Comment out the uuid gatherer lines that I accidentally left in.
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8d5606e09b
commit
24e02afeac
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@ -244,21 +244,21 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids)
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{
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m_log.DebugFormat("[ASSET GATHERER]: Getting assets for asset {0}", embeddingAssetId);
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// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
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AssetBase embeddingAsset = GetAsset(embeddingAssetId);
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if (null != embeddingAsset)
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{
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string script = Utils.BytesToString(embeddingAsset.Data);
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m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
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// m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
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MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
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m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
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// m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
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foreach (Match uuidMatch in uuidMatches)
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{
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UUID uuid = new UUID(uuidMatch.Value);
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m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
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// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
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// Assume AssetIDs embedded are textures.
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assetUuids[uuid] = AssetType.Texture;
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