From 4453c8bc5c68affa7ebafcdeab47340203186017 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Mon, 2 Jun 2008 17:23:13 +0000 Subject: * experimental: Make OpenSim archiver save and reload all prim textures when not all faces have the same texture --- OpenSim/Data/MySQL/MySQLDataStore.cs | 1 + OpenSim/Framework/Servers/BaseOpenSimServer.cs | 4 ++-- .../Modules/World/Archiver/ArchiveWriteRequest.cs | 13 +++++++++++-- 3 files changed, 14 insertions(+), 4 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Data/MySQL/MySQLDataStore.cs b/OpenSim/Data/MySQL/MySQLDataStore.cs index 9a44fbd..9b7771c 100644 --- a/OpenSim/Data/MySQL/MySQLDataStore.cs +++ b/OpenSim/Data/MySQL/MySQLDataStore.cs @@ -1288,6 +1288,7 @@ namespace OpenSim.Data.MySQL row["ProfileHollow"] = s.ProfileHollow; row["Texture"] = s.TextureEntry; row["ExtraParams"] = s.ExtraParams; + try { row["State"] = s.State; diff --git a/OpenSim/Framework/Servers/BaseOpenSimServer.cs b/OpenSim/Framework/Servers/BaseOpenSimServer.cs index 391c7b3..6753a21 100644 --- a/OpenSim/Framework/Servers/BaseOpenSimServer.cs +++ b/OpenSim/Framework/Servers/BaseOpenSimServer.cs @@ -106,9 +106,9 @@ namespace OpenSim.Framework.Servers if (m_stats != null) Notice("show stats - statistical information for this server"); - - Notice("show version - show server version."); + Notice("show uptime - show server startup time and uptime."); + Notice("show version - show server version."); Notice("shutdown - shutdown the server.\n"); break; diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs index c9a7f07..86ee753 100644 --- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs +++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs @@ -77,8 +77,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver foreach (SceneObjectPart part in sceneObject.GetParts()) { - LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0); - textureUuids[texture] = 1; + // XXX: Not a great way to iterate through face textures, but there's no + // other way to tell how many faces there actually are + //int i = 0; + foreach (LLObject.TextureEntryFace texture in part.Shape.Textures.FaceTextures) + { + if (texture != null) + { + //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); + textureUuids[texture.TextureID] = 1; + } + } } } } -- cgit v1.1