Materials module: a) Store materials as assets; b) Finalized it (removed the "Demo" label; removed most of the logging); c) Enabled by default
Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.master-beforevarregion
parent
ca0336d834
commit
3018b2c5d7
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@ -39,8 +39,32 @@ namespace OpenSim.Framework
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Asset types used only in OpenSim.
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/// To avoid clashing with the code numbers used in Second Life, use only negative numbers here.
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/// </summary>
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public enum OpenSimAssetType : sbyte
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{
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Material = -2
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}
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#region SL / file extension / content-type conversions
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/// <summary>
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/// Returns the Enum entry corresponding to the given code, regardless of whether it belongs
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/// to the AssetType or OpenSimAssetType enums.
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/// </summary>
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public static object AssetTypeFromCode(sbyte assetType)
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{
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if (Enum.IsDefined(typeof(OpenMetaverse.AssetType), assetType))
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return (OpenMetaverse.AssetType)assetType;
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else if (Enum.IsDefined(typeof(OpenSimAssetType), assetType))
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return (OpenSimAssetType)assetType;
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else
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return OpenMetaverse.AssetType.Unknown;
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}
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private class TypeMapping
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{
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private sbyte assetType;
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@ -56,12 +80,7 @@ namespace OpenSim.Framework
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public object AssetType
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{
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get {
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if (Enum.IsDefined(typeof(OpenMetaverse.AssetType), assetType))
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return (OpenMetaverse.AssetType)assetType;
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else
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return OpenMetaverse.AssetType.Unknown;
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}
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get { return AssetTypeFromCode(assetType); }
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}
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public InventoryType InventoryType
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@ -102,6 +121,11 @@ namespace OpenSim.Framework
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: this((sbyte)assetType, inventoryType, contentType, null, extension)
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{
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}
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public TypeMapping(OpenSimAssetType assetType, InventoryType inventoryType, string contentType, string extension)
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: this((sbyte)assetType, inventoryType, contentType, null, extension)
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{
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}
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}
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/// <summary>
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@ -142,7 +166,9 @@ namespace OpenSim.Framework
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new TypeMapping(AssetType.CurrentOutfitFolder, InventoryType.Unknown, "application/vnd.ll.currentoutfitfolder", "currentoutfitfolder"),
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new TypeMapping(AssetType.OutfitFolder, InventoryType.Unknown, "application/vnd.ll.outfitfolder", "outfitfolder"),
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new TypeMapping(AssetType.MyOutfitsFolder, InventoryType.Unknown, "application/vnd.ll.myoutfitsfolder", "myoutfitsfolder"),
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new TypeMapping(AssetType.Mesh, InventoryType.Mesh, "application/vnd.ll.mesh", "llm")
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new TypeMapping(AssetType.Mesh, InventoryType.Mesh, "application/vnd.ll.mesh", "llm"),
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new TypeMapping(OpenSimAssetType.Material, InventoryType.Unknown, "application/llsd+xml", "material")
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};
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private static Dictionary<sbyte, string> asset2Content;
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@ -29,6 +29,7 @@ using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenMetaverse;
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using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
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namespace OpenSim.Framework.Serialization
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{
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@ -128,6 +129,7 @@ namespace OpenSim.Framework.Serialization
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2";
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga";
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ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TrashFolder] = ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"; // Not sure if we'll ever see this
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ASSET_TYPE_TO_EXTENSION[(sbyte)OpenSimAssetType.Material] = ASSET_EXTENSION_SEPARATOR + "material.xml"; // Not sure if we'll ever see this
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = (sbyte)AssetType.Animation;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = (sbyte)AssetType.Bodypart;
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@ -152,6 +154,7 @@ namespace OpenSim.Framework.Serialization
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.jp2"] = (sbyte)AssetType.Texture;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = (sbyte)AssetType.TextureTGA;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"] = (sbyte)AssetType.TrashFolder;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "material.xml"] = (sbyte)OpenSimAssetType.Material;
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}
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public static string CreateOarLandDataPath(LandData ld)
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@ -771,7 +771,7 @@ namespace OpenSim.Region.CoreModules.Asset
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UuidGatherer gatherer = new UuidGatherer(m_AssetService);
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HashSet<UUID> uniqueUuids = new HashSet<UUID>();
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Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> assets = new Dictionary<UUID, sbyte>();
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foreach (Scene s in m_Scenes)
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{
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@ -794,7 +794,7 @@ namespace OpenSim.Region.CoreModules.Asset
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else if (storeUncached)
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{
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AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
