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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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@@ -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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