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authorJohn Hurliman2010-03-16 11:50:22 -0700
committerJohn Hurliman2010-03-16 11:50:22 -0700
commitb4dcdffb5094c488a98acbe675b333c3bd4cc570 (patch)
tree14998b10e4d13d2dd933a5d5e014db1f4bb07b43 /OpenSim/Region/Framework/Scenes/UuidGatherer.cs
parent* Fixing the SimianGrid friend connector enabled detection since the friends ... (diff)
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Fixed several unhandled exceptions and performance issues with PrimitiveBaseShape.Textures. This really should be moved from a property to a method if it is going to decode a byte[] into a TextureEntry each time
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/UuidGatherer.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs23
1 files changed, 12 insertions, 11 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 4a1f648..0ec3cc3 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -129,19 +129,20 @@ namespace OpenSim.Region.Framework.Scenes
129 try 129 try
130 { 130 {
131 Primitive.TextureEntry textureEntry = part.Shape.Textures; 131 Primitive.TextureEntry textureEntry = part.Shape.Textures;
132 132 if (textureEntry != null)
133 // Get the prim's default texture. This will be used for faces which don't have their own texture
134 assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
135
136 // XXX: Not a great way to iterate through face textures, but there's no
137 // other method available to tell how many faces there actually are
138 //int i = 0;
139 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
140 { 133 {
141 if (texture != null) 134 // Get the prim's default texture. This will be used for faces which don't have their own texture
135 if (textureEntry.DefaultTexture != null)
136 assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
137
138 if (textureEntry.FaceTextures != null)
142 { 139 {
143 //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); 140 // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
144 assetUuids[texture.TextureID] = AssetType.Texture; 141 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
142 {
143 if (texture != null)
144 assetUuids[texture.TextureID] = AssetType.Texture;
145 }
145 } 146 }
146 } 147 }
147 148