* experimental: Make OpenSim archiver save and reload all prim textures when not all faces have the same texture

0.6.0-stable
Justin Clarke Casey 2008-06-02 17:23:13 +00:00
parent f6ac7f7f61
commit 4453c8bc5c
3 changed files with 14 additions and 4 deletions

View File

@ -1288,6 +1288,7 @@ namespace OpenSim.Data.MySQL
row["ProfileHollow"] = s.ProfileHollow;
row["Texture"] = s.TextureEntry;
row["ExtraParams"] = s.ExtraParams;
try
{
row["State"] = s.State;

View File

@ -106,9 +106,9 @@ namespace OpenSim.Framework.Servers
if (m_stats != null)
Notice("show stats - statistical information for this server");
Notice("show version - show server version.");
Notice("show uptime - show server startup time and uptime.");
Notice("show version - show server version.");
Notice("shutdown - shutdown the server.\n");
break;

View File

@ -77,8 +77,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
foreach (SceneObjectPart part in sceneObject.GetParts())
{
LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0);
textureUuids[texture] = 1;
// XXX: Not a great way to iterate through face textures, but there's no
// other way to tell how many faces there actually are
//int i = 0;
foreach (LLObject.TextureEntryFace texture in part.Shape.Textures.FaceTextures)
{
if (texture != null)
{
//m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
textureUuids[texture.TextureID] = 1;
}
}
}
}
}