* On archiving, analyze body parts and save textures referenced from them

0.6.0-stable
Justin Clarke Casey 2008-07-04 20:01:55 +00:00
parent e1782bc249
commit 8179b472c3
1 changed files with 20 additions and 1 deletions

View File

@ -33,6 +33,7 @@ using OpenSim.Region.Environment.Modules.World.Terrain;
using OpenSim.Region.Environment.Scenes;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using System.Threading;
using libsecondlife;
using log4net;
@ -145,13 +146,31 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
assetUuids[texture.TextureID] = 1;
}
}
foreach (TaskInventoryItem tii in part.TaskInventory.Values)
{
m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type);
if (!assetUuids.ContainsKey(tii.AssetID))
{
assetUuids[tii.AssetID] = 1;
if ((int)InventoryType.Object == tii.Type)
if ((int)AssetType.Bodypart == tii.Type)
{
AssetBase bodypartAsset = GetAsset(tii.AssetID);
m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
AssetBodypart bp = new AssetBodypart(bodypartAsset.Data);
bp.Decode();
m_log.DebugFormat("[ARCHIVER]: Body part {0} references {1} assets", bp.AssetID, bp.Textures.Count);
foreach (LLUUID uuid in bp.Textures.Values)
{
m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
assetUuids[uuid] = 1;
}
}
if ((int)AssetType.Object == tii.Type)
{
AssetBase objectAsset = GetAsset(tii.AssetID);