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author | Teravus Ovares | 2008-09-06 07:52:41 +0000 |
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committer | Teravus Ovares | 2008-09-06 07:52:41 +0000 |
commit | 7d89e122930be39e84a6d174548fa2d12ac0484a (patch) | |
tree | e5aa5752f988a9aba2a969f49e5e208985eda80c /OpenSim/Framework/AssetLoader/Filesystem | |
parent | * minor: speculatively try a change to bamboo.build to see if this generates ... (diff) | |
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* This is the fabled LibOMV update with all of the libOMV types from JHurliman
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
Diffstat (limited to 'OpenSim/Framework/AssetLoader/Filesystem')
-rw-r--r-- | OpenSim/Framework/AssetLoader/Filesystem/AssetLoaderFileSystem.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Framework/AssetLoader/Filesystem/AssetLoaderFileSystem.cs b/OpenSim/Framework/AssetLoader/Filesystem/AssetLoaderFileSystem.cs index 7f0e2d6..73489ec 100644 --- a/OpenSim/Framework/AssetLoader/Filesystem/AssetLoaderFileSystem.cs +++ b/OpenSim/Framework/AssetLoader/Filesystem/AssetLoaderFileSystem.cs | |||
@@ -30,7 +30,7 @@ using System.Collections.Generic; | |||
30 | using System.IO; | 30 | using System.IO; |
31 | using System.Reflection; | 31 | using System.Reflection; |
32 | using System.Xml; | 32 | using System.Xml; |
33 | using libsecondlife; | 33 | using OpenMetaverse; |
34 | using log4net; | 34 | using log4net; |
35 | using Nini.Config; | 35 | using Nini.Config; |
36 | 36 | ||
@@ -46,7 +46,7 @@ namespace OpenSim.Framework.AssetLoader.Filesystem | |||
46 | protected static AssetBase CreateAsset(string assetIdStr, string name, string path, bool isImage) | 46 | protected static AssetBase CreateAsset(string assetIdStr, string name, string path, bool isImage) |
47 | { | 47 | { |
48 | AssetBase asset = new AssetBase( | 48 | AssetBase asset = new AssetBase( |
49 | new LLUUID(assetIdStr), | 49 | new UUID(assetIdStr), |
50 | name | 50 | name |
51 | ); | 51 | ); |
52 | 52 | ||
@@ -88,7 +88,7 @@ namespace OpenSim.Framework.AssetLoader.Filesystem | |||
88 | 88 | ||
89 | public void ForEachDefaultXmlAsset(Action<AssetBase> action) | 89 | public void ForEachDefaultXmlAsset(Action<AssetBase> action) |
90 | { | 90 | { |
91 | string assetSetFilename = Path.Combine(Util.assetsDir(), "AssetSets.xml"); | 91 | string assetSetFilename = Path.Combine(Util.assetsDir(), "AssetSets.Xml"); |
92 | 92 | ||
93 | ForEachDefaultXmlAsset(assetSetFilename, action); | 93 | ForEachDefaultXmlAsset(assetSetFilename, action); |
94 | } | 94 | } |
@@ -118,7 +118,7 @@ namespace OpenSim.Framework.AssetLoader.Filesystem | |||
118 | } | 118 | } |
119 | else | 119 | else |
120 | { | 120 | { |
121 | m_log.Error("[ASSETS]: Asset set control file assets/AssetSets.xml does not exist! No assets loaded."); | 121 | m_log.Error("[ASSETS]: Asset set control file assets/AssetSets.Xml does not exist! No assets loaded."); |
122 | } | 122 | } |
123 | 123 | ||
124 | assets.ForEach(action); | 124 | assets.ForEach(action); |
@@ -142,7 +142,7 @@ namespace OpenSim.Framework.AssetLoader.Filesystem | |||
142 | 142 | ||
143 | for (int i = 0; i < source.Configs.Count; i++) | 143 | for (int i = 0; i < source.Configs.Count; i++) |
144 | { | 144 | { |
145 | string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToString()); | 145 | string assetIdStr = source.Configs[i].GetString("assetID", UUID.Random().ToString()); |
146 | string name = source.Configs[i].GetString("name", String.Empty); | 146 | string name = source.Configs[i].GetString("name", String.Empty); |
147 | sbyte type = (sbyte) source.Configs[i].GetInt("assetType", 0); | 147 | sbyte type = (sbyte) source.Configs[i].GetInt("assetType", 0); |
148 | string assetPath = Path.Combine(dir, source.Configs[i].GetString("fileName", String.Empty)); | 148 | string assetPath = Path.Combine(dir, source.Configs[i].GetString("fileName", String.Empty)); |