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authorOren Hurvitz2014-03-27 18:07:25 +0200
committerOren Hurvitz2014-03-28 07:51:21 +0100
commitf360b687d699d4aba3ef841bd5e8a916f2430f87 (patch)
tree0e8929b84ca5954cf82518df28b2e4f616df164b
parentProfiles local StorageProvider fix, round 3 (diff)
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Removed "SculptData" from the serialized XML format of prims
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs14
1 files changed, 3 insertions, 11 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index a93f3c8..c423362 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -1144,9 +1144,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1144 1144
1145 private static void ProcessShpSculptData(PrimitiveBaseShape shp, XmlTextReader reader) 1145 private static void ProcessShpSculptData(PrimitiveBaseShape shp, XmlTextReader reader)
1146 { 1146 {
1147// m_log.DebugFormat("[SCENE OBJECT SERIALIZER]: Setting sculpt data length {0}", shp.SculptData.Length); 1147 // Ignore this field. It shouldn't have been serialized. If we read it
1148 1148 // we'll just be wasting memory.
1149 shp.SculptData = Convert.FromBase64String(reader.ReadElementString("SculptData"));
1150 } 1149 }
1151 1150
1152 private static void ProcessShpFlexiSoftness(PrimitiveBaseShape shp, XmlTextReader reader) 1151 private static void ProcessShpFlexiSoftness(PrimitiveBaseShape shp, XmlTextReader reader)
@@ -1558,14 +1557,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1558 1557
1559 WriteUUID(writer, "SculptTexture", shp.SculptTexture, options); 1558 WriteUUID(writer, "SculptTexture", shp.SculptTexture, options);
1560 writer.WriteElementString("SculptType", shp.SculptType.ToString()); 1559 writer.WriteElementString("SculptType", shp.SculptType.ToString());
1561 writer.WriteStartElement("SculptData"); 1560 // Don't serialize SculptData. It's just a copy of the asset, which can be loaded separately using 'SculptTexture'.
1562 byte[] sd;
1563 if (shp.SculptData != null)
1564 sd = shp.SculptData;
1565 else
1566 sd = Utils.EmptyBytes;
1567 writer.WriteBase64(sd, 0, sd.Length);
1568 writer.WriteEndElement(); // SculptData
1569 1561
1570 writer.WriteElementString("FlexiSoftness", shp.FlexiSoftness.ToString()); 1562 writer.WriteElementString("FlexiSoftness", shp.FlexiSoftness.ToString());
1571 writer.WriteElementString("FlexiTension", shp.FlexiTension.ToString()); 1563 writer.WriteElementString("FlexiTension", shp.FlexiTension.ToString());