Refactor asset handling as per Ubit's suggestion

This commit is contained in:
Melanie Thielker
2017-02-01 16:31:01 +00:00
parent 5ceb315e34
commit a5151bb337
12 changed files with 75 additions and 111 deletions

View File

@@ -47,8 +47,9 @@ namespace OpenSim.Framework
/// Get an asset by its id.
/// </summary>
/// <param name='id'></param>
/// <returns>null if the asset does not exist.</returns>
AssetBase Get(string id, out bool negative);
/// <param name='asset'>Will be set to null if no asset was found</param>
/// <returns>False if the asset has been negative-cached</returns>
bool Get(string id, out AssetBase asset);
/// <summary>
/// Check whether an asset with the specified id exists in the cache.

View File

@@ -113,8 +113,8 @@ namespace OpenSim.Framework
{
if (dataCache.Check(item.TextureID.ToString()))
{
bool negative;
AssetBase assetItem = dataCache.Get(item.TextureID.ToString(), out negative);
AssetBase assetItem;
dataCache.Get(item.TextureID.ToString(), out assetItem);
if (assetItem != null)
{
itemmap.Add("assetdata", OSD.FromBinary(assetItem.Data));