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authorMike Mazur2009-02-17 01:36:44 +0000
committerMike Mazur2009-02-17 01:36:44 +0000
commit76c0935ec744f2d230489398f879eb7f42b11d37 (patch)
treea68253554e3899f10b6c341db369ce4a029dfaa5 /OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs
parentMajor change to how appearance is managed, including changes in login and use... (diff)
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- remove the Metadata property from AssetBase and return all previous
properties as before - prefix private variables with m_ in AssetBase.cs - related to Mantis #3122, as mentioned in https://lists.berlios.de/pipermail/opensim-dev/2009-February/005088.html - all services will likely need to be upgraded after this commit
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs28
1 files changed, 14 insertions, 14 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs b/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs
index 1f01fa2..1a3c4c8 100644
--- a/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs
+++ b/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs
@@ -120,12 +120,12 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid
120 120
121 if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset) && (asset != null)) 121 if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset) && (asset != null))
122 { 122 {
123 m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Metadata.Name + " " + assetID); 123 m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Name + " " + assetID);
124 // I think I need to store it in the asset DB too. 124 // I think I need to store it in the asset DB too.
125 // For now, let me just do it for textures and scripts 125 // For now, let me just do it for textures and scripts
126 if (((AssetType)asset.Metadata.Type == AssetType.Texture) || 126 if (((AssetType)asset.Type == AssetType.Texture) ||
127 ((AssetType)asset.Metadata.Type == AssetType.LSLBytecode) || 127 ((AssetType)asset.Type == AssetType.LSLBytecode) ||
128 ((AssetType)asset.Metadata.Type == AssetType.LSLText)) 128 ((AssetType)asset.Type == AssetType.LSLText))
129 { 129 {
130 AssetBase asset1 = new AssetBase(); 130 AssetBase asset1 = new AssetBase();
131 Copy(asset, asset1); 131 Copy(asset, asset1);
@@ -149,7 +149,7 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid
149 if (asset1 != null) 149 if (asset1 != null)
150 { 150 {
151 // See long comment in AssetCache.AddAsset 151 // See long comment in AssetCache.AddAsset
152 if (!asset1.Metadata.Temporary || asset1.Metadata.Local) 152 if (!asset1.Temporary || asset1.Local)
153 { 153 {
154 // The asset cache returns instances of subclasses of AssetBase: 154 // The asset cache returns instances of subclasses of AssetBase:
155 // TextureImage or AssetInfo. So in passing them to the remote 155 // TextureImage or AssetInfo. So in passing them to the remote
@@ -170,14 +170,14 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid
170 170
171 private void Copy(AssetBase from, AssetBase to) 171 private void Copy(AssetBase from, AssetBase to)
172 { 172 {
173 to.Data = from.Data; 173 to.Data = from.Data;
174 to.Metadata.Description = from.Metadata.Description; 174 to.Description = from.Description;
175 to.Metadata.FullID = from.Metadata.FullID; 175 to.FullID = from.FullID;
176 to.Metadata.ID = from.Metadata.ID; 176 to.ID = from.ID;
177 to.Metadata.Local = from.Metadata.Local; 177 to.Local = from.Local;
178 to.Metadata.Name = from.Metadata.Name; 178 to.Name = from.Name;
179 to.Metadata.Temporary = from.Metadata.Temporary; 179 to.Temporary = from.Temporary;
180 to.Metadata.Type = from.Metadata.Type; 180 to.Type = from.Type;
181 181
182 } 182 }
183 183
@@ -235,7 +235,7 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid
235 private Dictionary<UUID, bool> SniffUUIDs(AssetBase asset) 235 private Dictionary<UUID, bool> SniffUUIDs(AssetBase asset)
236 { 236 {
237 Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>(); 237 Dictionary<UUID, bool> uuids = new Dictionary<UUID, bool>();
238 if ((asset != null) && ((AssetType)asset.Metadata.Type == AssetType.Object)) 238 if ((asset != null) && ((AssetType)asset.Type == AssetType.Object))
239 { 239 {
240 string ass_str = Utils.BytesToString(asset.Data); 240 string ass_str = Utils.BytesToString(asset.Data);
241 SceneObjectGroup sog = new SceneObjectGroup(ass_str, true); 241 SceneObjectGroup sog = new SceneObjectGroup(ass_str, true);