* refactor: rename now inaccurate textureUuids to assetUuids

* 5000 commits in this repository!
0.6.0-stable
Justin Clarke Casey 2008-06-05 01:29:52 +00:00
parent 1f605da761
commit 677e2ca330
1 changed files with 5 additions and 5 deletions

View File

@ -66,7 +66,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
protected void ArchiveRegion() protected void ArchiveRegion()
{ {
Dictionary<LLUUID, int> textureUuids = new Dictionary<LLUUID, int>(); Dictionary<LLUUID, int> assetUuids = new Dictionary<LLUUID, int>();
List<EntityBase> entities = m_scene.GetEntities(); List<EntityBase> entities = m_scene.GetEntities();
@ -86,7 +86,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
if (texture != null) if (texture != null)
{ {
//m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
textureUuids[texture.TextureID] = 1; assetUuids[texture.TextureID] = 1;
} }
} }
@ -95,7 +95,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
if (tit.Type != (int)InventoryType.Object) if (tit.Type != (int)InventoryType.Object)
{ {
m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tit.AssetID, part.UUID); m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tit.AssetID, part.UUID);
textureUuids[tit.AssetID] = 1; assetUuids[tit.AssetID] = 1;
} }
} }
} }
@ -107,10 +107,10 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
if (m_serializedEntities != null && m_serializedEntities.Length > 0) if (m_serializedEntities != null && m_serializedEntities.Length > 0)
{ {
m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count); m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", textureUuids.Count); m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", assetUuids.Count);
// Asynchronously request all the assets required to perform this archive operation // Asynchronously request all the assets required to perform this archive operation
new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, textureUuids.Keys); new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, assetUuids.Keys);
} }
} }