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hooked up sdague new sqlite asset database provider to the old asset system. So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote.
Needs more testing, so if it causes problems will have to swap back to db4o.
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@@ -28,27 +28,23 @@ namespace OpenSim.Region.Environment
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/// <param name="scene"></param>
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public void CreateDefaultModules(Scene scene, string exceptModules)
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{
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XferModule xferManager = new XferModule();
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xferManager.Initialise(scene);
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scene.AddModule(xferManager.GetName(), xferManager);
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LoadedModules.Add(xferManager);
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IRegionModule module = new XferModule();
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InitialiseModule(module, scene);
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ChatModule chatModule = new ChatModule();
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chatModule.Initialise(scene);
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scene.AddModule(chatModule.GetName(), chatModule);
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LoadedModules.Add(chatModule);
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AvatarProfilesModule avatarProfiles = new AvatarProfilesModule();
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avatarProfiles.Initialise(scene);
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scene.AddModule(avatarProfiles.GetName(), avatarProfiles);
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LoadedModules.Add(avatarProfiles);
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module = new ChatModule();
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InitialiseModule(module, scene);
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module = new AvatarProfilesModule();
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InitialiseModule(module, scene);
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this.LoadRegionModule("OpenSim.Region.ExtensionsScriptModule.dll", "ExtensionsScriptingModule", scene);
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string lslPath = System.IO.Path.Combine("ScriptEngines", "OpenSim.Region.ScriptEngine.DotNetEngine.dll");
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this.LoadRegionModule(lslPath, "LSLScriptingModule", scene);
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}
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public void LoadDefaultSharedModules(string exceptModules)
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{
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DynamicTextureModule dynamicModule = new DynamicTextureModule();
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@@ -64,6 +60,13 @@ namespace OpenSim.Region.Environment
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}
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}
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private void InitialiseModule(IRegionModule module, Scene scene)
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{
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module.Initialise(scene);
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scene.AddModule(module.GetName(), module);
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LoadedModules.Add(module);
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}
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/// <summary>
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/// Loads/initialises a Module instance that can be used by mutliple Regions
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/// </summary>
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@@ -84,9 +87,7 @@ namespace OpenSim.Region.Environment
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IRegionModule module = this.LoadModule(dllName, moduleName);
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if (module != null)
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{
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module.Initialise(scene);
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scene.AddModule(module.GetName(), module);
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LoadedModules.Add(module);
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this.InitialiseModule(module, scene);
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}
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}
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