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author | John Hurliman | 2010-03-15 14:17:17 -0700 |
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committer | John Hurliman | 2010-03-15 14:17:17 -0700 |
commit | 33f5d0d1e90c3e63e06a200043a01c32768335c1 (patch) | |
tree | 8be352ceace25400a51c3a26ca1c2ce654788e55 /OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |
parent | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff) | |
download | opensim-SC_OLD-33f5d0d1e90c3e63e06a200043a01c32768335c1.zip opensim-SC_OLD-33f5d0d1e90c3e63e06a200043a01c32768335c1.tar.gz opensim-SC_OLD-33f5d0d1e90c3e63e06a200043a01c32768335c1.tar.bz2 opensim-SC_OLD-33f5d0d1e90c3e63e06a200043a01c32768335c1.tar.xz |
* UuidGatherer now tracks asset types for assets it discovers. The asset types are inferred from context
* OAR saving will attempt to correct unknown asset types before writing broken assets to the OAR file
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/UuidGatherer.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 29 |
1 files changed, 15 insertions, 14 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 3edb677..4a1f648 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -84,9 +84,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
84 | /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> | 84 | /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> |
85 | /// <param name="assetType">The type of the asset for the uuid given</param> | 85 | /// <param name="assetType">The type of the asset for the uuid given</param> |
86 | /// <param name="assetUuids">The assets gathered</param> | 86 | /// <param name="assetUuids">The assets gathered</param> |
87 | public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids) | 87 | public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) |
88 | { | 88 | { |
89 | assetUuids[assetUuid] = 1; | 89 | assetUuids[assetUuid] = assetType; |
90 | 90 | ||
91 | if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) | 91 | if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) |
92 | { | 92 | { |
@@ -116,7 +116,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
116 | /// | 116 | /// |
117 | /// <param name="sceneObject">The scene object for which to gather assets</param> | 117 | /// <param name="sceneObject">The scene object for which to gather assets</param> |
118 | /// <param name="assetUuids">The assets gathered</param> | 118 | /// <param name="assetUuids">The assets gathered</param> |
119 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids) | 119 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) |
120 | { | 120 | { |
121 | // m_log.DebugFormat( | 121 | // m_log.DebugFormat( |
122 | // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); | 122 | // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); |
@@ -131,7 +131,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | Primitive.TextureEntry textureEntry = part.Shape.Textures; | 131 | Primitive.TextureEntry textureEntry = part.Shape.Textures; |
132 | 132 | ||
133 | // Get the prim's default texture. This will be used for faces which don't have their own texture | 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] = 1; | 134 | assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture; |
135 | 135 | ||
136 | // XXX: Not a great way to iterate through face textures, but there's no | 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 | 137 | // other method available to tell how many faces there actually are |
@@ -141,13 +141,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
141 | if (texture != null) | 141 | if (texture != null) |
142 | { | 142 | { |
143 | //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); | 143 | //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); |
144 | assetUuids[texture.TextureID] = 1; | 144 | assetUuids[texture.TextureID] = AssetType.Texture; |
145 | } | 145 | } |
146 | } | 146 | } |
147 | 147 | ||
148 | // If the prim is a sculpt then preserve this information too | 148 | // If the prim is a sculpt then preserve this information too |
149 | if (part.Shape.SculptTexture != UUID.Zero) | 149 | if (part.Shape.SculptTexture != UUID.Zero) |
150 | assetUuids[part.Shape.SculptTexture] = 1; | 150 | assetUuids[part.Shape.SculptTexture] = AssetType.Texture; |
151 | 151 | ||
152 | TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); | 152 | TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); |
153 | 153 | ||
@@ -217,7 +217,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
217 | /// </summary> | 217 | /// </summary> |
218 | /// <param name="scriptUuid"></param> | 218 | /// <param name="scriptUuid"></param> |
219 | /// <param name="assetUuids">Dictionary in which to record the references</param> | 219 | /// <param name="assetUuids">Dictionary in which to record the references</param> |
220 | protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids) | 220 | protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, AssetType> assetUuids) |
221 | { | 221 | { |
222 | AssetBase scriptAsset = GetAsset(scriptUuid); | 222 | AssetBase scriptAsset = GetAsset(scriptUuid); |
223 | 223 | ||
@@ -232,7 +232,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
232 | { | 232 | { |
233 | UUID uuid = new UUID(uuidMatch.Value); | 233 | UUID uuid = new UUID(uuidMatch.Value); |
234 | //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); | 234 | //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); |
235 | assetUuids[uuid] = 1; | 235 | |
236 | // Assume AssetIDs embedded in scripts are textures | ||
237 | assetUuids[uuid] = AssetType.Texture; | ||
236 | } | 238 | } |
237 | } | 239 | } |
238 | } | 240 | } |
@@ -242,7 +244,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
242 | /// </summary> | 244 | /// </summary> |
243 | /// <param name="wearableAssetUuid"></param> | 245 | /// <param name="wearableAssetUuid"></param> |
244 | /// <param name="assetUuids">Dictionary in which to record the references</param> | 246 | /// <param name="assetUuids">Dictionary in which to record the references</param> |
245 | protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids) | 247 | protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids) |
246 | { | 248 | { |
247 | AssetBase assetBase = GetAsset(wearableAssetUuid); | 249 | AssetBase assetBase = GetAsset(wearableAssetUuid); |
248 | 250 | ||
@@ -257,8 +259,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
257 | 259 | ||
258 | foreach (UUID uuid in wearableAsset.Textures.Values) | 260 | foreach (UUID uuid in wearableAsset.Textures.Values) |
259 | { | 261 | { |
260 | //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); | 262 | assetUuids[uuid] = AssetType.Texture; |
261 | assetUuids[uuid] = 1; | ||
262 | } | 263 | } |
263 | } | 264 | } |
264 | } | 265 | } |
@@ -270,7 +271,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
270 | /// </summary> | 271 | /// </summary> |
271 | /// <param name="sceneObject"></param> | 272 | /// <param name="sceneObject"></param> |
272 | /// <param name="assetUuids"></param> | 273 | /// <param name="assetUuids"></param> |
273 | protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids) | 274 | protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids) |
274 | { | 275 | { |
275 | AssetBase objectAsset = GetAsset(sceneObjectUuid); | 276 | AssetBase objectAsset = GetAsset(sceneObjectUuid); |
276 | 277 | ||
@@ -284,7 +285,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
284 | } | 285 | } |
285 | } | 286 | } |
286 | 287 | ||
287 | protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, int> assetUuids) | 288 | protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids) |
288 | { | 289 | { |
289 | AssetBase assetBase = GetAsset(gestureUuid); | 290 | AssetBase assetBase = GetAsset(gestureUuid); |
290 | 291 | ||
@@ -316,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
316 | // If it can be parsed as a UUID, it is an asset ID | 317 | // If it can be parsed as a UUID, it is an asset ID |
317 | UUID uuid; | 318 | UUID uuid; |
318 | if (UUID.TryParse(id, out uuid)) | 319 | if (UUID.TryParse(id, out uuid)) |
319 | assetUuids[uuid] = 1; | 320 | assetUuids[uuid] = AssetType.Animation; |
320 | } | 321 | } |
321 | } | 322 | } |
322 | } | 323 | } |