LLAssetType lookup now done through LLDictionary.
This commit is contained in:
@@ -33,207 +33,115 @@
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#include "linden_common.h"
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#include "llassettype.h"
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#include "lldictionary.h"
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#include "llmemory.h"
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#include "llstring.h"
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#include "lltimer.h"
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// I added lookups for exact text of asset type enums in addition to the ones below, so shoot me. -Steve
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struct asset_info_t
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///----------------------------------------------------------------------------
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/// Class LLAssetType
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///----------------------------------------------------------------------------
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struct AssetEntry : public LLDictionaryEntry
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{
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LLAssetType::EType type;
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const char* desc;
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AssetEntry(const char *desc_name,
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const char *type_name, // 8 character limit!
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const char *human_name, // for decoding to human readable form; put any and as many printable characters you want in each one
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bool can_link, // can you create a link to this type?
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bool can_fetch, // can you fetch this asset by ID?
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bool can_know) // can you see this asset's ID?
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:
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LLDictionaryEntry(desc_name),
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mTypeName(type_name),
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mHumanName(human_name),
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mCanLink(can_link),
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mCanFetch(can_fetch),
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mCanKnow(can_know)
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{
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llassert(strlen(mTypeName) <= 8);
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}
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const char *mTypeName;
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const char *mHumanName;
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bool mCanLink;
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bool mCanFetch;
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bool mCanKnow;
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};
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asset_info_t asset_types[] =
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class LLAssetDictionary : public LLSingleton<LLAssetDictionary>,
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public LLDictionary<LLAssetType::EType, AssetEntry>
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{
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{ LLAssetType::AT_TEXTURE, "TEXTURE" },
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{ LLAssetType::AT_SOUND, "SOUND" },
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{ LLAssetType::AT_CALLINGCARD, "CALLINGCARD" },
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{ LLAssetType::AT_LANDMARK, "LANDMARK" },
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{ LLAssetType::AT_SCRIPT, "SCRIPT" },
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{ LLAssetType::AT_CLOTHING, "CLOTHING" },
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{ LLAssetType::AT_OBJECT, "OBJECT" },
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{ LLAssetType::AT_NOTECARD, "NOTECARD" },
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{ LLAssetType::AT_CATEGORY, "CATEGORY" },
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{ LLAssetType::AT_ROOT_CATEGORY, "ROOT_CATEGORY" },
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{ LLAssetType::AT_LSL_TEXT, "LSL_TEXT" },
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{ LLAssetType::AT_LSL_BYTECODE, "LSL_BYTECODE" },
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{ LLAssetType::AT_TEXTURE_TGA, "TEXTURE_TGA" },
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{ LLAssetType::AT_BODYPART, "BODYPART" },
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{ LLAssetType::AT_TRASH, "TRASH" },
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{ LLAssetType::AT_SNAPSHOT_CATEGORY, "SNAPSHOT_CATEGORY" },
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{ LLAssetType::AT_LOST_AND_FOUND, "LOST_AND_FOUND" },
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{ LLAssetType::AT_SOUND_WAV, "SOUND_WAV" },
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{ LLAssetType::AT_IMAGE_TGA, "IMAGE_TGA" },
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{ LLAssetType::AT_IMAGE_JPEG, "IMAGE_JPEG" },
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{ LLAssetType::AT_ANIMATION, "ANIMATION" },
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{ LLAssetType::AT_GESTURE, "GESTURE" },
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{ LLAssetType::AT_SIMSTATE, "SIMSTATE" },
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{ LLAssetType::AT_FAVORITE, "FAVORITE" },
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{ LLAssetType::AT_LINK, "LINK" },
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{ LLAssetType::AT_LINK_FOLDER, "CURRENT" },
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{ LLAssetType::AT_CURRENT_OUTFIT, "FOLDER_LINK" },
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{ LLAssetType::AT_OUTFIT, "OUTFIT" },
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{ LLAssetType::AT_MY_OUTFITS, "MY_OUTFITS" },
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{ LLAssetType::AT_NONE, "NONE" }
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public:
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LLAssetDictionary();
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};
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LLAssetType::EType LLAssetType::getType(const std::string& sin)
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LLAssetDictionary::LLAssetDictionary()
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{
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std::string s = sin;
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// DESCRIPTION TYPE NAME HUMAN NAME CAN LINK? CAN FETCH? CAN KNOW?
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// |--------------------|-----------|-------------------|-----------|-----------|---------|
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addEntry(LLAssetType::AT_TEXTURE, new AssetEntry("TEXTURE", "texture", "texture", true, false, true));
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addEntry(LLAssetType::AT_SOUND, new AssetEntry("SOUND", "sound", "sound", true, true, true));
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addEntry(LLAssetType::AT_CALLINGCARD, new AssetEntry("CALLINGCARD", "callcard", "calling card", true, false, false));
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addEntry(LLAssetType::AT_LANDMARK, new AssetEntry("LANDMARK", "landmark", "landmark", true, true, true));
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addEntry(LLAssetType::AT_SCRIPT, new AssetEntry("SCRIPT", "script", "legacy script", true, false, false));
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addEntry(LLAssetType::AT_CLOTHING, new AssetEntry("CLOTHING", "clothing", "clothing", true, true, true));
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addEntry(LLAssetType::AT_OBJECT, new AssetEntry("OBJECT", "object", "object", true, false, false));
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addEntry(LLAssetType::AT_NOTECARD, new AssetEntry("NOTECARD", "notecard", "note card", true, false, true));
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addEntry(LLAssetType::AT_CATEGORY, new AssetEntry("CATEGORY", "category", "folder", true, false, false));
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addEntry(LLAssetType::AT_ROOT_CATEGORY, new AssetEntry("ROOT_CATEGORY", "root", "root", false, false, false));
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addEntry(LLAssetType::AT_LSL_TEXT, new AssetEntry("LSL_TEXT", "lsltext", "lsl2 script", true, false, false));
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addEntry(LLAssetType::AT_LSL_BYTECODE, new AssetEntry("LSL_BYTECODE", "lslbyte", "lsl bytecode", true, false, false));
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addEntry(LLAssetType::AT_TEXTURE_TGA, new AssetEntry("TEXTURE_TGA", "txtr_tga", "tga texture", true, false, false));
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addEntry(LLAssetType::AT_BODYPART, new AssetEntry("BODYPART", "bodypart", "body part", true, true, true));
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addEntry(LLAssetType::AT_TRASH, new AssetEntry("TRASH", "trash", "trash", false, false, false));
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addEntry(LLAssetType::AT_SNAPSHOT_CATEGORY, new AssetEntry("SNAPSHOT_CATEGORY", "snapshot", "snapshot", false, false, false));
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addEntry(LLAssetType::AT_LOST_AND_FOUND, new AssetEntry("LOST_AND_FOUND", "lstndfnd", "lost and found", false, false, false));
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addEntry(LLAssetType::AT_SOUND_WAV, new AssetEntry("SOUND_WAV", "snd_wav", "sound", true, false, false));
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addEntry(LLAssetType::AT_IMAGE_TGA, new AssetEntry("IMAGE_TGA", "img_tga", "targa image", true, false, false));
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addEntry(LLAssetType::AT_IMAGE_JPEG, new AssetEntry("IMAGE_JPEG", "jpeg", "jpeg image", true, false, false));
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addEntry(LLAssetType::AT_ANIMATION, new AssetEntry("ANIMATION", "animatn", "animation", true, true, true));
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addEntry(LLAssetType::AT_GESTURE, new AssetEntry("GESTURE", "gesture", "gesture", true, true, true));
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addEntry(LLAssetType::AT_SIMSTATE, new AssetEntry("SIMSTATE", "simstate", "simstate", false, false, false));
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addEntry(LLAssetType::AT_FAVORITE, new AssetEntry("FAVORITE", "favorite", "", false, false, false));
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addEntry(LLAssetType::AT_LINK, new AssetEntry("LINK", "link", "sym link", false, false, true));
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addEntry(LLAssetType::AT_LINK_FOLDER, new AssetEntry("FOLDER_LINK", "link_f", "sym folder link", false, false, true));
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addEntry(LLAssetType::AT_CURRENT_OUTFIT, new AssetEntry("FOLDER_LINK", "current", "current outfit", false, false, false));
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addEntry(LLAssetType::AT_OUTFIT, new AssetEntry("OUTFIT", "outfit", "outfit", false, false, false));
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addEntry(LLAssetType::AT_MY_OUTFITS, new AssetEntry("MY_OUTFITS", "my_otfts", "my outfits", false, false, false));
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addEntry(LLAssetType::AT_NONE, new AssetEntry("NONE", "-1", NULL, false, false, false));
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};
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// static
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LLAssetType::EType LLAssetType::getType(const std::string& desc_name)
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{
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std::string s = desc_name;
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LLStringUtil::toUpper(s);
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for (S32 idx = 0; ;idx++)
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{
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asset_info_t* info = asset_types + idx;
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if (info->type == LLAssetType::AT_NONE)
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break;
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if (s == info->desc)
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return info->type;
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}
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return LLAssetType::AT_NONE;
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return LLAssetDictionary::getInstance()->lookup(s);
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}
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std::string LLAssetType::getDesc(LLAssetType::EType type)
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{
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for (S32 idx = 0; ;idx++)
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{
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asset_info_t* info = asset_types + idx;
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if (type == info->type)
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return info->desc;
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if (info->type == LLAssetType::AT_NONE)
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break;
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}
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return "BAD TYPE";
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}
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//============================================================================
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// The asset type names are limited to 8 characters.
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// static
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const char* LLAssetType::mAssetTypeNames[LLAssetType::AT_COUNT] =
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{
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"texture",
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"sound",
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"callcard",
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"landmark",
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"script",
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"clothing",
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"object",
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"notecard",
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"category",
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"root",
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"lsltext",
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"lslbyte",
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"txtr_tga",// Intentionally spelled this way. Limited to eight characters.
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"bodypart",
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"trash",
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"snapshot",
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"lstndfnd",
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"snd_wav",
