* refactor: archiver code clean up so that it's more readable for the next functionality addition

0.6.0-stable
Justin Clarke Casey 2008-07-06 15:38:39 +00:00
parent 18c8bf99a4
commit 238f2274e3
2 changed files with 43 additions and 21 deletions

View File

@ -113,6 +113,47 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
return m_requestedObjectAsset;
}
/// <summary>
/// Record the uuids referenced by the given wearable asset
/// </summary>
/// <param name="wearableAssetUuid"></param>
/// <param name="assetUuids">Dictionary in which to record the references</param>
protected void GetWearableAssetUuids(LLUUID wearableAssetUuid, IDictionary<LLUUID, int> assetUuids)
{
AssetBase assetBase = GetAsset(wearableAssetUuid);
//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
AssetWearable wearableAsset = new AssetBodypart(assetBase.Data);
wearableAsset.Decode();
m_log.DebugFormat(
"[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count);
foreach (LLUUID uuid in wearableAsset.Textures.Values)
{
//m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
assetUuids[uuid] = 1;
}
}
/// <summary>
/// Get all the asset uuids associated with a given object. This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="assetUuids"></param>
protected void GetSceneObjectAssetUuids(LLUUID sceneObjectUuid, IDictionary<LLUUID, int> assetUuids)
{
AssetBase objectAsset = GetAsset(sceneObjectUuid);
if (null != objectAsset)
{
string xml = Helpers.FieldToUTF8String(objectAsset.Data);
SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml);
GetSceneObjectAssetUuids(sog, assetUuids);
}
}
/// <summary>
/// Get all the asset uuids associated with a given object. This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
@ -157,29 +198,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type))
{
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]: Wearable asset {0} references {1} assets", tii.AssetID, wearableAsset.Textures.Count);
foreach (LLUUID uuid in wearableAsset.Textures.Values)
{
//m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
assetUuids[uuid] = 1;
}
GetWearableAssetUuids(tii.AssetID, assetUuids);
}
if ((int)AssetType.Object == tii.Type)
{
AssetBase objectAsset = GetAsset(tii.AssetID);
if (null != objectAsset)
{
string xml = Helpers.FieldToUTF8String(objectAsset.Data);
SceneObjectGroup sog = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, xml);
GetSceneObjectAssetUuids(sog, assetUuids);
}
GetSceneObjectAssetUuids(tii.AssetID, assetUuids);
}
else
{

View File

@ -50,7 +50,6 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
protected uint m_inventorySerial = 0;
/// <summary>
/// Holds in memory prim inventory
/// </summary>