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if (cachedAsset == null && assets[assetID] != AssetType.Unknown)
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if (cachedAsset == null && assets[assetID] != (sbyte)AssetType.Unknown)
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m_log.DebugFormat(
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"[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets",
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assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name);
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@ -78,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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/// <value>
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/// Used to collect the uuids of the assets that we need to save into the archive
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/// </value>
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protected Dictionary<UUID, AssetType> m_assetUuids = new Dictionary<UUID, AssetType>();
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protected Dictionary<UUID, sbyte> m_assetUuids = new Dictionary<UUID, sbyte>();
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/// <value>
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/// Used to collect the uuids of the users that we need to save into the archive
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@ -187,7 +187,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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// Don't chase down link asset items as they actually point to their target item IDs rather than an asset
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if (SaveAssets && itemAssetType != AssetType.Link && itemAssetType != AssetType.LinkFolder)
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m_assetGatherer.GatherAssetUuids(inventoryItem.AssetID, (AssetType)inventoryItem.AssetType, m_assetUuids);
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m_assetGatherer.GatherAssetUuids(inventoryItem.AssetID, (sbyte)inventoryItem.AssetType, m_assetUuids);
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}
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/// <summary>
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@ -182,11 +182,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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string url = aCircuit.ServiceURLs["AssetServerURI"].ToString();
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m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachment {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url);
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(Scene.AssetService, url);
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uuidGatherer.GatherAssetUuids(so, ids);
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foreach (KeyValuePair<UUID, AssetType> kvp in ids)
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foreach (KeyValuePair<UUID, sbyte> kvp in ids)
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uuidGatherer.FetchAsset(kvp.Key);
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}
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}
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@ -260,9 +260,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// The act of gathering UUIDs downloads some assets from the remote server
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// but not all...
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL);
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uuidGatherer.GatherAssetUuids(assetID, (AssetType)meta.Type, ids);
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uuidGatherer.GatherAssetUuids(assetID, meta.Type, ids);
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m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", ids.Count);
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bool success = true;
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foreach (UUID uuid in ids.Keys)
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@ -286,9 +286,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
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if (asset != null)
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{
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
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uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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uuidGatherer.GatherAssetUuids(asset.FullID, asset.Type, ids);
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bool success = false;
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foreach (UUID uuid in ids.Keys)
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{
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@ -178,7 +178,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// Archive the regions
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Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>();
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scenesGroup.ForEachScene(delegate(Scene scene)
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{
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@ -216,7 +216,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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}
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}
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private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, AssetType> assetUuids)
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private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids)
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{
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m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);
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@ -276,16 +276,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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RegionSettings regionSettings = scene.RegionInfo.RegionSettings;
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if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
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assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
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assetUuids[regionSettings.TerrainTexture1] = (sbyte)AssetType.Texture;
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if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
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assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
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assetUuids[regionSettings.TerrainTexture2] = (sbyte)AssetType.Texture;
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if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
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assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
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assetUuids[regionSettings.TerrainTexture3] = (sbyte)AssetType.Texture;
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if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
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assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
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assetUuids[regionSettings.TerrainTexture4] = (sbyte)AssetType.Texture;
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Save(scene, sceneObjects, regionDir);
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}
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@ -81,7 +81,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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/// <value>
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/// uuids to request
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/// </value>
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protected IDictionary<UUID, AssetType> m_uuids;
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protected IDictionary<UUID, sbyte> m_uuids;
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/// <value>
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/// Callback used when all the assets requested have been received.
