Hypergrid: don't send Local assets to other grids
This commit also contains other changes, but they're all just for clarity. The only actual behavior change is to avoid Posting local assets.0.8.0.3
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2506b3d89e
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7eb12f96ec
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@ -118,45 +118,44 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (string.IsNullOrEmpty(url))
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if (string.IsNullOrEmpty(url))
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return false;
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return false;
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if (asset != null)
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if (!url.EndsWith("/") && !url.EndsWith("="))
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url = url + "/";
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if (asset == null)
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{
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{
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if (!url.EndsWith("/") && !url.EndsWith("="))
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url = url + "/";
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bool success = true;
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// See long comment in AssetCache.AddAsset
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if (!asset.Temporary || asset.Local)
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{
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// We need to copy the asset into a new asset, because
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// we need to set its ID to be URL+UUID, so that the
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// HGAssetService dispatches it to the remote grid.
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// It's not pretty, but the best that can be done while
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// not having a global naming infrastructure
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AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID);
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Copy(asset, asset1);
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asset1.ID = url + asset.ID;
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AdjustIdentifiers(asset1.Metadata);
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if (asset1.Metadata.Type == (sbyte)AssetType.Object)
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asset1.Data = AdjustIdentifiers(asset.Data);
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else
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asset1.Data = asset.Data;
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string id = m_scene.AssetService.Store(asset1);
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if (String.IsNullOrEmpty(id))
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{
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m_log.DebugFormat("[HG ASSET MAPPER]: Failed to post asset {0} to asset server {1}: the server did not accept the asset", asset.ID, url);
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success = false;
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}
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else
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m_log.DebugFormat("[HG ASSET MAPPER]: Posted asset {0} to asset server {1}", asset1.ID, url);
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}
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return success;
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}
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else
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m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache.");
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m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache.");
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return false;
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}
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return false;
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// See long comment in AssetCache.AddAsset
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if (asset.Temporary || asset.Local)
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return true;
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// We need to copy the asset into a new asset, because
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// we need to set its ID to be URL+UUID, so that the
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// HGAssetService dispatches it to the remote grid.
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// It's not pretty, but the best that can be done while
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// not having a global naming infrastructure
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AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID);
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Copy(asset, asset1);
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asset1.ID = url + asset.ID;
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AdjustIdentifiers(asset1.Metadata);
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if (asset1.Metadata.Type == (sbyte)AssetType.Object)
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asset1.Data = AdjustIdentifiers(asset.Data);
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else
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asset1.Data = asset.Data;
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string id = m_scene.AssetService.Store(asset1);
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if (String.IsNullOrEmpty(id))
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{
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m_log.DebugFormat("[HG ASSET MAPPER]: Asset server {0} did not accept {1}", url, asset.ID);
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return false;
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}
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else {
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m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
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return true;
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}
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}
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}
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private void Copy(AssetBase from, AssetBase to)
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private void Copy(AssetBase from, AssetBase to)
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