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Changing the AssetBase constructors to avoid initializing assets with an unknown asset type, and log an error if it ever does happen
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@@ -112,11 +112,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
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bool storeLocal, bool tempFile)
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{
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ourClient = remoteClient;
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m_asset = new AssetBase();
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m_asset.FullID = assetID;
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m_asset.Type = type;
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m_asset = new AssetBase(assetID, "blank", type);
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m_asset.Data = data;
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m_asset.Name = "blank";
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m_asset.Description = "empty";
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m_asset.Local = storeLocal;
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m_asset.Temporary = tempFile;
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@@ -238,12 +238,11 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
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if (m_cache != null)
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{
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AssetBase layerDecodeAsset = new AssetBase();
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layerDecodeAsset.ID = "j2kCache_" + AssetId.ToString();
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string assetID = "j2kCache_" + AssetId.ToString();
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AssetBase layerDecodeAsset = new AssetBase(assetID, assetID, (sbyte)AssetType.Notecard);
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layerDecodeAsset.Local = true;
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layerDecodeAsset.Name = layerDecodeAsset.ID;
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layerDecodeAsset.Temporary = true;
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layerDecodeAsset.Type = (sbyte)AssetType.Notecard;
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#region Serialize Layer Data
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@@ -389,11 +389,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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{
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sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
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if (assetType == (sbyte)AssetType.Unknown)
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m_log.WarnFormat("[INVENTORY ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
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//m_log.DebugFormat("[INVENTORY ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
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AssetBase asset = new AssetBase(new UUID(uuid), "RandomName");
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asset.Type = assetType;
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AssetBase asset = new AssetBase(new UUID(uuid), "RandomName", assetType);
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asset.Data = data;
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m_scene.AssetService.Store(asset);
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@@ -122,8 +122,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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}
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UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
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AssetBase asset1 = new AssetBase();
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asset1.FullID = asset1Id;
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AssetBase asset1 = new AssetBase(asset1Id, asset1Id.ToString(), (sbyte)AssetType.Object);
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asset1.Data = Encoding.ASCII.GetBytes(SceneObjectSerializer.ToXml2Format(object1));
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scene.AssetService.Store(asset1);
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@@ -311,11 +311,8 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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}
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// Create a new asset for user
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AssetBase asset = new AssetBase();
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asset.FullID = UUID.Random();
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AssetBase asset = new AssetBase(UUID.Random(), "DynamicImage" + Util.RandomClass.Next(1, 10000), (sbyte)AssetType.Texture);
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asset.Data = assetData;
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asset.Name = "DynamicImage" + Util.RandomClass.Next(1, 10000);
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asset.Type = 0;
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asset.Description = String.Format("URL image : {0}", Url);
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asset.Local = false;
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asset.Temporary = ((Disp & DISP_TEMP) != 0);
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@@ -332,10 +332,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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{
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sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
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if (assetType == (sbyte)AssetType.Unknown)
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m_log.WarnFormat("[ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
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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);
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asset.Type = assetType;
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AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType);
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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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@@ -158,9 +158,8 @@ 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);
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AssetBase asset = new AssetBase(new UUID(filename), metadata.Name, metadata.AssetType);
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asset.Description = metadata.Description;
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asset.Type = metadata.AssetType;
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asset.Data = data;
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m_cache.Store(asset);
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@@ -52,16 +52,11 @@ 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();
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m_asset.FullID = UUID.Zero;
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m_asset.Type = type;
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m_asset = new AssetBase(UUID.Zero, pClientFilename, type);
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m_asset.Data = new byte[0];
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m_asset.Name = pClientFilename;
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m_asset.Description = "empty";
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m_asset.Local = true;
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m_asset.Temporary = true;
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}
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public ulong XferID
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@@ -1077,14 +1077,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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m_scene.RegionInfo.RegionSettings.TerrainImageID = TerrainImageUUID;
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AssetBase asset = new AssetBase();
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asset.FullID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
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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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asset.Data = data;
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asset.Name
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= "terrainImage_" + m_scene.RegionInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
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asset.Description = m_scene.RegionInfo.RegionName;
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asset.Type = 0;
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asset.Temporary = temporary;
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m_scene.AssetService.Store(asset);
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}
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