From 08606ae409b400b6f9b83006ed04826eede8a9c7 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 8 Jan 2015 20:21:40 +0000
Subject: Make the IteratingUuidGatherer the only UuidGatherer.
This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
---
.../Inventory/Archiver/InventoryArchiveWriteRequest.cs | 14 ++++++--------
1 file changed, 6 insertions(+), 8 deletions(-)
(limited to 'OpenSim/Region/CoreModules/Avatar')
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index 6dab227..42a4c7a 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -94,11 +94,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
protected UUID m_id;
///
- /// Used to collect the uuids of the assets that we need to save into the archive
- ///
- protected Dictionary m_assetUuids = new Dictionary();
-
- ///
/// Used to collect the uuids of the users that we need to save into the archive
///
protected Dictionary m_userUuids = new Dictionary();
@@ -225,7 +220,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
// Don't chase down link asset items as they actually point to their target item IDs rather than an asset
if (SaveAssets && itemAssetType != AssetType.Link && itemAssetType != AssetType.LinkFolder)
- m_assetGatherer.GatherAssetUuids(inventoryItem.AssetID, (sbyte)inventoryItem.AssetType, m_assetUuids);
+ m_assetGatherer.AddForInspection(inventoryItem.AssetID);
}
///
@@ -422,12 +417,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
if (SaveAssets)
{
- m_log.DebugFormat("[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetUuids.Count);
+ m_assetGatherer.GatherAll();
+
+ m_log.DebugFormat(
+ "[INVENTORY ARCHIVER]: Saving {0} assets for items", m_assetGatherer.GatheredUuids.Count);
AssetsRequest ar
= new AssetsRequest(
new AssetsArchiver(m_archiveWriter),
- m_assetUuids, m_scene.AssetService,
+ m_assetGatherer.GatheredUuids, m_scene.AssetService,
m_scene.UserAccountService, m_scene.RegionInfo.ScopeID,
options, ReceivedAllAssets);
--
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