From e45fa5d32d5de764baaf5b2f9329d2a7a9225e61 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Fri, 4 Jul 2008 20:18:00 +0000 Subject: * extend archiving asset analysis to clothing --- .../World/Archiver/ArchiveWriteRequestPreparation.cs | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 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 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; using OpenSim.Region.Environment.Scenes; using System.Collections.Generic; using System.Reflection; -using System.Text; +//using System.Text; using System.Threading; using libsecondlife; using log4net; @@ -155,18 +155,18 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver { assetUuids[tii.AssetID] = 1; - if ((int)AssetType.Bodypart == tii.Type) + if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type)) { - AssetBase bodypartAsset = GetAsset(tii.AssetID); - m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); - AssetBodypart bp = new AssetBodypart(bodypartAsset.Data); - bp.Decode(); + AssetBase assetBase = GetAsset(tii.AssetID); + //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); + AssetWearable wearableAsset = new AssetBodypart(assetBase.Data); + wearableAsset.Decode(); - m_log.DebugFormat("[ARCHIVER]: Body part {0} references {1} assets", bp.AssetID, bp.Textures.Count); + m_log.DebugFormat("[ARCHIVER]: Wearable asset {0} references {1} assets", tii.AssetID, wearableAsset.Textures.Count); - foreach (LLUUID uuid in bp.Textures.Values) + foreach (LLUUID uuid in wearableAsset.Textures.Values) { - m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); + //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); assetUuids[uuid] = 1; } } -- cgit v1.1