* extend archiving asset analysis to clothing
parent
8179b472c3
commit
e45fa5d32d
|
@ -33,7 +33,7 @@ using OpenSim.Region.Environment.Modules.World.Terrain;
|
||||||
using OpenSim.Region.Environment.Scenes;
|
using OpenSim.Region.Environment.Scenes;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Reflection;
|
using System.Reflection;
|
||||||
using System.Text;
|
//using System.Text;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
using libsecondlife;
|
using libsecondlife;
|
||||||
using log4net;
|
using log4net;
|
||||||
|
@ -155,18 +155,18 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
|
||||||
{
|
{
|
||||||
assetUuids[tii.AssetID] = 1;
|
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);
|
AssetBase assetBase = GetAsset(tii.AssetID);
|
||||||
m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
|
//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
|
||||||
AssetBodypart bp = new AssetBodypart(bodypartAsset.Data);
|
AssetWearable wearableAsset = new AssetBodypart(assetBase.Data);
|
||||||
bp.Decode();
|
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;
|
assetUuids[uuid] = 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue