* experimental: Make OpenSim archiver save and reload all prim textures when not all faces have the same texture
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f6ac7f7f61
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4453c8bc5c
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@ -1288,6 +1288,7 @@ namespace OpenSim.Data.MySQL
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row["ProfileHollow"] = s.ProfileHollow;
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row["ProfileHollow"] = s.ProfileHollow;
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row["Texture"] = s.TextureEntry;
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row["Texture"] = s.TextureEntry;
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row["ExtraParams"] = s.ExtraParams;
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row["ExtraParams"] = s.ExtraParams;
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try
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try
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{
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{
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row["State"] = s.State;
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row["State"] = s.State;
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@ -106,9 +106,9 @@ namespace OpenSim.Framework.Servers
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if (m_stats != null)
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if (m_stats != null)
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Notice("show stats - statistical information for this server");
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Notice("show stats - statistical information for this server");
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Notice("show version - show server version.");
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Notice("show uptime - show server startup time and uptime.");
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Notice("show uptime - show server startup time and uptime.");
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Notice("show version - show server version.");
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Notice("shutdown - shutdown the server.\n");
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Notice("shutdown - shutdown the server.\n");
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break;
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break;
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@ -77,8 +77,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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foreach (SceneObjectPart part in sceneObject.GetParts())
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foreach (SceneObjectPart part in sceneObject.GetParts())
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{
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{
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LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0);
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// XXX: Not a great way to iterate through face textures, but there's no
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textureUuids[texture] = 1;
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// other way to tell how many faces there actually are
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//int i = 0;
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foreach (LLObject.TextureEntryFace texture in part.Shape.Textures.FaceTextures)
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{
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if (texture != null)
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{
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//m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
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textureUuids[texture.TextureID] = 1;
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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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}
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}
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