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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
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@@ -1414,8 +1414,7 @@ if (m_shape != null) {
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{
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if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
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{
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m_parentGroup.Scene.CommsManager.AssetCache.GetAsset(
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dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true);
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m_parentGroup.Scene.AssetService.Get(dupe.m_shape.SculptTexture.ToString(), dupe, AssetReceived);
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}
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bool UsePhysics = ((dupe.ObjectFlags & (uint)PrimFlags.Physics) != 0);
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@@ -1425,6 +1424,16 @@ if (m_shape != null) {
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return dupe;
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}
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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{
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if (asset != null)
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{
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SceneObjectPart sop = (SceneObjectPart)sender;
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if (sop != null)
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sop.SculptTextureCallback(asset.FullID, asset);
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}
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}
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public static SceneObjectPart Create()
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{
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SceneObjectPart part = new SceneObjectPart();
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@@ -3147,8 +3156,7 @@ if (m_shape != null) {
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{
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if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
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{
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m_parentGroup.Scene.CommsManager.AssetCache.GetAsset(
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m_shape.SculptTexture, SculptTextureCallback, true);
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m_parentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
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}
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}
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