diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs index 7abaac0213..4023c8f465 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs @@ -99,36 +99,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver int failedAssetRestores = 0; int successfulItemRestores = 0; List nodesLoaded = new List(); - - /* - if (!m_userInfo.HasReceivedInventory) - { - // If the region server has access to the user admin service (by which users are created), - // then we'll assume that it's okay to fiddle with the user's inventory even if they are not on the - // server. - // - // FIXME: FetchInventory should probably be assumed to by async anyway, since even standalones might - // use a remote inventory service, though this is vanishingly rare at the moment. - if (null == m_scene.CommsManager.UserAdminService) - { - m_log.ErrorFormat( - "[INVENTORY ARCHIVER]: Have not yet received inventory info for user {0} {1}", - m_userInfo.UserProfile.Name, m_userInfo.UserProfile.ID); - - return nodesLoaded; - } - else - { - m_userInfo.FetchInventory(); - for (int i = 0 ; i < 50 ; i++) - { - if (m_userInfo.HasReceivedInventory == true) - break; - Thread.Sleep(200); - } - } - } - */ //InventoryFolderImpl rootDestinationFolder = m_userInfo.RootFolder.FindFolderByPath(m_invPath); InventoryFolderBase rootDestinationFolder