make asset checker default inactive

master
Christopher 2020-06-28 16:15:29 +02:00
parent 789d658f4a
commit 334039f22c
1 changed files with 21 additions and 10 deletions

View File

@ -22,7 +22,10 @@ namespace OpenSim.Modules.TextureFetcher
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
Scene m_scene = null; Scene m_scene = null;
private IConfigSource m_config;
List<UUID> m_textureBlackList = new List<UUID>(); List<UUID> m_textureBlackList = new List<UUID>();
bool m_checkTexture = false;
public string Name public string Name
{ {
@ -43,7 +46,12 @@ namespace OpenSim.Modules.TextureFetcher
public void Initialise(IConfigSource source) public void Initialise(IConfigSource source)
{ {
m_config = source;
if (m_config.Configs["Startup"] != null)
{
m_checkTexture = m_config.Configs["Startup"].GetBoolean("TextureFetcherCheckAssets", m_checkTexture);
}
} }
public Type ReplaceableInterface public Type ReplaceableInterface
@ -140,17 +148,20 @@ namespace OpenSim.Modules.TextureFetcher
} }
//Remove not existing textures //Remove not existing textures
String[] _assetIDs = new string[allTextures.Count]; if(m_checkTexture == true)
for (int i = 0; i < allTextures.Count; i++) {
_assetIDs[i] = allTextures[i].ToString(); String[] _assetIDs = new string[allTextures.Count];
for (int i = 0; i < allTextures.Count; i++)
_assetIDs[i] = allTextures[i].ToString();
bool[] existing = m_scene.AssetService.AssetsExist(_assetIDs); bool[] existing = m_scene.AssetService.AssetsExist(_assetIDs);
for (int i = 0; i < existing.Length; i++) for (int i = 0; i < existing.Length; i++)
if (existing[i] == false) if (existing[i] == false)
{ {
m_textureBlackList.Add(allTextures[i]); m_textureBlackList.Add(allTextures[i]);
allTextures[i] = UUID.Zero; allTextures[i] = UUID.Zero;
} }
}
//Convert texture uuid list to inventar items. //Convert texture uuid list to inventar items.
foreach (UUID texture in allTextures) foreach (UUID texture in allTextures)