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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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@@ -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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