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@ -115,7 +115,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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protected Dictionary<string, object> m_options;
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protected internal AssetsRequest(
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AssetsArchiver assetsArchiver, IDictionary<UUID, AssetType> uuids,
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AssetsArchiver assetsArchiver, IDictionary<UUID, sbyte> uuids,
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IAssetService assetService, IUserAccountService userService,
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UUID scope, Dictionary<string, object> options,
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AssetsRequestCallback assetsRequestCallback)
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@ -154,7 +154,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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m_requestCallbackTimer.Enabled = true;
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foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids)
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foreach (KeyValuePair<UUID, sbyte> kvp in m_uuids)
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{
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// m_log.DebugFormat("[ARCHIVER]: Requesting asset {0}", kvp.Key);
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@ -235,9 +235,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// Check for broken asset types and fix them with the AssetType gleaned by UuidGatherer
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if (fetchedAsset != null && fetchedAsset.Type == (sbyte)AssetType.Unknown)
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{
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AssetType type = (AssetType)assetType;
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m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, type);
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fetchedAsset.Type = (sbyte)type;
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m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, SLUtil.AssetTypeFromCode((sbyte)assetType));
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fetchedAsset.Type = (sbyte)assetType;
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}
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AssetRequestCallback(fetchedAssetID, this, fetchedAsset);
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@ -62,8 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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= AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
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m_assetService.Store(corruptAsset);
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IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
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m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids);
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IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
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m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
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// We count the uuid as gathered even if the asset itself is corrupt.
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Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
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@ -78,9 +78,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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TestHelpers.InMethod();
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UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
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IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
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IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
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m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids);
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m_uuidGatherer.GatherAssetUuids(missingAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
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// We count the uuid as gathered even if the asset itself is missing.
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Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
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@ -103,8 +103,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString());
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m_assetService.Store(ncAsset);
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IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
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m_uuidGatherer.GatherAssetUuids(ncAssetId, AssetType.Notecard, foundAssetUuids);
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IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
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m_uuidGatherer.GatherAssetUuids(ncAssetId, (sbyte)AssetType.Notecard, foundAssetUuids);
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// We count the uuid as gathered even if the asset itself is corrupt.
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Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
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@ -38,6 +38,7 @@ using OpenMetaverse.StructuredData;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using OpenSim.Services.Interfaces;
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using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
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namespace OpenSim.Region.Framework.Scenes
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{
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@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Scenes
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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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public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
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public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary<UUID, sbyte> assetUuids)
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{
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// avoid infinite loops
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if (assetUuids.ContainsKey(assetUuid))
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@ -93,23 +94,27 @@ namespace OpenSim.Region.Framework.Scenes
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{
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assetUuids[assetUuid] = assetType;
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if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
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if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
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{
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GetWearableAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.Gesture == assetType)
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else if ((sbyte)AssetType.Gesture == assetType)
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{
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GetGestureAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.Notecard == assetType)
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else if ((sbyte)AssetType.Notecard == assetType)
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{
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GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.LSLText == assetType)
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else if ((sbyte)AssetType.LSLText == assetType)
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{
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GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.Object == assetType)
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else if ((sbyte)OpenSimAssetType.Material == assetType)
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{
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GetMaterialAssetUuids(assetUuid, assetUuids);
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}
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else if ((sbyte)AssetType.Object == assetType)
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{
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GetSceneObjectAssetUuids(assetUuid, assetUuids);
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}
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@ -136,7 +141,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
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/// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
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/// </param>
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public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids)
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public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, sbyte> assetUuids)
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{
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// m_log.DebugFormat(
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// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
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@ -156,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// Get the prim's default texture. This will be used for faces which don't have their own texture
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if (textureEntry.DefaultTexture != null)
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assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
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assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture;
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if (textureEntry.FaceTextures != null)
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{
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@ -164,20 +169,20 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
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{
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if (texture != null)
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assetUuids[texture.TextureID] = AssetType.Texture;
|
||||
assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If the prim is a sculpt then preserve this information too
|
||||
if (part.Shape.SculptTexture != UUID.Zero)
|
||||
assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
|
||||
assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
|
||||
|
||||
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
|
||||
assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture;
|
||||
assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
|
||||
|
||||
if (part.CollisionSound != UUID.Zero)
|
||||
assetUuids[part.CollisionSound] = AssetType.Sound;
|
||||
assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
|
||||
|
||||
if (part.ParticleSystem.Length > 0)
|
||||
{
|
||||
|
@ -185,7 +190,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
|
||||
if (ps.Texture != UUID.Zero)
|
||||
assetUuids[ps.Texture] = AssetType.Texture;
|
||||
assetUuids[ps.Texture] = (sbyte)AssetType.Texture;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -205,7 +210,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// tii.Name, tii.Type, part.Name, part.UUID);
|
||||
|
||||
if (!assetUuids.ContainsKey(tii.AssetID))
|
||||
GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids);
|
||||
GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids);
|
||||
}
|
||||
|
||||
// FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
|
||||
|
@ -213,8 +218,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// inventory transfer. There needs to be a way for a module to register a method without assuming a
|
||||
// Scene.EventManager is present.
