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Merge branch 'master' into varregion
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@@ -182,11 +182,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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string url = aCircuit.ServiceURLs["AssetServerURI"].ToString();
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m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachment {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url);
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(Scene.AssetService, url);
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uuidGatherer.GatherAssetUuids(so, ids);
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foreach (KeyValuePair<UUID, AssetType> kvp in ids)
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foreach (KeyValuePair<UUID, sbyte> kvp in ids)
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uuidGatherer.FetchAsset(kvp.Key);
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}
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}
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@@ -260,9 +260,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// The act of gathering UUIDs downloads some assets from the remote server
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// but not all...
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL);
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uuidGatherer.GatherAssetUuids(assetID, (AssetType)meta.Type, ids);
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uuidGatherer.GatherAssetUuids(assetID, meta.Type, ids);
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m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", ids.Count);
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bool success = true;
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foreach (UUID uuid in ids.Keys)
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@@ -286,9 +286,9 @@ 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, AssetType> ids = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
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uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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uuidGatherer.GatherAssetUuids(asset.FullID, asset.Type, ids);
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bool success = false;
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foreach (UUID uuid in ids.Keys)
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{
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