* Adds CreatorID to asset metadata. This is just the plumbing to support CreatorID, it doesn't modify database backends or OAR files to support storing/loading it

This commit is contained in:
John Hurliman
2010-02-22 13:27:17 -08:00
parent 845a390e93
commit 7665aad002
34 changed files with 74 additions and 78 deletions

View File

@@ -1564,7 +1564,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
assets = doc.GetElementsByTagName("RequiredAsset");
foreach (XmlNode asset in assets)
{
AssetBase rass = new AssetBase(UUID.Random(), GetStringAttribute(asset,"name",""), SByte.Parse(GetStringAttribute(asset,"type","")));
AssetBase rass = new AssetBase(UUID.Random(), GetStringAttribute(asset,"name",""), SByte.Parse(GetStringAttribute(asset,"type","")), UUID.Zero);
rass.Description = GetStringAttribute(asset,"desc","");
rass.Local = Boolean.Parse(GetStringAttribute(asset,"local",""));
rass.Temporary = Boolean.Parse(GetStringAttribute(asset,"temporary",""));

View File

@@ -261,7 +261,7 @@ namespace OpenSim.ApplicationPlugins.Rest.Inventory
modified = (asset != null);
created = !modified;
asset = new AssetBase(uuid, xml.GetAttribute("name"), SByte.Parse(xml.GetAttribute("type")));
asset = new AssetBase(uuid, xml.GetAttribute("name"), SByte.Parse(xml.GetAttribute("type")), UUID.Zero);
asset.Description = xml.GetAttribute("desc");
asset.Local = Int32.Parse(xml.GetAttribute("local")) != 0;
asset.Temporary = Int32.Parse(xml.GetAttribute("temporary")) != 0;
@@ -338,7 +338,7 @@ namespace OpenSim.ApplicationPlugins.Rest.Inventory
modified = (asset != null);
created = !modified;
asset = new AssetBase(uuid, xml.GetAttribute("name"), SByte.Parse(xml.GetAttribute("type")));
asset = new AssetBase(uuid, xml.GetAttribute("name"), SByte.Parse(xml.GetAttribute("type")), UUID.Zero);
asset.Description = xml.GetAttribute("desc");
asset.Local = Int32.Parse(xml.GetAttribute("local")) != 0;
asset.Temporary = Int32.Parse(xml.GetAttribute("temporary")) != 0;

View File

@@ -1871,7 +1871,7 @@ namespace OpenSim.ApplicationPlugins.Rest.Inventory
// Create AssetBase entity to hold the inlined asset
asset = new AssetBase(uuid, name, type);
asset = new AssetBase(uuid, name, type, UUID.Zero);
asset.Description = desc;
asset.Local = local;