* extend archiving asset analysis to clothing

0.6.0-stable
Justin Clarke Casey 2008-07-04 20:18:00 +00:00
parent 8179b472c3
commit e45fa5d32d
1 changed files with 9 additions and 9 deletions

View File

@ -33,7 +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.Text;
using System.Threading;
using libsecondlife;
using log4net;
@ -155,18 +155,18 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
{
assetUuids[tii.AssetID] = 1;
if ((int)AssetType.Bodypart == tii.Type)
if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == 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();
AssetBase assetBase = GetAsset(tii.AssetID);
//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
AssetWearable wearableAsset = new AssetBodypart(assetBase.Data);
wearableAsset.Decode();
m_log.DebugFormat("[ARCHIVER]: Body part {0} references {1} assets", bp.AssetID, bp.Textures.Count);
m_log.DebugFormat("[ARCHIVER]: Wearable asset {0} references {1} assets", tii.AssetID, wearableAsset.Textures.Count);
foreach (LLUUID uuid in bp.Textures.Values)
foreach (LLUUID uuid in wearableAsset.Textures.Values)
{
m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
//m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
assetUuids[uuid] = 1;
}
}