);
+ if (m_groupsWithTargets.Count != 0)
+ objs = new List(m_groupsWithTargets.Values);
}
- foreach (SceneObjectGroup entry in objs)
- entry.checkAtTargets();
+ if (objs != null)
+ {
+ foreach (SceneObjectGroup entry in objs)
+ entry.checkAtTargets();
+ }
}
///
--
cgit v1.1