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

@@ -332,10 +332,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{
sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
if (assetType == (sbyte)AssetType.Unknown)
m_log.WarnFormat("[ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
AssetBase asset = new AssetBase(new UUID(uuid), String.Empty);
asset.Type = assetType;
AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType);
asset.Data = data;
// 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
m_log.DebugFormat("[ARCHIVER]: Importing asset {0}", filename);
AssetBase asset = new AssetBase(new UUID(filename), metadata.Name);
AssetBase asset = new AssetBase(new UUID(filename), metadata.Name, metadata.AssetType);
asset.Description = metadata.Description;
asset.Type = metadata.AssetType;
asset.Data = data;
m_cache.Store(asset);

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@@ -52,16 +52,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
public EstateTerrainXferHandler(IClientAPI pRemoteClient, string pClientFilename)
{
m_asset = new AssetBase();
m_asset.FullID = UUID.Zero;
m_asset.Type = type;
m_asset = new AssetBase(UUID.Zero, pClientFilename, type);
m_asset.Data = new byte[0];
m_asset.Name = pClientFilename;
m_asset.Description = "empty";
m_asset.Local = true;
m_asset.Temporary = true;
}
public ulong XferID

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@@ -1077,14 +1077,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
m_scene.RegionInfo.RegionSettings.TerrainImageID = TerrainImageUUID;
AssetBase asset = new AssetBase();
asset.FullID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
AssetBase asset = new AssetBase(
m_scene.RegionInfo.RegionSettings.TerrainImageID,
"terrainImage_" + m_scene.RegionInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString(),
(sbyte)AssetType.Texture);
asset.Data = data;
asset.Name
= "terrainImage_" + m_scene.RegionInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
asset.Description = m_scene.RegionInfo.RegionName;
asset.Type = 0;
asset.Temporary = temporary;
m_scene.AssetService.Store(asset);
}