From 76c0935ec744f2d230489398f879eb7f42b11d37 Mon Sep 17 00:00:00 2001 From: Mike Mazur Date: Tue, 17 Feb 2009 01:36:44 +0000 Subject: - remove the Metadata property from AssetBase and return all previous properties as before - prefix private variables with m_ in AssetBase.cs - related to Mantis #3122, as mentioned in https://lists.berlios.de/pipermail/opensim-dev/2009-February/005088.html - all services will likely need to be upgraded after this commit --- .../Framework/Scenes/Hypergrid/HGAssetMapper.cs | 28 +++++++++++----------- 1 file changed, 14 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs') diff --git a/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs b/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs index 1f01fa2..1a3c4c8 100644 --- a/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs +++ b/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs @@ -120,12 +120,12 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid if (m_scene.CommsManager.AssetCache.TryGetCachedAsset(assetID, out asset) && (asset != null)) { - m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Metadata.Name + " " + assetID); + m_log.Debug("[HGScene]: Asset made it to asset cache. " + asset.Name + " " + assetID); // I think I need to store it in the asset DB too. // For now, let me just do it for textures and scripts - if (((AssetType)asset.Metadata.Type == AssetType.Texture) || - ((AssetType)asset.Metadata.Type == AssetType.LSLBytecode) || - ((AssetType)asset.Metadata.Type == AssetType.LSLText)) + if (((AssetType)asset.Type == AssetType.Texture) || + ((AssetType)asset.Type == AssetType.LSLBytecode) || + ((AssetType)asset.Type == AssetType.LSLText)) { AssetBase asset1 = new AssetBase(); Copy(asset, asset1); @@ -149,7 +149,7 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid if (asset1 != null) { // See long comment in AssetCache.AddAsset - if (!asset1.Metadata.Temporary || asset1.Metadata.Local) + if (!asset1.Temporary || asset1.Local) { // The asset cache returns instances of subclasses of AssetBase: // TextureImage or AssetInfo. So in passing them to the remote @@ -170,14 +170,14 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid private void Copy(AssetBase from, AssetBase to) { - to.Data = from.Data; - to.Metadata.Description = from.Metadata.Description; - to.Metadata.FullID = from.Metadata.FullID; - to.Metadata.ID = from.Metadata.ID; - to.Metadata.Local = from.Metadata.Local; - to.Metadata.Name = from.Metadata.Name; - to.Metadata.Temporary = from.Metadata.Temporary; - to.Metadata.Type = from.Metadata.Type; + to.Data = from.Data; + to.Description = from.Description; + to.FullID = from.FullID; + to.ID = from.ID; + to.Local = from.Local; + to.Name = from.Name; + to.Temporary = from.Temporary; + to.Type = from.Type; } @@ -235,7 +235,7 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid private Dictionary SniffUUIDs(AssetBase asset) { Dictionary uuids = new Dictionary(); - if ((asset != null) && ((AssetType)asset.Metadata.Type == AssetType.Object)) + if ((asset != null) && ((AssetType)asset.Type == AssetType.Object)) { string ass_str = Utils.BytesToString(asset.Data); SceneObjectGroup sog = new SceneObjectGroup(ass_str, true); -- cgit v1.1