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();
--
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