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authorteravus2013-02-03 08:14:47 -0500
committerteravus2013-02-03 08:14:47 -0500
commit8fd99ecab14c06ef61b8e6d8c5a3a1452669639b (patch)
tree0ef3d872a7f7a72941f7aebb5d15042681ff6697 /OpenSim/Region/Framework
parentAdds the ability to load more then one IClientNetworkServer thereby allowing ... (diff)
parentMerge /home/opensim/src/opensim (diff)
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Merge branch 'master' of ssh://opensim/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs10
1 files changed, 7 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index e238d01..ad33607 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -131,7 +131,10 @@ namespace OpenSim.Region.Framework.Scenes
131 /// within this object). 131 /// within this object).
132 /// </remarks> 132 /// </remarks>
133 /// <param name="sceneObject">The scene object for which to gather assets</param> 133 /// <param name="sceneObject">The scene object for which to gather assets</param>
134 /// <param name="assetUuids">The assets gathered</param> 134 /// <param name="assetUuids">
135 /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
136 /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
137 /// </param>
135 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) 138 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids)
136 { 139 {
137// m_log.DebugFormat( 140// m_log.DebugFormat(
@@ -261,8 +264,9 @@ namespace OpenSim.Region.Framework.Scenes
261 UUID uuid = new UUID(uuidMatch.Value); 264 UUID uuid = new UUID(uuidMatch.Value);
262// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); 265// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
263 266
264 // Assume AssetIDs embedded are textures. 267 // Embedded asset references (if not false positives) could be for many types of asset, so we will
265 assetUuids[uuid] = AssetType.Texture; 268 // label these as unknown.
269 assetUuids[uuid] = AssetType.Unknown;
266 } 270 }
267 } 271 }
268 } 272 }