fixed one bug (where the assets we read and created from the OpenSimAssetSet.xml file, weren't actually getting added to the database). This should make textures/assets work again with db4o, but still seems a problem with sqlite
parent
27b5fad56d
commit
0837f6b78d
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@ -163,6 +163,8 @@ namespace OpenSim.Framework.Communications.Cache
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public void ForEachXmlAsset(Action<AssetBase> action)
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public void ForEachXmlAsset(Action<AssetBase> action)
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{
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{
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List<AssetBase> assets = new List<AssetBase>();
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// System.Console.WriteLine("trying loading asset into database");
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string filePath = Path.Combine(Util.configDir(), "OpenSimAssetSet.xml");
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string filePath = Path.Combine(Util.configDir(), "OpenSimAssetSet.xml");
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if (File.Exists(filePath))
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if (File.Exists(filePath))
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{
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{
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@ -170,6 +172,7 @@ namespace OpenSim.Framework.Communications.Cache
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for (int i = 0; i < source.Configs.Count; i++)
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for (int i = 0; i < source.Configs.Count; i++)
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{
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{
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// System.Console.WriteLine("loading asset into database");
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string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToStringHyphenated());
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string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToStringHyphenated());
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string name = source.Configs[i].GetString("name", "");
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string name = source.Configs[i].GetString("name", "");
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sbyte type = (sbyte)source.Configs[i].GetInt("assetType", 0);
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sbyte type = (sbyte)source.Configs[i].GetInt("assetType", 0);
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@ -180,9 +183,10 @@ namespace OpenSim.Framework.Communications.Cache
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newAsset.Type = type;
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newAsset.Type = type;
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newAsset.InvType = invType;
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newAsset.InvType = invType;
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assets.Add(newAsset);
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}
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}
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}
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}
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assets.ForEach(action);
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}
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}
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}
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}
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}
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}
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