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authorJustin Clarke Casey2008-07-06 15:38:39 +0000
committerJustin Clarke Casey2008-07-06 15:38:39 +0000
commit238f2274e33d2bbfb20cc0639bd15aa42a043307 (patch)
tree03324e5828d1c8fc495c1a3d6bb1106357e8d11e
parentMantis#1677. Thank you, Melanie for a patch that: (diff)
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* refactor: archiver code clean up so that it's more readable for the next functionality addition
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs63
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs1
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
112 112
113 return m_requestedObjectAsset; 113 return m_requestedObjectAsset;
114 } 114 }
115
116 /// <summary>
117 /// Record the uuids referenced by the given wearable asset
118 /// </summary>
119 /// <param name="wearableAssetUuid"></param>
120 /// <param name="assetUuids">Dictionary in which to record the references</param>
121 protected void GetWearableAssetUuids(LLUUID wearableAssetUuid, IDictionary<LLUUID, int> assetUuids)
122 {
123 AssetBase assetBase = GetAsset(wearableAssetUuid);
124 //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
125 AssetWearable wearableAsset = new AssetBodypart(assetBase.Data);
126 wearableAsset.Decode();
127
128 m_log.DebugFormat(
129 "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
130
131 foreach (LLUUID uuid in wearableAsset.Textures.Values)
132 {
133 //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
134 assetUuids[uuid] = 1;
135 }
136 }
137
138 /// <summary>
139 /// Get all the asset uuids associated with a given object. This includes both those directly associated with
140 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
141 /// within this object).
142 /// </summary>
143 /// <param name="sceneObject"></param>
144 /// <param name="assetUuids"></param>
145 protected void GetSceneObjectAssetUuids(LLUUID sceneObjectUuid, IDictionary<LLUUID, int> assetUuids)
146 {
147 AssetBase objectAsset = GetAsset(sceneObjectUuid);
148
149 if (null != objectAsset)
150 {
151 string xml = Helpers.FieldToUTF8String(objectAsset.Data);
152 SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml);
153 GetSceneObjectAssetUuids(sog, assetUuids);
154 }
155 }
115 156
116 /// <summary> 157 /// <summary>
117 /// Get all the asset uuids associated with a given object. This includes both those directly associated with 158 /// 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
157 198
158 if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type)) 199 if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type))
159 { 200 {
160 AssetBase assetBase = GetAsset(tii.AssetID); 201 GetWearableAssetUuids(tii.AssetID, assetUuids);
161 //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
162 AssetWearable wearableAsset = new AssetBodypart(assetBase.Data);
163 wearableAsset.Decode();
164
165 m_log.DebugFormat("[ARCHIVER]: Wearable asset {0} references {1} assets", tii.AssetID, wearableAsset.Textures.Count);
166
167 foreach (LLUUID uuid in wearableAsset.Textures.Values)
168 {
169 //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
170 assetUuids[uuid] = 1;
171 }
172 } 202 }
173 if ((int)AssetType.Object == tii.Type) 203 if ((int)AssetType.Object == tii.Type)
174 { 204 {
175 AssetBase objectAsset = GetAsset(tii.AssetID); 205 GetSceneObjectAssetUuids(tii.AssetID, assetUuids);
176
177 if (null != objectAsset)
178 {
179 string xml = Helpers.FieldToUTF8String(objectAsset.Data);
180 SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml);
181 GetSceneObjectAssetUuids(sog, assetUuids);
182 }
183 } 206 }
184 else 207 else
185 { 208 {
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
50 /// </summary> 50 /// </summary>
51 protected uint m_inventorySerial = 0; 51 protected uint m_inventorySerial = 0;
52 52
53
54 /// <summary> 53 /// <summary>
55 /// Holds in memory prim inventory 54 /// Holds in memory prim inventory
56 /// </summary> 55 /// </summary>