* 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

@@ -384,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
}
}
AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation);
AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation, m_scenePresence.UUID);
Animasset.Data = anim.ToBytes();
Animasset.Temporary = true;
Animasset.Local = true;

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@@ -192,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes
return new ArrayList();
}
AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data);
AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data, remoteClient.AgentId);
AssetService.Store(asset);
if (isScriptRunning)
@@ -570,15 +570,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Create a new asset data structure.
/// </summary>
/// <param name="name"></param>
/// <param name="description"></param>
/// <param name="invType"></param>
/// <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;
@@ -704,7 +698,7 @@ namespace OpenSim.Region.Framework.Scenes
data = Encoding.ASCII.GetBytes(strdata);
}
AssetBase asset = CreateAsset(name, description, assetType, data);
AssetBase asset = CreateAsset(name, description, assetType, data, remoteClient.AgentId);
AssetService.Store(asset);
CreateNewInventoryItem(remoteClient, remoteClient.AgentId.ToString(), folderID, asset.Name, 0, callbackID, asset, invType, nextOwnerMask, creationDate);
@@ -1289,7 +1283,9 @@ namespace OpenSim.Region.Framework.Scenes
itemBase.InvType, part.UUID, remoteClient.AgentId))
return;
AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"));
AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"),
remoteClient.AgentId);
AssetService.Store(asset);
TaskInventoryItem taskItem = new TaskInventoryItem();
@@ -1583,7 +1579,8 @@ namespace OpenSim.Region.Framework.Scenes
objectGroup.GetPartName(objectGroup.LocalId),
objectGroup.GetPartDescription(objectGroup.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml));
Utils.StringToBytes(sceneObjectXml),
remoteClient.AgentId);
AssetService.Store(asset);
item.AssetID = asset.FullID;
@@ -1630,7 +1627,8 @@ namespace OpenSim.Region.Framework.Scenes
grp.GetPartName(grp.LocalId),
grp.GetPartDescription(grp.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml));
Utils.StringToBytes(sceneObjectXml),
remoteClient.AgentId);
AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();

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@@ -4389,7 +4389,8 @@ namespace OpenSim.Region.Framework.Scenes
group.GetPartName(localID),
group.GetPartDescription(localID),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml));
Utils.StringToBytes(sceneObjectXml),
group.OwnerID);
AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();

View File

@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
TestHelper.InMethod();
UUID corruptAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
AssetBase corruptAsset = AssetHelpers.CreateAsset(corruptAssetUuid, "CORRUPT ASSET");
AssetBase corruptAsset = AssetHelpers.CreateAsset(corruptAssetUuid, "CORRUPT ASSET", UUID.Zero);
m_assetService.Store(corruptAsset);
IDictionary<UUID, int> foundAssetUuids = new Dictionary<UUID, int>();