* 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
This commit is contained in:
John Hurliman
2010-03-15 14:17:17 -07:00
parent 5beb08be31
commit 33f5d0d1e9
7 changed files with 47 additions and 33 deletions

View File

@@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
AssetBase corruptAsset = AssetHelpers.CreateAsset(corruptAssetUuid, "CORRUPT ASSET", UUID.Zero);
m_assetService.Store(corruptAsset);
IDictionary<UUID, int> foundAssetUuids = new Dictionary<UUID, int>();
IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids);
// We count the uuid as gathered even if the asset itself is corrupt.
@@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
TestHelper.InMethod();
UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
IDictionary<UUID, int> foundAssetUuids = new Dictionary<UUID, int>();
IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids);

View File

@@ -84,9 +84,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
/// <param name="assetType">The type of the asset for the uuid given</param>
/// <param name="assetUuids">The assets gathered</param>
public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids)
public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
{
assetUuids[assetUuid] = 1;
assetUuids[assetUuid] = assetType;
if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
{
@@ -116,7 +116,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// <param name="sceneObject">The scene object for which to gather assets</param>
/// <param name="assetUuids">The assets gathered</param>
public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids)
public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids)
{
// m_log.DebugFormat(
// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
@@ -131,7 +131,7 @@ namespace OpenSim.Region.Framework.Scenes
Primitive.TextureEntry textureEntry = part.Shape.Textures;
// Get the prim's default texture. This will be used for faces which don't have their own texture
assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
// XXX: Not a great way to iterate through face textures, but there's no
// other method available to tell how many faces there actually are
@@ -141,13 +141,13 @@ namespace OpenSim.Region.Framework.Scenes
if (texture != null)
{
//m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
assetUuids[texture.TextureID] = 1;
assetUuids[texture.TextureID] = AssetType.Texture;
}
}
// If the prim is a sculpt then preserve this information too
if (part.Shape.SculptTexture != UUID.Zero)
assetUuids[part.Shape.SculptTexture] = 1;
assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
@@ -217,7 +217,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="scriptUuid"></param>
/// <param name="assetUuids">Dictionary in which to record the references</param>
protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids)
protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase scriptAsset = GetAsset(scriptUuid);
@@ -232,7 +232,9 @@ namespace OpenSim.Region.Framework.Scenes
{
UUID uuid = new UUID(uuidMatch.Value);
//m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
assetUuids[uuid] = 1;
// Assume AssetIDs embedded in scripts are textures
assetUuids[uuid] = AssetType.Texture;
}
}
}
@@ -242,7 +244,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="wearableAssetUuid"></param>
/// <param name="assetUuids">Dictionary in which to record the references</param>
protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids)
protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase assetBase = GetAsset(wearableAssetUuid);
@@ -257,8 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (UUID uuid in wearableAsset.Textures.Values)
{
//m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid);
assetUuids[uuid] = 1;
assetUuids[uuid] = AssetType.Texture;
}
}
}
@@ -270,7 +271,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="assetUuids"></param>
protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids)
protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase objectAsset = GetAsset(sceneObjectUuid);
@@ -284,7 +285,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, int> assetUuids)
protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
{
AssetBase assetBase = GetAsset(gestureUuid);
@@ -316,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes
// If it can be parsed as a UUID, it is an asset ID
UUID uuid;
if (UUID.TryParse(id, out uuid))
assetUuids[uuid] = 1;
assetUuids[uuid] = AssetType.Animation;
}
}
}