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-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs18
1 files changed, 9 insertions, 9 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
index 39ab058..2a1f695 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
@@ -33,7 +33,7 @@ using OpenSim.Region.Environment.Modules.World.Terrain;
33using OpenSim.Region.Environment.Scenes; 33using OpenSim.Region.Environment.Scenes;
34using System.Collections.Generic; 34using System.Collections.Generic;
35using System.Reflection; 35using System.Reflection;
36using System.Text; 36//using System.Text;
37using System.Threading; 37using System.Threading;
38using libsecondlife; 38using libsecondlife;
39using log4net; 39using log4net;
@@ -155,18 +155,18 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
155 { 155 {
156 assetUuids[tii.AssetID] = 1; 156 assetUuids[tii.AssetID] = 1;
157 157
158 if ((int)AssetType.Bodypart == tii.Type) 158 if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type))
159 { 159 {
160 AssetBase bodypartAsset = GetAsset(tii.AssetID); 160 AssetBase assetBase = GetAsset(tii.AssetID);
161 m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); 161 //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
162 AssetBodypart bp = new AssetBodypart(bodypartAsset.Data); 162 AssetWearable wearableAsset = new AssetBodypart(assetBase.Data);
163 bp.Decode(); 163 wearableAsset.Decode();
164 164
165 m_log.DebugFormat("[ARCHIVER]: Body part {0} references {1} assets", bp.AssetID, bp.Textures.Count); 165 m_log.DebugFormat("[ARCHIVER]: Wearable asset {0} references {1} assets", tii.AssetID, wearableAsset.Textures.Count);
166 166
167 foreach (LLUUID uuid in bp.Textures.Values) 167 foreach (LLUUID uuid in wearableAsset.Textures.Values)
168 { 168 {
169 m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); 169 //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
170 assetUuids[uuid] = 1; 170 assetUuids[uuid] = 1;
171 } 171 }
172 } 172 }