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"img_tga",
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"jpeg",
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"animatn",
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"gesture",
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"simstate",
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"favorite",
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"link",
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"link_f",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"current",
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"outfit",
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"my_otfts"
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};
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// This table is meant for decoding to human readable form. Put any
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// and as many printable characters you want in each one.
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// See also llinventory.cpp INVENTORY_TYPE_HUMAN_NAMES
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const char* LLAssetType::mAssetTypeHumanNames[LLAssetType::AT_COUNT] =
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{
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"texture",
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"sound",
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"calling card",
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"landmark",
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"legacy script",
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"clothing",
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"object",
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"note card",
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"folder",
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"root",
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"lsl2 script",
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"lsl bytecode",
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"tga texture",
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"body part",
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"trash",
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"snapshot",
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"lost and found",
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"sound",
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"targa image",
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"jpeg image",
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"animation",
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"gesture",
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"simstate",
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"",
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"symbolic link",
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"symbolic folder link"
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"current outfit",
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"outfit",
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"my outfits"
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};
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///----------------------------------------------------------------------------
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/// class LLAssetType
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///----------------------------------------------------------------------------
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// static
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const char* LLAssetType::lookup( LLAssetType::EType type )
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const std::string &LLAssetType::getDesc(LLAssetType::EType asset_type)
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{
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if( (type >= 0) && (type < AT_COUNT ))
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const AssetEntry *entry = LLAssetDictionary::getInstance()->lookup(asset_type);
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if (entry)
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{
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return mAssetTypeNames[ S32( type ) ];
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return entry->mName;
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}
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else
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{
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return "-1";
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return badLookup();
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}
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}
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// static
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const char *LLAssetType::lookup(LLAssetType::EType asset_type)
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{
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const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
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const AssetEntry *entry = dict->lookup(asset_type);
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if (entry)
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{
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return entry->mTypeName;
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}
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else
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{
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return badLookup().c_str();
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}
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}
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@@ -243,29 +151,35 @@ LLAssetType::EType LLAssetType::lookup( const char* name )
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return lookup(ll_safe_string(name));
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}
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LLAssetType::EType LLAssetType::lookup( const std::string& name )
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// static
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LLAssetType::EType LLAssetType::lookup(const std::string& type_name)
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{
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for( S32 i = 0; i < AT_COUNT; i++ )
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const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
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for (LLAssetDictionary::const_iterator iter = dict->begin();
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iter != dict->end();
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iter++)
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{
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if( name == mAssetTypeNames[i] )
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const AssetEntry *entry = iter->second;
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if (type_name == entry->mTypeName)
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{
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// match
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return (EType)i;
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return iter->first;
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}
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}
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return AT_NONE;
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}
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// static
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const char* LLAssetType::lookupHumanReadable(LLAssetType::EType type)
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const char *LLAssetType::lookupHumanReadable(LLAssetType::EType asset_type)
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{
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if( (type >= 0) && (type < AT_COUNT ))
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const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
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const AssetEntry *entry = dict->lookup(asset_type);
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if (entry)
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{
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return mAssetTypeHumanNames[S32(type)];
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return entry->mHumanName;
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}
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else
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{
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return NULL;
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return badLookup().c_str();
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}
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}
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@@ -275,14 +189,18 @@ LLAssetType::EType LLAssetType::lookupHumanReadable( const char* name )
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return lookupHumanReadable(ll_safe_string(name));
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}
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LLAssetType::EType LLAssetType::lookupHumanReadable( const std::string& name )
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// static
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LLAssetType::EType LLAssetType::lookupHumanReadable(const std::string& readable_name)
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{
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for( S32 i = 0; i < AT_COUNT; i++ )
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const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
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for (LLAssetDictionary::const_iterator iter = dict->begin();
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iter != dict->end();
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iter++)
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{
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if( name == mAssetTypeHumanNames[i] )
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const AssetEntry *entry = iter->second;
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if (entry->mHumanName && (readable_name == entry->mHumanName))
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{
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// match
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return (EType)i;
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return iter->first;
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}
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}
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return AT_NONE;
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@@ -333,6 +251,16 @@ void LLAssetType::generateDescriptionFor(LLAssetType::EType type,
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// static
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bool LLAssetType::lookupCanLink(EType asset_type)
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{
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//Check that enabling all these other types as linkable doesn't break things.
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/*const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
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const AssetEntry *entry = dict->lookup(asset_type);
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if (entry)
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{
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return entry->mCanLink;
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}
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return false;
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*/
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return (asset_type == AT_CLOTHING || asset_type == AT_OBJECT || asset_type == AT_CATEGORY ||
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asset_type == AT_BODYPART || asset_type == AT_GESTURE);
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}
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@@ -341,45 +269,42 @@ bool LLAssetType::lookupCanLink(EType asset_type)
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// Not adding this to dictionary since we probably will only have these two types
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bool LLAssetType::lookupIsLinkType(EType asset_type)
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{
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return (asset_type == AT_LINK || asset_type == AT_LINK_FOLDER);
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if (asset_type == AT_LINK || asset_type == AT_LINK_FOLDER)
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{
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return true;
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}
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return false;
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}
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// static
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const std::string &LLAssetType::badLookup()
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{
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static const std::string sBadLookup = "llassettype_bad_lookup";
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return sBadLookup;
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}
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// static
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bool LLAssetType::lookupIsAssetFetchByIDAllowed(EType asset_type)
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{
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// *FIX: Make this list smaller.
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switch(asset_type)
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const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
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const AssetEntry *entry = dict->lookup(asset_type);
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if (entry)
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{
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case LLAssetType::AT_SOUND:
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case LLAssetType::AT_LANDMARK:
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case LLAssetType::AT_CLOTHING:
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case LLAssetType::AT_BODYPART:
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case LLAssetType::AT_ANIMATION:
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case LLAssetType::AT_GESTURE:
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return true;
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default:
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return false;
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return entry->mCanFetch;
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}
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return false;
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}
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// static
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bool LLAssetType::lookupIsAssetIDKnowable(EType asset_type)
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{
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switch(asset_type)
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const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
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const AssetEntry *entry = dict->lookup(asset_type);
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if (entry)
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{
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case LLAssetType::AT_TEXTURE:
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case LLAssetType::AT_SOUND:
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case LLAssetType::AT_LANDMARK:
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case LLAssetType::AT_CLOTHING:
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case LLAssetType::AT_NOTECARD:
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case LLAssetType::AT_BODYPART:
|
||||
case LLAssetType::AT_ANIMATION:
|
||||
case LLAssetType::AT_GESTURE:
|
||||
case LLAssetType::AT_LINK:
|
||||
case LLAssetType::AT_LINK_FOLDER:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
return entry->mCanKnow;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -160,39 +160,36 @@ public:
|
||||
};
|
||||
|
||||
// machine transation between type and strings
|
||||
static EType lookup(const char* name); // safe conversion to std::string, *TODO: deprecate
|
||||
static EType lookup(const std::string& name);
|
||||
static const char* lookup(EType type);
|
||||
static EType lookup(const char* name); // safe conversion to std::string, *TODO: deprecate
|
||||
static EType lookup(const std::string& type_name);
|
||||
static const char* lookup(EType asset_type);
|
||||
|
||||
// translation from a type to a human readable form.
