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authorMike Mazur2009-02-04 00:01:36 +0000
committerMike Mazur2009-02-04 00:01:36 +0000
commit0c03a48fb2060eda4d288e2d2ca4e650ce000b4b (patch)
treea90465075960c92367b0a5e62db3121e4e3a139d /OpenSim/Region/Environment/Scenes/Hypergrid
parent* Add another object to the existing save oar test (diff)
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- add OpenSim.Framework.AssetMetadata class. AssetBase is now composed of it
- trim trailing whitespace
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Hypergrid')
-rw-r--r--OpenSim/Region/Environment/Scenes/Hypergrid/HGAssetMapper.cs68
1 files changed, 34 insertions, 34 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Hypergrid/HGAssetMapper.cs b/OpenSim/Region/Environment/Scenes/Hypergrid/HGAssetMapper.cs
index 3acaa21..73a5a3a 100644
--- a/OpenSim/Region/Environment/Scenes/Hypergrid/HGAssetMapper.cs
+++ b/OpenSim/Region/Environment/Scenes/Hypergrid/HGAssetMapper.cs
@@ -1,29 +1,29 @@
1/** 1/**
2 * Copyright (c) 2008, Contributors. All rights reserved. 2 * Copyright (c) 2008, Contributors. All rights reserved.
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without modification, 5 * Redistribution and use in source and binary forms, with or without modification,
6 * are permitted provided that the following conditions are met: 6 * are permitted provided that the following conditions are met:
7 * 7 *
8 * * Redistributions of source code must retain the above copyright notice, 8 * * Redistributions of source code must retain the above copyright notice,
9 * this list of conditions and the following disclaimer. 9 * this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above copyright notice, 10 * * Redistributions in binary form must reproduce the above copyright notice,
11 * this list of conditions and the following disclaimer in the documentation 11 * this list of conditions and the following disclaimer in the documentation
12 * and/or other materials provided with the distribution. 12 * and/or other materials provided with the distribution.
13 * * Neither the name of the Organizations nor the names of Individual 13 * * Neither the name of the Organizations nor the names of Individual
14 * Contributors may be used to endorse or promote products derived from 14 * Contributors may be used to endorse or promote products derived from
15 * this software without specific prior written permission. 15 * this software without specific prior written permission.
16 * 16 *
17 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND 17 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
18 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES 18 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
19 * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL 19 * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
20 * THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 20 * THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE 21 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
22 * GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED 22 * GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
23 * AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 23 * AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
24 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED 24 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
25 * OF THE POSSIBILITY OF SUCH DAMAGE. 25 * OF THE POSSIBILITY OF SUCH DAMAGE.
26 * 26 *
27 */ 27 */
28 28
29using System; 29using System;
@@ -48,7 +48,7 @@ using OpenSim.Region.Environment.Scenes;
48 48
49namespace OpenSim.Region.Environment.Scenes.Hypergrid 49namespace OpenSim.Region.Environment.Scenes.Hypergrid
50{ 50{
51 public class HGAssetMapper 51 public class HGAssetMapper
52 { 52 {
53 #region Fields 53 #region Fields
54 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 54 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -128,12 +128,12 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
128 128
129 if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset) && (asset != null)) 129 if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset) && (asset != null))
130 { 130 {
131 m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Name + " " + assetID); 131 m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Metadata.Name + " " + assetID);
132 // I think I need to store it in the asset DB too. 132 // I think I need to store it in the asset DB too.
133 // For now, let me just do it for textures and scripts 133 // For now, let me just do it for textures and scripts
134 if (((AssetType)asset.Type == AssetType.Texture) || 134 if (((AssetType)asset.Metadata.Type == AssetType.Texture) ||
135 ((AssetType)asset.Type == AssetType.LSLBytecode) || 135 ((AssetType)asset.Metadata.Type == AssetType.LSLBytecode) ||
136 ((AssetType)asset.Type == AssetType.LSLText)) 136 ((AssetType)asset.Metadata.Type == AssetType.LSLText))
137 { 137 {
138 AssetBase asset1 = new AssetBase(); 138 AssetBase asset1 = new AssetBase();
139 Copy(asset, asset1); 139 Copy(asset, asset1);
@@ -157,9 +157,9 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
157 if (asset1 != null) 157 if (asset1 != null)
158 { 158 {
159 // See long comment in AssetCache.AddAsset 159 // See long comment in AssetCache.AddAsset
160 if (!asset1.Temporary || asset1.Local) 160 if (!asset1.Metadata.Temporary || asset1.Metadata.Local)
161 { 161 {
162 // The asset cache returns instances of subclasses of AssetBase: 162 // The asset cache returns instances of subclasses of AssetBase:
163 // TextureImage or AssetInfo. So in passing them to the remote 163 // TextureImage or AssetInfo. So in passing them to the remote
164 // server we first need to convert this to instances of AssetBase, 164 // server we first need to convert this to instances of AssetBase,
165 // which is the serializable class for assets. 165 // which is the serializable class for assets.
@@ -179,14 +179,14 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
179 private void Copy(AssetBase from, AssetBase to) 179 private void Copy(AssetBase from, AssetBase to)
180 { 180 {
181 to.Data = from.Data; 181 to.Data = from.Data;
182 to.Description = from.Description; 182 to.Metadata.Description = from.Metadata.Description;
183 to.FullID = from.FullID; 183 to.Metadata.FullID = from.Metadata.FullID;
184 to.ID = from.ID; 184 to.Metadata.ID = from.Metadata.ID;
185 to.Local = from.Local; 185 to.Metadata.Local = from.Metadata.Local;
186 to.Name = from.Name; 186 to.Metadata.Name = from.Metadata.Name;
187 to.Temporary = from.Temporary; 187 to.Metadata.Temporary = from.Metadata.Temporary;
188 to.Type = from.Type; 188 to.Metadata.Type = from.Metadata.Type;
189 189
190 } 190 }
191 191
192 private void _guardedAdd(Dictionary<UUID, bool> lst, UUID obj, bool val) 192 private void _guardedAdd(Dictionary<UUID, bool> lst, UUID obj, bool val)
@@ -243,7 +243,7 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
243 private Dictionary<UUID, bool> SniffUUIDs(AssetBase asset) 243 private Dictionary<UUID, bool> SniffUUIDs(AssetBase asset)
244 { 244 {
245 Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>(); 245 Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>();
246 if ((asset != null) && ((AssetType)asset.Type == AssetType.Object)) 246 if ((asset != null) && ((AssetType)asset.Metadata.Type == AssetType.Object))
247 { 247 {
248 string ass_str = Utils.BytesToString(asset.Data); 248 string ass_str = Utils.BytesToString(asset.Data);
249 SceneObjectGroup sog = new SceneObjectGroup(ass_str, true); 249 SceneObjectGroup sog = new SceneObjectGroup(ass_str, true);