* extend archiving asset analysis to clothing
parent
8179b472c3
commit
e45fa5d32d
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@ -33,7 +33,7 @@ using OpenSim.Region.Environment.Modules.World.Terrain;
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using OpenSim.Region.Environment.Scenes;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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//using System.Text;
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using System.Threading;
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using libsecondlife;
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using log4net;
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@ -155,18 +155,18 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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assetUuids[tii.AssetID] = 1;
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if ((int)AssetType.Bodypart == tii.Type)
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if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type))
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{
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AssetBase bodypartAsset = GetAsset(tii.AssetID);
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m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
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AssetBodypart bp = new AssetBodypart(bodypartAsset.Data);
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bp.Decode();
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AssetBase assetBase = GetAsset(tii.AssetID);
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//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
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AssetWearable wearableAsset = new AssetBodypart(assetBase.Data);
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wearableAsset.Decode();
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m_log.DebugFormat("[ARCHIVER]: Body part {0} references {1} assets", bp.AssetID, bp.Textures.Count);
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m_log.DebugFormat("[ARCHIVER]: Wearable asset {0} references {1} assets", tii.AssetID, wearableAsset.Textures.Count);
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foreach (LLUUID uuid in bp.Textures.Values)
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foreach (LLUUID uuid in wearableAsset.Textures.Values)
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{
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m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
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//m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
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assetUuids[uuid] = 1;
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}
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}
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