* Put in preparatory code to restore whole prim textures on archive load
* No user functionality yet0.6.0-stable
parent
47cc1fcf46
commit
abaf8e7a37
|
@ -35,7 +35,12 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
|
|||
/// <summary>
|
||||
/// Path for the assets held in an archive
|
||||
/// </summary>
|
||||
public static readonly string ASSETS_PATH = "assets/";
|
||||
public static readonly string ASSETS_PATH = "assets/";
|
||||
|
||||
/// <summary>
|
||||
/// Extension used for texture assets in archive
|
||||
/// </summary>
|
||||
public static readonly string TEXTURE_EXTENSION = ".jp2";
|
||||
|
||||
/// <summary>
|
||||
/// Path for the prims file
|
||||
|
|
|
@ -25,11 +25,13 @@
|
|||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Environment.Scenes;
|
||||
using OpenSim.Region.Environment.Modules.World.Serialiser;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using libsecondlife;
|
||||
using log4net;
|
||||
|
||||
namespace OpenSim.Region.Environment.Modules.World.Archiver
|
||||
|
@ -66,12 +68,35 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
|
|||
byte[] data;
|
||||
while ((data = archive.ReadEntry(out filePath)) != null)
|
||||
{
|
||||
m_log.DebugFormat("[ARCHIVER]: Successfully read {0} ({1} bytes) from archive {2}", filePath, data.Length, m_loadPath);
|
||||
m_log.DebugFormat(
|
||||
"[ARCHIVER]: Successfully read {0} ({1} bytes) from archive {2}", filePath, data.Length, m_loadPath);
|
||||
|
||||
if (filePath.Equals(ArchiveConstants.PRIMS_PATH))
|
||||
{
|
||||
serializedPrims = m_asciiEncoding.GetString(data);
|
||||
}
|
||||
/*
|
||||
else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
|
||||
{
|
||||
// Right now we're nastily obtaining the lluuid from the filename
|
||||
string rawId = filePath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
|
||||
rawId = rawId.Remove(rawId.Length - ArchiveConstants.TEXTURE_EXTENSION.Length);
|
||||
|
||||
m_log.DebugFormat("[ARCHIVER]: Importing asset {0}", rawId);
|
||||
|
||||
// Not preserving asset name or description as of yet
|
||||
AssetBase asset = new AssetBase(new LLUUID(rawId), "imported name");
|
||||
asset.Description = "imported description";
|
||||
|
||||
// Only importing textures right now
|
||||
asset.Type = (sbyte)AssetType.Texture;
|
||||
asset.InvType = (sbyte)InventoryType.Texture;
|
||||
|
||||
asset.Data = data;
|
||||
|
||||
m_scene.AssetCache.AddAsset(asset);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[ARCHIVER]: Reached end of archive");
|
||||
|
|
|
@ -112,7 +112,9 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
|
|||
{
|
||||
if (assets[uuid] != null)
|
||||
{
|
||||
archive.AddFile(ArchiveConstants.ASSETS_PATH + uuid.ToString() + ".jp2", assets[uuid].Data);
|
||||
archive.AddFile(
|
||||
ArchiveConstants.ASSETS_PATH + uuid.ToString() + ArchiveConstants.TEXTURE_EXTENSION,
|
||||
assets[uuid].Data);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue