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* UuidGatherer now tracks asset types for assets it discovers. The asset types are inferred from context
* OAR saving will attempt to correct unknown asset types before writing broken assets to the OAR file
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@@ -150,7 +150,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (asset != null)
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{
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// OK, now fetch the inside.
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Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
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uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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foreach (UUID uuid in ids.Keys)
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@@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
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if (asset != null)
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{
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Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
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uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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foreach (UUID uuid in ids.Keys)
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