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Formatting cleanup.
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@@ -41,7 +41,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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/// <summary>
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/// Gather uuids for a given entity.
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/// </summary>
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/// </summary>
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///
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/// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
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/// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
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@@ -82,7 +82,7 @@ namespace OpenSim.Region.Framework.Scenes
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///
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/// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
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/// <param name="assetType">The type of the asset for the uuid given</param>
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/// <param name="assetUuids">The assets gathered</param>
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/// <param name="assetUuids">The assets gathered</param>
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public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids)
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{
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assetUuids[assetUuid] = 1;
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@@ -142,7 +142,7 @@ namespace OpenSim.Region.Framework.Scenes
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// If the prim is a sculpt then preserve this information too
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if (part.Shape.SculptTexture != UUID.Zero)
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assetUuids[part.Shape.SculptTexture] = 1;
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assetUuids[part.Shape.SculptTexture] = 1;
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TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
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@@ -167,7 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// The callback made when we request the asset for an object from the asset service.
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/// </summary>
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/// </summary>
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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{
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lock (this)
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@@ -242,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes
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AssetBase assetBase = GetAsset(wearableAssetUuid);
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if (null != assetBase)
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{
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{
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//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
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AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
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wearableAsset.Decode();
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@@ -275,6 +275,6 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
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GatherAssetUuids(sog, assetUuids);
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}
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}
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}
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}
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}
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