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authorTleiades Hax2007-10-26 13:12:49 +0000
committerTleiades Hax2007-10-26 13:12:49 +0000
commit75be841839d0b4695625da5c2ce2c89b13758485 (patch)
treecf65df8a1c850a6d1ddf15c5ce89a04c0abc80bd /OpenSim/Framework
parentVery early first implementation of grid based assets. (diff)
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Region ground texture was not marked as temporary, when being created, and assetcache did not check if an asset was temporary prior to uploading the cache to the asset server. Consequently the asset server was constantly being swamped by temporary ground textures.
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs16
1 files changed, 9 insertions, 7 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index 95183ad..a950f51 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -139,25 +139,27 @@ namespace OpenSim.Framework.Communications.Cache
139 if (asset.Type == 0) 139 if (asset.Type == 0)
140 { 140 {
141 //Console.WriteLine("which is a texture"); 141 //Console.WriteLine("which is a texture");
142 if (!this.Textures.ContainsKey(asset.FullID)) 142 if (!Textures.ContainsKey(asset.FullID))
143 { //texture 143 { //texture
144 TextureImage textur = new TextureImage(asset); 144 TextureImage textur = new TextureImage(asset);
145 this.Textures.Add(textur.FullID, textur); 145 Textures.Add(textur.FullID, textur);
146 this._assetServer.StoreAndCommitAsset(asset); 146 if(!asset.Temporary)
147 _assetServer.StoreAndCommitAsset(asset);
147 } 148 }
148 else 149 else
149 { 150 {
150 TextureImage textur = new TextureImage(asset); 151 TextureImage textur = new TextureImage(asset);
151 this.Textures[asset.FullID] = textur; 152 Textures[asset.FullID] = textur;
152 } 153 }
153 } 154 }
154 else 155 else
155 { 156 {
156 if (!this.Assets.ContainsKey(asset.FullID)) 157 if (!Assets.ContainsKey(asset.FullID))
157 { 158 {
158 AssetInfo assetInf = new AssetInfo(asset); 159 AssetInfo assetInf = new AssetInfo(asset);
159 this.Assets.Add(assetInf.FullID, assetInf); 160 Assets.Add(assetInf.FullID, assetInf);
160 this._assetServer.StoreAndCommitAsset(asset); 161 if (!asset.Temporary)
162 _assetServer.StoreAndCommitAsset(asset);
161 } 163 }
162 } 164 }
163 } 165 }