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* 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
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@@ -112,7 +112,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
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bool storeLocal, bool tempFile)
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{
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ourClient = remoteClient;
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m_asset = new AssetBase(assetID, "blank", type);
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m_asset = new AssetBase(assetID, "blank", type, remoteClient.AgentId);
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m_asset.Data = data;
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m_asset.Description = "empty";
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m_asset.Local = storeLocal;
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@@ -240,7 +240,7 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
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{
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string assetID = "j2kCache_" + AssetId.ToString();
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AssetBase layerDecodeAsset = new AssetBase(assetID, assetID, (sbyte)AssetType.Notecard);
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AssetBase layerDecodeAsset = new AssetBase(assetID, assetID, (sbyte)AssetType.Notecard, m_scene.RegionInfo.RegionID);
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layerDecodeAsset.Local = true;
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layerDecodeAsset.Temporary = true;
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@@ -416,7 +416,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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//m_log.DebugFormat("[INVENTORY ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
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AssetBase asset = new AssetBase(new UUID(uuid), "RandomName", assetType);
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AssetBase asset = new AssetBase(new UUID(uuid), "RandomName", assetType, UUID.Zero);
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asset.Data = data;
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m_scene.AssetService.Store(asset);
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@@ -90,7 +90,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// HGAssetService dispatches it to the remote grid.
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// It's not pretty, but the best that can be done while
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// not having a global naming infrastructure
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AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type);
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AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type, asset.Metadata.CreatorID);
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Copy(asset, asset1);
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try
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{
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@@ -161,7 +161,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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AssetBase asset =
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CreateAsset(item.Name, item.Description, (sbyte)item.AssetType, data);
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CreateAsset(item.Name, item.Description, (sbyte)item.AssetType, data, remoteClient.AgentId);
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item.AssetID = asset.FullID;
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m_Scene.AssetService.Store(asset);
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@@ -339,7 +339,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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objectGroup.GetPartName(objectGroup.RootPart.LocalId),
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objectGroup.GetPartDescription(objectGroup.RootPart.LocalId),
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml));
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Utils.StringToBytes(sceneObjectXml),
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objectGroup.OwnerID);
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m_Scene.AssetService.Store(asset);
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assetID = asset.FullID;
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@@ -640,9 +641,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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/// <param name="assetType"></param>
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/// <param name="data"></param>
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/// <returns></returns>
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private AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data)
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private AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data, UUID creatorID)
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{
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AssetBase asset = new AssetBase(UUID.Random(), name, assetType);
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AssetBase asset = new AssetBase(UUID.Random(), name, assetType, creatorID);
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asset.Description = description;
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asset.Data = (data == null) ? new byte[1] : data;
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@@ -309,7 +309,8 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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}
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// Create a new asset for user
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AssetBase asset = new AssetBase(UUID.Random(), "DynamicImage" + Util.RandomClass.Next(1, 10000), (sbyte)AssetType.Texture);
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AssetBase asset = new AssetBase(UUID.Random(), "DynamicImage" + Util.RandomClass.Next(1, 10000), (sbyte)AssetType.Texture,
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scene.RegionInfo.RegionID);
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asset.Data = assetData;
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asset.Description = String.Format("URL image : {0}", Url);
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asset.Local = false;
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@@ -335,7 +335,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
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AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType);
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AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType, UUID.Zero);
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asset.Data = data;
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// 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
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m_log.DebugFormat("[ARCHIVER]: Importing asset {0}", filename);
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AssetBase asset = new AssetBase(new UUID(filename), metadata.Name, metadata.AssetType);
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AssetBase asset = new AssetBase(new UUID(filename), metadata.Name, metadata.AssetType, UUID.Zero);
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asset.Description = metadata.Description;
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asset.Data = data;
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@@ -52,7 +52,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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public EstateTerrainXferHandler(IClientAPI pRemoteClient, string pClientFilename)
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{
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m_asset = new AssetBase(UUID.Zero, pClientFilename, type);
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m_asset = new AssetBase(UUID.Zero, pClientFilename, type, pRemoteClient.AgentId);
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m_asset.Data = new byte[0];
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m_asset.Description = "empty";
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m_asset.Local = true;
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@@ -1080,7 +1080,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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AssetBase asset = new AssetBase(
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m_scene.RegionInfo.RegionSettings.TerrainImageID,
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"terrainImage_" + m_scene.RegionInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString(),
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(sbyte)AssetType.Texture);
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(sbyte)AssetType.Texture,
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m_scene.RegionInfo.RegionID);
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asset.Data = data;
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asset.Description = m_scene.RegionInfo.RegionName;
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asset.Temporary = temporary;
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