Changing the AssetBase constructors to avoid initializing assets with an unknown asset type, and log an error if it ever does happen

This commit is contained in:
John Hurliman
2009-11-05 13:10:58 -08:00
parent e6d7303b29
commit afef1ac191
31 changed files with 105 additions and 122 deletions

View File

@@ -238,12 +238,11 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
if (m_cache != null)
{
AssetBase layerDecodeAsset = new AssetBase();
layerDecodeAsset.ID = "j2kCache_" + AssetId.ToString();
string assetID = "j2kCache_" + AssetId.ToString();
AssetBase layerDecodeAsset = new AssetBase(assetID, assetID, (sbyte)AssetType.Notecard);
layerDecodeAsset.Local = true;
layerDecodeAsset.Name = layerDecodeAsset.ID;
layerDecodeAsset.Temporary = true;
layerDecodeAsset.Type = (sbyte)AssetType.Notecard;
#region Serialize Layer Data