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author | Oren Hurvitz | 2013-12-06 16:21:11 +0200 |
---|---|---|
committer | dahlia | 2014-01-20 00:38:42 -0800 |
commit | 3018b2c5d7c9de0e8da6d158f0848c840b7864ab (patch) | |
tree | f06f5b35360de9010e618b2cf7c6c109c0527631 /OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs | |
parent | Renamed MaterialsDemoModule to MaterialsModule (diff) | |
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Materials module: a) Store materials as assets; b) Finalized it (removed the "Demo" label; removed most of the logging); c) Enabled by default
Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
Diffstat (limited to 'OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs')
-rw-r--r-- | OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs index 6a5f8f3..b270de9 100644 --- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs | |||
@@ -771,7 +771,7 @@ namespace OpenSim.Region.CoreModules.Asset | |||
771 | UuidGatherer gatherer = new UuidGatherer(m_AssetService); | 771 | UuidGatherer gatherer = new UuidGatherer(m_AssetService); |
772 | 772 | ||
773 | HashSet<UUID> uniqueUuids = new HashSet<UUID>(); | 773 | HashSet<UUID> uniqueUuids = new HashSet<UUID>(); |
774 | Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>(); | 774 | Dictionary<UUID, sbyte> assets = new Dictionary<UUID, sbyte>(); |
775 | 775 | ||
776 | foreach (Scene s in m_Scenes) | 776 | foreach (Scene s in m_Scenes) |
777 | { | 777 | { |
@@ -794,7 +794,7 @@ namespace OpenSim.Region.CoreModules.Asset | |||
794 | else if (storeUncached) | 794 | else if (storeUncached) |
795 | { | 795 | { |
796 | AssetBase cachedAsset = m_AssetService.Get(assetID.ToString()); | 796 | AssetBase cachedAsset = m_AssetService.Get(assetID.ToString()); |
797 | if (cachedAsset == null && assets[assetID] != AssetType.Unknown) | 797 | if (cachedAsset == null && assets[assetID] != (sbyte)AssetType.Unknown) |
798 | m_log.DebugFormat( | 798 | m_log.DebugFormat( |
799 | "[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets", | 799 | "[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets", |
800 | assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name); | 800 | assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name); |