Removed "SculptData" from the serialized XML format of prims

0.8.0.3
Oren Hurvitz 2014-03-27 18:07:25 +02:00
parent ba5a236922
commit f360b687d6
1 changed files with 3 additions and 11 deletions

View File

@ -1144,9 +1144,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
private static void ProcessShpSculptData(PrimitiveBaseShape shp, XmlTextReader reader) private static void ProcessShpSculptData(PrimitiveBaseShape shp, XmlTextReader reader)
{ {
// m_log.DebugFormat("[SCENE OBJECT SERIALIZER]: Setting sculpt data length {0}", shp.SculptData.Length); // Ignore this field. It shouldn't have been serialized. If we read it
// we'll just be wasting memory.
shp.SculptData = Convert.FromBase64String(reader.ReadElementString("SculptData"));
} }
private static void ProcessShpFlexiSoftness(PrimitiveBaseShape shp, XmlTextReader reader) private static void ProcessShpFlexiSoftness(PrimitiveBaseShape shp, XmlTextReader reader)
@ -1558,14 +1557,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
WriteUUID(writer, "SculptTexture", shp.SculptTexture, options); WriteUUID(writer, "SculptTexture", shp.SculptTexture, options);
writer.WriteElementString("SculptType", shp.SculptType.ToString()); writer.WriteElementString("SculptType", shp.SculptType.ToString());
writer.WriteStartElement("SculptData"); // Don't serialize SculptData. It's just a copy of the asset, which can be loaded separately using 'SculptTexture'.
byte[] sd;
if (shp.SculptData != null)
sd = shp.SculptData;
else
sd = Utils.EmptyBytes;
writer.WriteBase64(sd, 0, sd.Length);
writer.WriteEndElement(); // SculptData
writer.WriteElementString("FlexiSoftness", shp.FlexiSoftness.ToString()); writer.WriteElementString("FlexiSoftness", shp.FlexiSoftness.ToString());
writer.WriteElementString("FlexiTension", shp.FlexiTension.ToString()); writer.WriteElementString("FlexiTension", shp.FlexiTension.ToString());