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authorJustin Clarke Casey2009-01-23 20:38:44 +0000
committerJustin Clarke Casey2009-01-23 20:38:44 +0000
commitdbd2b4523319758c8c0e093a89be8bcb9b2e4ee1 (patch)
tree2dea0b57cbb6ffacf263c81d4689777753e2746b /OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs
parentThank 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.cs11
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 }