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OpenSimMain now respects the asset_plugin paramter, and storing of assets will *not* throw an exception
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@@ -79,6 +79,7 @@ namespace OpenSim
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private bool standaloneAuthenticate = false;
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private string standaloneWelcomeMessage = null;
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private string standaloneInventoryPlugin = "OpenSim.Framework.Data.SQLite.dll";
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private string standaloneAssetPlugin = "OpenSim.Framework.Data.SQLite.dll";
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private string standaloneUserPlugin = "OpenSim.Framework.Data.DB4o.dll";
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private string m_assetStorage = "db4o";
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@@ -132,7 +133,7 @@ namespace OpenSim
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standaloneWelcomeMessage = configSource.Configs["StandAlone"].GetString("welcome_message", "Welcome to OpenSim");
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standaloneInventoryPlugin = configSource.Configs["StandAlone"].GetString("inventory_plugin", "OpenSim.Framework.Data.SQLite.dll");
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standaloneUserPlugin = configSource.Configs["StandAlone"].GetString("userDatabase_plugin", "OpenSim.Framework.Data.DB4o.dll");
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standaloneAssetPlugin = configSource.Configs["StandAlone"].GetString("asset_plugin", "OpenSim.Framework.Data.SQLite.dll");
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m_networkServersInfo.loadFromConfiguration(configSource);
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}
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@@ -283,7 +284,7 @@ namespace OpenSim
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}
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else
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{
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assetServer = new SQLAssetServer("OpenSim.Framework.Data.SQLite.dll");
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assetServer = new SQLAssetServer(standaloneAssetPlugin);
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}
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assetServer.SetServerInfo(m_networkServersInfo.AssetURL, m_networkServersInfo.AssetSendKey);
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m_assetCache = new AssetCache(assetServer);
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