diff options
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs | 76 |
1 files changed, 42 insertions, 34 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs index 04f64c3..153ecca 100644 --- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs | |||
@@ -31,6 +31,7 @@ using OpenSim.Region.Environment.Interfaces; | |||
31 | using OpenSim.Region.Environment.Modules.World.Serialiser; | 31 | using OpenSim.Region.Environment.Modules.World.Serialiser; |
32 | using OpenSim.Region.Environment.Modules.World.Terrain; | 32 | using OpenSim.Region.Environment.Modules.World.Terrain; |
33 | using OpenSim.Region.Environment.Scenes; | 33 | using OpenSim.Region.Environment.Scenes; |
34 | using System; | ||
34 | using System.Collections.Generic; | 35 | using System.Collections.Generic; |
35 | using System.Reflection; | 36 | using System.Reflection; |
36 | //using System.Text; | 37 | //using System.Text; |
@@ -205,49 +206,56 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
205 | m_log.DebugFormat( | 206 | m_log.DebugFormat( |
206 | "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); | 207 | "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); |
207 | 208 | ||
208 | LLObject.TextureEntry textureEntry = part.Shape.Textures; | 209 | try |
209 | |||
210 | // Get the prim's default texture. This will be used for faces which don't have their own texture | ||
211 | assetUuids[textureEntry.DefaultTexture.TextureID] = 1; | ||
212 | |||
213 | // XXX: Not a great way to iterate through face textures, but there's no | ||
214 | // other method available to tell how many faces there actually are | ||
215 | int i = 0; | ||
216 | foreach (LLObject.TextureEntryFace texture in textureEntry.FaceTextures) | ||
217 | { | 210 | { |
218 | if (texture != null) | 211 | LLObject.TextureEntry textureEntry = part.Shape.Textures; |
212 | |||
213 | // Get the prim's default texture. This will be used for faces which don't have their own texture | ||
214 | assetUuids[textureEntry.DefaultTexture.TextureID] = 1; | ||
215 | |||
216 | // XXX: Not a great way to iterate through face textures, but there's no | ||
217 | // other method available to tell how many faces there actually are | ||
218 | int i = 0; | ||
219 | foreach (LLObject.TextureEntryFace texture in textureEntry.FaceTextures) | ||
219 | { | 220 | { |
220 | m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); | 221 | if (texture != null) |
221 | assetUuids[texture.TextureID] = 1; | 222 | { |
223 | m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); | ||
224 | assetUuids[texture.TextureID] = 1; | ||
225 | } | ||
222 | } | 226 | } |
223 | } | ||
224 | |||
225 | foreach (TaskInventoryItem tii in part.TaskInventory.Values) | ||
226 | { | ||
227 | m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); | ||
228 | 227 | ||
229 | if (!assetUuids.ContainsKey(tii.AssetID)) | 228 | foreach (TaskInventoryItem tii in part.TaskInventory.Values) |
230 | { | 229 | { |
231 | assetUuids[tii.AssetID] = 1; | 230 | m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); |
232 | 231 | ||
233 | if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type)) | 232 | if (!assetUuids.ContainsKey(tii.AssetID)) |
234 | { | 233 | { |
235 | GetWearableAssetUuids(tii.AssetID, assetUuids); | 234 | assetUuids[tii.AssetID] = 1; |
236 | } | 235 | |
237 | else if ((int)AssetType.LSLText == tii.Type) | 236 | if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type)) |
238 | { | 237 | { |
239 | GetScriptAssetUuids(tii.AssetID, assetUuids); | 238 | GetWearableAssetUuids(tii.AssetID, assetUuids); |
240 | } | 239 | } |
241 | else if ((int)AssetType.Object == tii.Type) | 240 | else if ((int)AssetType.LSLText == tii.Type) |
242 | { | 241 | { |
243 | GetSceneObjectAssetUuids(tii.AssetID, assetUuids); | 242 | GetScriptAssetUuids(tii.AssetID, assetUuids); |
244 | } | 243 | } |
245 | else | 244 | else if ((int)AssetType.Object == tii.Type) |
246 | { | 245 | { |
247 | m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); | 246 | GetSceneObjectAssetUuids(tii.AssetID, assetUuids); |
247 | } | ||
248 | else | ||
249 | { | ||
250 | m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); | ||
251 | } | ||
248 | } | 252 | } |
249 | } | 253 | } |
250 | } | 254 | } |
255 | catch (Exception e) | ||
256 | { | ||
257 | m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e); | ||
258 | } | ||
251 | } | 259 | } |
252 | } | 260 | } |
253 | 261 | ||