|
||||
static EType lookupHumanReadable( const char* name ); // safe conversion to std::string, *TODO: deprecate
|
||||
static EType lookupHumanReadable( const std::string& name );
|
||||
static const char* lookupHumanReadable(EType type);
|
||||
static EType lookupHumanReadable(const char* desc_name); // safe conversion to std::string, *TODO: deprecate
|
||||
static EType lookupHumanReadable(const std::string& readable_name);
|
||||
static const char* lookupHumanReadable(EType asset_type);
|
||||
|
||||
static EDragAndDropType lookupDragAndDropType( EType );
|
||||
static EDragAndDropType lookupDragAndDropType( EType );
|
||||
|
||||
// Generate a good default description. You may want to add a verb
|
||||
// or agent name after this depending on your application.
|
||||
static void generateDescriptionFor(LLAssetType::EType type,
|
||||
std::string& desc);
|
||||
|
||||
static EType getType(const std::string& sin);
|
||||
static std::string getDesc(EType type);
|
||||
|
||||
static EType getType(const std::string& desc_name);
|
||||
static const std::string& getDesc(EType asset_type);
|
||||
|
||||
static bool lookupCanLink(EType asset_type);
|
||||
static bool lookupIsLinkType(EType asset_type);
|
||||
|
||||
static bool lookupIsAssetFetchByIDAllowed(EType asset_type); // the asset allows direct download
|
||||
static bool lookupIsAssetIDKnowable(EType asset_type); // asset data can be known by the viewer
|
||||
|
||||
private:
|
||||
// don't instantiate or derive one of these objects
|
||||
LLAssetType( void ) {}
|
||||
~LLAssetType( void ) {}
|
||||
static const std::string& badLookup(); // error string when a lookup fails
|
||||
|
||||
private:
|
||||
static const char* mAssetTypeNames[];
|
||||
static const char* mAssetTypeHumanNames[];
|
||||
protected:
|
||||
LLAssetType() {}
|
||||
~LLAssetType() {}
|
||||
};
|
||||
|
||||
#endif // LL_LLASSETTYPE
|
||||
|
||||
@@ -1972,6 +1972,23 @@ void LLInventoryModel::addItem(LLViewerInventoryItem* item)
|
||||
//llinfos << "LLInventoryModel::addItem()" << llendl;
|
||||
if(item)
|
||||
{
|
||||
// This can happen if assettype enums from llassettype.h ever change.
|
||||
// For example, there is a known backwards compatibility issue in some viewer prototypes prior to when
|
||||
// the AT_LINK enum changed from 23 to 24.
|
||||
if ((item->getType() == LLAssetType::AT_NONE)
|
||||
|| LLAssetType::lookup(item->getType()) == LLAssetType::badLookup())
|
||||
{
|
||||
llwarns << "Got bad asset type for item [ name: " << item->getName() << " type: " << item->getType() << " inv-type: " << item->getInventoryType() << " ], ignoring." << llendl;
|
||||
return;
|
||||
}
|
||||
|
||||
// This condition means that we tried to add a link without the baseobj being in memory.
|
||||
// The item will show up as a broken link.
|
||||
if (item->getIsBrokenLink())
|
||||
{
|
||||
llinfos << "Adding broken link [ name: " << item->getName() << " itemID: " << item->getUUID() << " assetID: " << item->getAssetUUID() << " ) parent: " << item->getParentUUID() << llendl;
|
||||
}
|
||||
|
||||
mItemMap[item->getUUID()] = item;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user