* refactor: Rename new class AssetGatherer to UuidGatherer to reflect what it actually does

GenericGridServerConcept
Justin Clarke Casey 2009-02-19 17:19:08 +00:00
parent d2caf4f418
commit 4203cf1503
3 changed files with 7 additions and 7 deletions

View File

@ -46,7 +46,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected TarArchiveWriter archive = new TarArchiveWriter();
protected AssetGatherer m_assetGatherer;
protected UuidGatherer m_assetGatherer;
protected Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>();
private InventoryArchiverModule m_module;
@ -81,7 +81,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
m_userInfo = userInfo;
m_invPath = invPath;
m_saveStream = saveStream;
m_assetGatherer = new AssetGatherer(m_module.CommsManager.AssetCache);
m_assetGatherer = new UuidGatherer(m_module.CommsManager.AssetCache);
}
protected void ReceivedAllAssets(IDictionary<UUID, AssetBase> assetsFound, ICollection<UUID> assetsNotFoundUuids)

View File

@ -96,7 +96,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
}
AssetGatherer assetGatherer = new AssetGatherer(m_scene.CommsManager.AssetCache);
UuidGatherer assetGatherer = new UuidGatherer(m_scene.CommsManager.AssetCache);
foreach (SceneObjectGroup sceneObject in sceneObjects)
{

View File

@ -37,14 +37,14 @@ using OpenSim.Framework;
namespace OpenSim.Region.Framework.Scenes
{
/// <summary>
/// Gather assets for a given object.
/// Gather uuids for a given entity.
/// </summary>
///
/// This does a deep inspection of the object to retrieve all the assets it uses (whether as textures, as scripts
/// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
/// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
/// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
/// retrieved to work out which assets it references).
public class AssetGatherer
public class UuidGatherer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@ -64,7 +64,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
protected bool m_waitingForObjectAsset;
public AssetGatherer(IAssetCache assetCache)
public UuidGatherer(IAssetCache assetCache)
{
m_assetCache = assetCache;
}