* Change single assets/ archiver directory to be textures/ instead

0.6.0-stable
Justin Clarke Casey 2008-06-03 16:52:44 +00:00
parent afd59e862e
commit 4106b2a601
3 changed files with 5 additions and 6 deletions

View File

@ -35,7 +35,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
/// <summary>
/// Path for the assets held in an archive
/// </summary>
public static readonly string ASSETS_PATH = "assets/";
public static readonly string TEXTURES_PATH = "textures/";
/// <summary>
/// Extension used for texture assets in archive

View File

@ -75,10 +75,10 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
{
serializedPrims = m_asciiEncoding.GetString(data);
}
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
else if (filePath.StartsWith(ArchiveConstants.TEXTURES_PATH))
{
// Right now we're nastily obtaining the lluuid from the filename
string rawId = filePath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
string rawId = filePath.Remove(0, ArchiveConstants.TEXTURES_PATH.Length);
rawId = rawId.Remove(rawId.Length - ArchiveConstants.TEXTURE_EXTENSION.Length);
m_log.DebugFormat("[ARCHIVER]: Importing asset {0}", rawId);
@ -86,8 +86,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
// Not preserving asset name or description as of yet
AssetBase asset = new AssetBase(new LLUUID(rawId), "imported name");
asset.Description = "imported description";
// Only importing textures right now
asset.Type = (sbyte)AssetType.Texture;
asset.InvType = (sbyte)InventoryType.Texture;

View File

@ -123,7 +123,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
if (assets[uuid] != null)
{
archive.AddFile(
ArchiveConstants.ASSETS_PATH + uuid.ToString() + ArchiveConstants.TEXTURE_EXTENSION,
ArchiveConstants.TEXTURES_PATH + uuid.ToString() + ArchiveConstants.TEXTURE_EXTENSION,
assets[uuid].Data);
}
else