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cosmetics
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@@ -126,8 +126,8 @@ namespace OpenSim.Framework.Serialization
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2";
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga";
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ASSET_TYPE_TO_EXTENSION[(sbyte)OpenSimAssetType.Material] = ASSET_EXTENSION_SEPARATOR + "material.xml";
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Material] = ASSET_EXTENSION_SEPARATOR + "prmat.dat";
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Settings] = ASSET_EXTENSION_SEPARATOR + "settings.bin";
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Material] = ASSET_EXTENSION_SEPARATOR + "prmat.dat";
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = (sbyte)AssetType.Animation;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = (sbyte)AssetType.Bodypart;
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@@ -125,30 +125,21 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// It appears that gtar, at least, doesn't need the intermediate directory entries in the tar
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//archive.AddDir("assets");
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string extension = string.Empty;
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if (ArchiveConstants.ASSET_TYPE_TO_EXTENSION.ContainsKey(asset.Type))
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if (ArchiveConstants.ASSET_TYPE_TO_EXTENSION.TryGetValue(asset.Type, out string extension))
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{
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extension = ArchiveConstants.ASSET_TYPE_TO_EXTENSION[asset.Type];
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m_archiveWriter.WriteFile($"{ArchiveConstants.ASSETS_PATH}{asset.FullID}{extension}", asset.Data);
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}
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else
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{
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m_log.ErrorFormat(
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"[ARCHIVER]: Unrecognized asset type {0} with uuid {1}. This asset will be saved but not reloaded",
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asset.Type, asset.ID);
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m_log.Error(
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$"[ARCHIVER]: Unrecognized asset type {asset.Type} with uuid {asset.ID}. This asset will be saved but may not load");
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m_archiveWriter.WriteFile($"{ArchiveConstants.ASSETS_PATH}{asset.FullID}", asset.Data);
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}
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m_archiveWriter.WriteFile(
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ArchiveConstants.ASSETS_PATH + asset.FullID.ToString() + extension,
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asset.Data);
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m_assetsWritten++;
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//m_log.DebugFormat("[ARCHIVER]: Added asset {0}", m_assetsWritten);
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if (m_assetsWritten % LOG_ASSET_LOAD_NOTIFICATION_INTERVAL == 0)
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m_log.InfoFormat("[ARCHIVER]: Added {0} assets to archive", m_assetsWritten);
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m_log.Info($"[ARCHIVER]: Added {m_assetsWritten} assets to archive");
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}
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}
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}
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@@ -105,7 +105,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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AssetMetadata metadata = new AssetMetadata();
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string filename = reader.ReadElementString("filename");
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m_log.DebugFormat("[DEARCHIVER]: Reading node {0}", filename);
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m_log.Debug($"[DEARCHIVER]: Reading node {filename}");
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metadata.Name = reader.ReadElementString("name");
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metadata.Description = reader.ReadElementString("description");
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@@ -119,7 +119,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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reader.Read();
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}
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m_log.DebugFormat("[DEARCHIVER]: Resolved {0} items of asset metadata", m_metadata.Count);
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m_log.Debug($"[DEARCHIVER]: Resolved {m_metadata.Count} items of asset metadata");
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ResolvePendingAssetData();
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}
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@@ -148,16 +148,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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if (m_metadata.ContainsKey(filename))
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{
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AssetMetadata metadata = m_metadata[filename];
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if (ArchiveConstants.ASSET_TYPE_TO_EXTENSION.ContainsKey(metadata.AssetType))
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if (ArchiveConstants.ASSET_TYPE_TO_EXTENSION.TryGetValue(metadata.AssetType, out string extension))
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{
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string extension = ArchiveConstants.ASSET_TYPE_TO_EXTENSION[metadata.AssetType];
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filename = filename.Remove(filename.Length - extension.Length);
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}
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m_log.DebugFormat("[ARCHIVER]: Importing asset {0}", filename);
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m_log.Debug($"[ARCHIVER]: Importing asset {filename}");
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AssetBase asset = new AssetBase(new UUID(filename), metadata.Name, metadata.AssetType, UUID.Zero.ToString());
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AssetBase asset = new AssetBase(new UUID(filename), metadata.Name, metadata.AssetType, UUID.ZeroString);
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asset.Description = metadata.Description;
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asset.Data = data;
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@@ -165,9 +163,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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}
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else
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{
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m_log.ErrorFormat(
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"[DEARCHIVER]: Tried to dearchive data with filename {0} without any corresponding metadata",
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assetPath);
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m_log.Error(
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$"[DEARCHIVER]: Tried to dearchive data with filename {assetPath} without any corresponding metadata");
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}
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}
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