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authorMW2007-08-16 16:31:32 +0000
committerMW2007-08-16 16:31:32 +0000
commit531f64a53bbd084dd8d0b33ae6c49821c74d718a (patch)
tree6e515f4d52a974b72a229f1fbc39253a7ba2a8a0 /OpenSim/Framework/Communications/Cache/AssetCache.cs
parentI will get it right, honestly! (diff)
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Taking Prims (SceneObjectGroups) in and out of inventory should now work and if left in inventory will still be there after restarts. (as with the rest of inventory it will only fully work in standalone mode with account authentication turned on).
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs69
1 files changed, 43 insertions, 26 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index 3866e21..c08bef2 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -137,6 +137,16 @@ namespace OpenSim.Framework.Communications.Caches
137 return asset; 137 return asset;
138 } 138 }
139 139
140 public AssetBase GetAsset(LLUUID assetID, bool isTexture)
141 {
142 AssetBase asset = GetAsset(assetID);
143 if (asset == null)
144 {
145 this._assetServer.RequestAsset(assetID, isTexture);
146 }
147 return asset;
148 }
149
140 public void AddAsset(AssetBase asset) 150 public void AddAsset(AssetBase asset)
141 { 151 {
142 // Console.WriteLine("adding asset " + asset.FullID.ToStringHyphenated()); 152 // Console.WriteLine("adding asset " + asset.FullID.ToStringHyphenated());
@@ -241,44 +251,51 @@ namespace OpenSim.Framework.Communications.Caches
241 if (IsTexture) 251 if (IsTexture)
242 { 252 {
243 // Console.WriteLine("asset recieved from asset server"); 253 // Console.WriteLine("asset recieved from asset server");
254
244 TextureImage image = new TextureImage(asset); 255 TextureImage image = new TextureImage(asset);
245 this.Textures.Add(image.FullID, image); 256 if (!this.Textures.ContainsKey(image.FullID))
246 if (this.RequestedTextures.ContainsKey(image.FullID))
247 { 257 {
248 AssetRequest req = this.RequestedTextures[image.FullID]; 258 this.Textures.Add(image.FullID, image);
249 req.ImageInfo = image; 259 if (this.RequestedTextures.ContainsKey(image.FullID))
250 if (image.Data.LongLength > 600)
251 {
252 //over 600 bytes so split up file
253 req.NumPackets = 1 + (int)(image.Data.Length - 600 ) / 1000;
254 }
255 else
256 { 260 {
257 req.NumPackets = 1; 261 AssetRequest req = this.RequestedTextures[image.FullID];
262 req.ImageInfo = image;
263 if (image.Data.LongLength > 600)
264 {
265 //over 600 bytes so split up file
266 req.NumPackets = 1 + (int)(image.Data.Length - 600) / 1000;
267 }
268 else
269 {
270 req.NumPackets = 1;
271 }
272 this.RequestedTextures.Remove(image.FullID);
273 this.TextureRequests.Add(req);
258 } 274 }
259 this.RequestedTextures.Remove(image.FullID);
260 this.TextureRequests.Add(req);
261 } 275 }
262 } 276 }
263 else 277 else
264 { 278 {
265 AssetInfo assetInf = new AssetInfo(asset); 279 AssetInfo assetInf = new AssetInfo(asset);
266 this.Assets.Add(assetInf.FullID, assetInf); 280 if (!this.Assets.ContainsKey(assetInf.FullID))
267 if (this.RequestedAssets.ContainsKey(assetInf.FullID))
268 { 281 {
269 AssetRequest req = this.RequestedAssets[assetInf.FullID]; 282 this.Assets.Add(assetInf.FullID, assetInf);
270 req.AssetInf = assetInf; 283 if (this.RequestedAssets.ContainsKey(assetInf.FullID))
271 if (assetInf.Data.LongLength > 600)
272 {
273 //over 600 bytes so split up file
274 req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
275 }
276 else
277 { 284 {
278 req.NumPackets = 1; 285 AssetRequest req = this.RequestedAssets[assetInf.FullID];
286 req.AssetInf = assetInf;
287 if (assetInf.Data.LongLength > 600)
288 {
289 //over 600 bytes so split up file
290 req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
291 }
292 else
293 {
294 req.NumPackets = 1;
295 }
296 this.RequestedAssets.Remove(assetInf.FullID);
297 this.AssetRequests.Add(req);
279 } 298 }
280 this.RequestedAssets.Remove(assetInf.FullID);
281 this.AssetRequests.Add(req);
282 } 299 }
283 } 300 }
284 } 301 }