From 7d89e122930be39e84a6d174548fa2d12ac0484a Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Sat, 6 Sep 2008 07:52:41 +0000 Subject: * This is the fabled LibOMV update with all of the libOMV types from JHurliman * This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke. --- .../Archiver/ArchiveWriteRequestPreparation.cs | 32 +++++++++++----------- 1 file changed, 16 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs') diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs index 20e15ab..a59148b 100644 --- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs @@ -37,7 +37,7 @@ using System.Reflection; //using System.Text; using System.Text.RegularExpressions; using System.Threading; -using libsecondlife; +using OpenMetaverse; using log4net; using Nini.Config; @@ -84,7 +84,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver /// /// The callback made when we request the asset for an object from the asset service. /// - public void AssetRequestCallback(LLUUID assetID, AssetBase asset) + public void AssetRequestCallback(UUID assetID, AssetBase asset) { lock (this) { @@ -100,7 +100,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver /// /// /// - protected AssetBase GetAsset(LLUUID uuid) + protected AssetBase GetAsset(UUID uuid) { m_waitingForObjectAsset = true; m_scene.AssetCache.GetAsset(uuid, AssetRequestCallback, true); @@ -128,20 +128,20 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver /// /// /// Dictionary in which to record the references - protected void GetScriptAssetUuids(LLUUID scriptUuid, IDictionary assetUuids) + protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary assetUuids) { AssetBase scriptAsset = GetAsset(scriptUuid); if (null != scriptAsset) { - string script = Helpers.FieldToUTF8String(scriptAsset.Data); + string script = Utils.BytesToString(scriptAsset.Data); //m_log.DebugFormat("[ARCHIVER]: Script {0}", script); MatchCollection uuidMatches = m_uuidRegex.Matches(script); //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count); foreach (Match uuidMatch in uuidMatches) { - LLUUID uuid = new LLUUID(uuidMatch.Value); + UUID uuid = new UUID(uuidMatch.Value); //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); assetUuids[uuid] = 1; } @@ -153,17 +153,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver /// /// /// Dictionary in which to record the references - protected void GetWearableAssetUuids(LLUUID wearableAssetUuid, IDictionary assetUuids) + protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary assetUuids) { AssetBase assetBase = GetAsset(wearableAssetUuid); //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); - AssetWearable wearableAsset = new AssetBodypart(assetBase.Data); + AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data); wearableAsset.Decode(); //m_log.DebugFormat( // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); - foreach (LLUUID uuid in wearableAsset.Textures.Values) + foreach (UUID uuid in wearableAsset.Textures.Values) { //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); assetUuids[uuid] = 1; @@ -176,14 +176,14 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver /// within this object). /// /// - /// - protected void GetSceneObjectAssetUuids(LLUUID sceneObjectUuid, IDictionary assetUuids) + /// + protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids) { AssetBase objectAsset = GetAsset(sceneObjectUuid); if (null != objectAsset) { - string xml = Helpers.FieldToUTF8String(objectAsset.Data); + string xml = Utils.BytesToString(objectAsset.Data); SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml); GetSceneObjectAssetUuids(sog, assetUuids); } @@ -196,7 +196,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver /// /// /// - protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids) + protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids) { m_log.DebugFormat( "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); @@ -208,7 +208,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver try { - LLObject.TextureEntry textureEntry = part.Shape.Textures; + Primitive.TextureEntry textureEntry = part.Shape.Textures; // Get the prim's default texture. This will be used for faces which don't have their own texture assetUuids[textureEntry.DefaultTexture.TextureID] = 1; @@ -216,7 +216,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver // XXX: Not a great way to iterate through face textures, but there's no // other method available to tell how many faces there actually are //int i = 0; - foreach (LLObject.TextureEntryFace texture in textureEntry.FaceTextures) + foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) { if (texture != null) { @@ -262,7 +262,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver public void ArchiveRegion() { - Dictionary assetUuids = new Dictionary(); + Dictionary assetUuids = new Dictionary(); List entities = m_scene.GetEntities(); List sceneObjects = new List(); -- cgit v1.1