Heart surgery on asset service code bits. Affects OpenSim.ini configuration -- please see the example. Affects region servers only.

This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems: 
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now
This commit is contained in:
diva
2009-05-15 05:00:25 +00:00
parent 14c1e991c6
commit 5e4fc6e91e
56 changed files with 716 additions and 511 deletions

View File

@@ -264,7 +264,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
if (BlendWithOldTexture)
{
UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID;
oldAsset = scene.CommsManager.AssetCache.GetAsset(lastTextureID, true);
oldAsset = scene.AssetService.Get(lastTextureID.ToString());
if (oldAsset != null)
{
assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
@@ -290,7 +290,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
asset.Description = "dynamic image";
asset.Local = false;
asset.Temporary = true;
scene.CommsManager.AssetCache.AddAsset(asset);
scene.AssetService.Store(asset);
LastAssetID = asset.FullID;
@@ -315,7 +315,6 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
part.Shape.Textures = tmptex;
part.ScheduleFullUpdate();
scene.CommsManager.AssetCache.ExpireAsset(oldID);
}
private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha)