* refactor: remove AssetCache field hanging off Scene

* This is always available at Scene.CommsManager.AssetCache
This commit is contained in:
Justin Clarke Casey
2009-02-16 19:15:16 +00:00
parent ec07e1aad6
commit 93837807ff
23 changed files with 44 additions and 50 deletions

View File

@@ -212,7 +212,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
if (BlendWithOldTexture)
{
UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID;
oldAsset = scene.AssetCache.GetAsset(lastTextureID, true);
oldAsset = scene.CommsManager.AssetCache.GetAsset(lastTextureID, true);
if (oldAsset != null)
{
assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
@@ -238,7 +238,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
asset.Metadata.Description = "dynamic image";
asset.Metadata.Local = false;
asset.Metadata.Temporary = true;
scene.AssetCache.AddAsset(asset);
scene.CommsManager.AssetCache.AddAsset(asset);
LastAssetID = asset.Metadata.FullID;
@@ -254,7 +254,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
// remove the old asset from the cache
UUID oldID = tmptex.DefaultTexture.TextureID;
scene.AssetCache.ExpireAsset(oldID);
scene.CommsManager.AssetCache.ExpireAsset(oldID);
tmptex.DefaultTexture.TextureID = asset.Metadata.FullID;
// I'm pretty sure we always want to force this to true