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author | Justin Clarke Casey | 2009-01-23 20:38:44 +0000 |
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committer | Justin Clarke Casey | 2009-01-23 20:38:44 +0000 |
commit | dbd2b4523319758c8c0e093a89be8bcb9b2e4ee1 (patch) | |
tree | 2dea0b57cbb6ffacf263c81d4689777753e2746b /OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs | |
parent | Thank you kindly, TLaukkan (Tommil) for a patch that: (diff) | |
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* Write a simple archive loading test which doesn't actually do any testing yet apart from not blow up
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs index bd58e7c..ce293e4 100644 --- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs | |||
@@ -276,6 +276,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
276 | asset.Data = data; | 276 | asset.Data = data; |
277 | 277 | ||
278 | m_scene.AssetCache.AddAsset(asset); | 278 | m_scene.AssetCache.AddAsset(asset); |
279 | |||
280 | /** | ||
281 | * Create layers on decode for image assets. This is likely to significantly increase the time to load archives so | ||
282 | * it might be best done when dearchive takes place on a separate thread | ||
283 | if (asset.Type=AssetType.Texture) | ||
284 | { | ||
285 | IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>(); | ||
286 | if (cacheLayerDecode != null) | ||
287 | cacheLayerDecode.syncdecode(asset.FullID, asset.Data); | ||
288 | } | ||
289 | */ | ||
279 | 290 | ||
280 | return true; | 291 | return true; |
281 | } | 292 | } |