From 3018b2c5d7c9de0e8da6d158f0848c840b7864ab Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Fri, 6 Dec 2013 16:21:11 +0200 Subject: Materials module: a) Store materials as assets; b) Finalized it (removed the "Demo" label; removed most of the logging); c) Enabled by default Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'. --- OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/CoreModules/Asset') diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs index 6a5f8f3..b270de9 100644 --- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs @@ -771,7 +771,7 @@ namespace OpenSim.Region.CoreModules.Asset UuidGatherer gatherer = new UuidGatherer(m_AssetService); HashSet uniqueUuids = new HashSet(); - Dictionary assets = new Dictionary(); + Dictionary assets = new Dictionary(); foreach (Scene s in m_Scenes) { @@ -794,7 +794,7 @@ namespace OpenSim.Region.CoreModules.Asset else if (storeUncached) { AssetBase cachedAsset = m_AssetService.Get(assetID.ToString()); - if (cachedAsset == null && assets[assetID] != AssetType.Unknown) + if (cachedAsset == null && assets[assetID] != (sbyte)AssetType.Unknown) m_log.DebugFormat( "[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets", assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name); -- cgit v1.1