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authorJustin Clark-Casey (justincc)2010-07-26 21:09:54 +0100
committerJustin Clark-Casey (justincc)2010-07-26 21:09:54 +0100
commitd5e8272ad44e87a4ac1a7b142ca36b5c5978fca7 (patch)
tree5ed373d0ec1f5e027c005c9a3d03b4e5150920a4 /OpenSim/Framework
parentAdd EventManager.OnSceneObjectPreSave() for future use. This is triggered im... (diff)
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relocate serialization code from SQLiteRegionData to MoapModule using load and save events.
This is better modularity. It also allows MoapModule to be replaced with some other media module that may behave completely differently in the future. Remaining non-modularity: PrimitiveBaseShape needs explicit Media and MediaRaw fields. MediaRaw is required in order to shuttle the pre-serialization data back and forth from the database layer. The database also needs to know about MediaRaw though not about Media. IMO, it would be extremely nice to remove these hard codings but this is a bridge too far at the present time.
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/PrimitiveBaseShape.cs6
1 files changed, 6 insertions, 0 deletions
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 85638ca..03ddb33 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -174,6 +174,12 @@ namespace OpenSim.Framework
174 } 174 }
175 175
176 /// <summary> 176 /// <summary>
177 /// Raw media data suitable for serialization operations. This should only ever be used by an IMoapModule.
178 /// </summary>
179 [XmlIgnore]
180 public string MediaRaw { get; set; }
181
182 /// <summary>
177 /// Entries to store media textures on each face 183 /// Entries to store media textures on each face
178 /// </summary> 184 /// </summary>
179 /// Do not change this value directly - always do it through an IMoapModule. 185 /// Do not change this value directly - always do it through an IMoapModule.