* 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

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@@ -112,7 +112,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
bool storeLocal, bool tempFile)
{
ourClient = remoteClient;
m_asset = new AssetBase(assetID, "blank", type);
m_asset = new AssetBase(assetID, "blank", type, remoteClient.AgentId);
m_asset.Data = data;
m_asset.Description = "empty";
m_asset.Local = storeLocal;

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@@ -240,7 +240,7 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
{
string assetID = "j2kCache_" + AssetId.ToString();
AssetBase layerDecodeAsset = new AssetBase(assetID, assetID, (sbyte)AssetType.Notecard);
AssetBase layerDecodeAsset = new AssetBase(assetID, assetID, (sbyte)AssetType.Notecard, m_scene.RegionInfo.RegionID);
layerDecodeAsset.Local = true;
layerDecodeAsset.Temporary = true;

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@@ -416,7 +416,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
//m_log.DebugFormat("[INVENTORY ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new UUID(uuid), "RandomName", assetType);
AssetBase asset = new AssetBase(new UUID(uuid), "RandomName", assetType, UUID.Zero);
asset.Data = data;
m_scene.AssetService.Store(asset);

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@@ -90,7 +90,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// HGAssetService dispatches it to the remote grid.
// It's not pretty, but the best that can be done while
// not having a global naming infrastructure
AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type);
AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID);
Copy(asset, asset1);
try
{

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@@ -161,7 +161,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
AssetBase asset =
CreateAsset(item.Name, item.Description, (sbyte)item.AssetType, data);
CreateAsset(item.Name, item.Description, (sbyte)item.AssetType, data, remoteClient.AgentId);
item.AssetID = asset.FullID;
m_Scene.AssetService.Store(asset);
@@ -339,7 +339,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
objectGroup.GetPartName(objectGroup.RootPart.LocalId),
objectGroup.GetPartDescription(objectGroup.RootPart.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml));
Utils.StringToBytes(sceneObjectXml),
objectGroup.OwnerID);
m_Scene.AssetService.Store(asset);
assetID = asset.FullID;
@@ -640,9 +641,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
/// <param name="assetType"></param>
/// <param name="data"></param>
/// <returns></returns>
private AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data)
private AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data, UUID creatorID)
{
AssetBase asset = new AssetBase(UUID.Random(), name, assetType);
AssetBase asset = new AssetBase(UUID.Random(), name, assetType, creatorID);
asset.Description = description;
asset.Data = (data == null) ? new byte[1] : data;

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@@ -309,7 +309,8 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
}
// Create a new asset for user
AssetBase asset = new AssetBase(UUID.Random(), "DynamicImage" + Util.RandomClass.Next(1, 10000), (sbyte)AssetType.Texture);
AssetBase asset = new AssetBase(UUID.Random(), "DynamicImage" + Util.RandomClass.Next(1, 10000), (sbyte)AssetType.Texture,
scene.RegionInfo.RegionID);
asset.Data = assetData;
asset.Description = String.Format("URL image : {0}", Url);
asset.Local = false;

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@@ -335,7 +335,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType);
AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType, UUID.Zero);
asset.Data = data;
// We're relying on the asset service to do the sensible thing and not store the asset if it already

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@@ -158,7 +158,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_log.DebugFormat("[ARCHIVER]: Importing asset {0}", filename);
AssetBase asset = new AssetBase(new UUID(filename), metadata.Name, metadata.AssetType);
AssetBase asset = new AssetBase(new UUID(filename), metadata.Name, metadata.AssetType, UUID.Zero);
asset.Description = metadata.Description;
asset.Data = data;

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@@ -52,7 +52,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
public EstateTerrainXferHandler(IClientAPI pRemoteClient, string pClientFilename)
{
m_asset = new AssetBase(UUID.Zero, pClientFilename, type);
m_asset = new AssetBase(UUID.Zero, pClientFilename, type, pRemoteClient.AgentId);
m_asset.Data = new byte[0];
m_asset.Description = "empty";
m_asset.Local = true;

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@@ -1080,7 +1080,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
AssetBase asset = new AssetBase(
m_scene.RegionInfo.RegionSettings.TerrainImageID,
"terrainImage_" + m_scene.RegionInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString(),
(sbyte)AssetType.Texture);
(sbyte)AssetType.Texture,
m_scene.RegionInfo.RegionID);
asset.Data = data;
asset.Description = m_scene.RegionInfo.RegionName;
asset.Temporary = temporary;