From 238f2274e33d2bbfb20cc0639bd15aa42a043307 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Sun, 6 Jul 2008 15:38:39 +0000 Subject: * refactor: archiver code clean up so that it's more readable for the next functionality addition --- .../Archiver/ArchiveWriteRequestPreparation.cs | 63 +++++++++++++++------- .../Scenes/SceneObjectPart.Inventory.cs | 1 - 2 files changed, 43 insertions(+), 21 deletions(-) diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs index 2a1f695..11d0c65 100644 --- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs @@ -112,6 +112,47 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver return m_requestedObjectAsset; } + + /// + /// Record the uuids referenced by the given wearable asset + /// + /// + /// Dictionary in which to record the references + protected void GetWearableAssetUuids(LLUUID wearableAssetUuid, IDictionary assetUuids) + { + AssetBase assetBase = GetAsset(wearableAssetUuid); + //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); + AssetWearable wearableAsset = new AssetBodypart(assetBase.Data); + wearableAsset.Decode(); + + m_log.DebugFormat( + "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); + + foreach (LLUUID uuid in wearableAsset.Textures.Values) + { + //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); + assetUuids[uuid] = 1; + } + } + + /// + /// Get all the asset uuids associated with a given object. This includes both those directly associated with + /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained + /// within this object). + /// + /// + /// + protected void GetSceneObjectAssetUuids(LLUUID sceneObjectUuid, IDictionary assetUuids) + { + AssetBase objectAsset = GetAsset(sceneObjectUuid); + + if (null != objectAsset) + { + string xml = Helpers.FieldToUTF8String(objectAsset.Data); + SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml); + GetSceneObjectAssetUuids(sog, assetUuids); + } + } /// /// Get all the asset uuids associated with a given object. This includes both those directly associated with @@ -157,29 +198,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type)) { - AssetBase assetBase = GetAsset(tii.AssetID); - //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); - AssetWearable wearableAsset = new AssetBodypart(assetBase.Data); - wearableAsset.Decode(); - - m_log.DebugFormat("[ARCHIVER]: Wearable asset {0} references {1} assets", tii.AssetID, wearableAsset.Textures.Count); - - foreach (LLUUID uuid in wearableAsset.Textures.Values) - { - //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); - assetUuids[uuid] = 1; - } + GetWearableAssetUuids(tii.AssetID, assetUuids); } if ((int)AssetType.Object == tii.Type) { - AssetBase objectAsset = GetAsset(tii.AssetID); - - if (null != objectAsset) - { - string xml = Helpers.FieldToUTF8String(objectAsset.Data); - SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml); - GetSceneObjectAssetUuids(sog, assetUuids); - } + GetSceneObjectAssetUuids(tii.AssetID, assetUuids); } else { diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs index 2db309a..da04bef 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs @@ -50,7 +50,6 @@ namespace OpenSim.Region.Environment.Scenes /// protected uint m_inventorySerial = 0; - /// /// Holds in memory prim inventory /// -- cgit v1.1