OpenSim.Modules.TextureFetcher/src/TextureFetcher.cs

196 lines
6.4 KiB
C#

using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using static OpenMetaverse.Primitive;
[assembly: Addin("TextureFetcher", "0.1")]
[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
namespace OpenSim.Modules.TextureFetcher
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RegionFullPerm")]
class TextureFetcher : INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
Scene m_scene = null;
public string Name
{
get { return "TextureFetcher"; }
}
public void AddRegion(Scene scene)
{
}
public void RemoveRegion(Scene scene)
{
}
public void Close()
{
}
public void Initialise(IConfigSource source)
{
}
public Type ReplaceableInterface
{
get { return null; }
}
public void RegionLoaded(Scene scene)
{
m_scene = scene;
scene.EventManager.OnObjectAddedToScene += AddObject;
scene.EventManager.OnSceneObjectLoaded += AddObject;
scene.EventManager.OnIncomingSceneObject += AddObject;
scene.EventManager.OnSceneObjectPartUpdated += UpdateObject;
scene.EventManager.OnSceneObjectPartCopy += CopyObject;
m_log.Info("[" + Name + "] Region '" + scene.Name + "' loaded.");
}
private void CopyObject(SceneObjectPart copy, SceneObjectPart original, bool userExposed)
{
copyTexturesToInventory(copy);
}
private void UpdateObject(SceneObjectPart sop, bool full)
{
copyTexturesToInventory(sop);
}
private void AddObject(SceneObjectGroup obj)
{
foreach(SceneObjectPart _part in obj.Parts)
copyTexturesToInventory(_part);
}
private bool inventoryContainsScripts(SceneObjectPart part)
{
foreach (TaskInventoryItem item in part.ParentGroup.RootPart.Inventory.GetInventoryItems())
if (item.InvType == 10)
{
AssetBase assetData = m_scene.AssetService.Get(item.AssetID.ToString());
if(assetData != null)
{
String script = new ASCIIEncoding().GetString(assetData.Data).ToUpper();
if (script.Contains("INVENTORY_TEXTURE"))
return true;
if (script.Contains("INVENTORY_ALL"))
return true;
}
else
{
return true;
}
}
return false;
}
private bool isAssetInInventory(SceneObjectPart part, UUID assetID)
{
List<TaskInventoryItem> inventarContend = part.ParentGroup.RootPart.Inventory.GetInventoryItems();
foreach (TaskInventoryItem item in inventarContend)
if (item.AssetID == assetID)
return true;
return false;
}
private void copyTexturesToInventory(SceneObjectPart part)
{
if (inventoryContainsScripts(part.ParentGroup.RootPart))
return;
try
{
List<UUID> allTextures = new List<UUID>();
List<TaskInventoryItem> inventoryItems = new List<TaskInventoryItem>();
//Get all Textures from the scene object
Primitive.TextureEntry textures = part.Shape.Textures;
int allSides = part.GetNumberOfSides();
for(uint i = 0; i < allSides; i++)
{
TextureEntryFace face = textures.GetFace(i);
allTextures.Add(face.TextureID);
}
//Remove not existing textures
String[] _assetIDs = new string[allTextures.Count];
for (int i = 0; i < allTextures.Count; i++)
_assetIDs[i] = allTextures[i].ToString();
bool[] existing = m_scene.AssetService.AssetsExist(_assetIDs);
for (int i = 0; i < existing.Length; i++)
if (existing[i] == false)
allTextures[i] = UUID.Zero;
//Convert texture uuid list to inventar items.
foreach (UUID texture in allTextures)
{
if (texture != UUID.Zero)
{
String partname = part.Name.Trim();
if (partname == "")
partname = "tf";
TaskInventoryItem item = new TaskInventoryItem();
item.AssetID = texture;
item.ItemID = UUID.Random();
item.OwnerID = part.OwnerID;
item.CurrentPermissions = 581639;
item.Name = partname + " - Texture";
item.Description = "This item was automatically generated by the texture fetcher module.";
item.OwnerID = part.OwnerID;
item.CreatorID = part.OwnerID;
item.LastOwnerID = part.OwnerID;
inventoryItems.Add(item);
}
}
//Check if the item is allready in the inventory and then add it.
bool updateNeeded = false;
foreach (TaskInventoryItem item in inventoryItems)
{
if (!isAssetInInventory(part, item.AssetID))
{
updateNeeded = true;
part.ParentGroup.RootPart.Inventory.AddInventoryItem(item, false);
}
}
if (updateNeeded == true)
{
part.SendFullUpdateToAllClients();
}
}
catch(Exception _error)
{
m_log.Error("[" + Name + "] ERROR: " + _error.Message);
}
}
}
}