|
||||
// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
|
||||
|
||||
GatherMaterialsUuids(part, assetUuids);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -225,7 +228,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// /// <summary>
|
||||
// /// The callback made when we request the asset for an object from the asset service.
|
||||
// /// </summary>
|
||||
|
@ -238,73 +241,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Monitor.Pulse(this);
|
||||
// }
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
/// <param name="assetUuids"></param>
|
||||
public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids)
|
||||
{
|
||||
// scan thru the dynAttrs map of this part for any textures used as materials
|
||||
OSD osdMaterials = null;
|
||||
|
||||
lock (part.DynAttrs)
|
||||
{
|
||||
if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
|
||||
{
|
||||
OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
|
||||
|
||||
if (materialsStore == null)
|
||||
return;
|
||||
|
||||
materialsStore.TryGetValue("Materials", out osdMaterials);
|
||||
}
|
||||
|
||||
if (osdMaterials != null)
|
||||
{
|
||||
//m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd));
|
||||
|
||||
if (osdMaterials is OSDArray)
|
||||
{
|
||||
OSDArray matsArr = osdMaterials as OSDArray;
|
||||
foreach (OSDMap matMap in matsArr)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (matMap.ContainsKey("Material"))
|
||||
{
|
||||
OSDMap mat = matMap["Material"] as OSDMap;
|
||||
if (mat.ContainsKey("NormMap"))
|
||||
{
|
||||
UUID normalMapId = mat["NormMap"].AsUUID();
|
||||
if (normalMapId != UUID.Zero)
|
||||
{
|
||||
assetUuids[normalMapId] = AssetType.Texture;
|
||||
//m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
|
||||
}
|
||||
}
|
||||
if (mat.ContainsKey("SpecMap"))
|
||||
{
|
||||
UUID specularMapId = mat["SpecMap"].AsUUID();
|
||||
if (specularMapId != UUID.Zero)
|
||||
{
|
||||
assetUuids[specularMapId] = AssetType.Texture;
|
||||
//m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get an asset synchronously, potentially using an asynchronous callback. If the
|
||||
|
@ -344,7 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <param name="scriptUuid"></param>
|
||||
/// <param name="assetUuids">Dictionary in which to record the references</param>
|
||||
private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
|
||||
|
||||
|
@ -364,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// Embedded asset references (if not false positives) could be for many types of asset, so we will
|
||||
// label these as unknown.
|
||||
assetUuids[uuid] = AssetType.Unknown;
|
||||
assetUuids[uuid] = (sbyte)AssetType.Unknown;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -374,7 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <param name="wearableAssetUuid"></param>
|
||||
/// <param name="assetUuids">Dictionary in which to record the references</param>
|
||||
private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
AssetBase assetBase = GetAsset(wearableAssetUuid);
|
||||
|
||||
|
@ -389,7 +325,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
foreach (UUID uuid in wearableAsset.Textures.Values)
|
||||
{
|
||||
assetUuids[uuid] = AssetType.Texture;
|
||||
assetUuids[uuid] = (sbyte)AssetType.Texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -401,7 +337,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <param name="sceneObject"></param>
|
||||
/// <param name="assetUuids"></param>
|
||||
private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
AssetBase objectAsset = GetAsset(sceneObjectUuid);
|
||||
|
||||
|
@ -430,7 +366,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <param name="gestureUuid"></param>
|
||||
/// <param name="assetUuids"></param>
|
||||
private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
AssetBase assetBase = GetAsset(gestureUuid);
|
||||
if (null == assetBase)
|
||||
|
@ -464,9 +400,29 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// If it can be parsed as a UUID, it is an asset ID
|
||||
UUID uuid;
|
||||
if (UUID.TryParse(id, out uuid))
|
||||
assetUuids[uuid] = AssetType.Animation;
|
||||
assetUuids[uuid] = (sbyte)AssetType.Animation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the asset uuid's referenced in a material.
|
||||
/// </summary>
|
||||
private void GetMaterialAssetUuids(UUID materialUuid, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
AssetBase assetBase = GetAsset(materialUuid);
|
||||
if (null == assetBase)
|
||||
return;
|
||||
|
||||
OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(assetBase.Data);
|
||||
|
||||
UUID normMap = mat["NormMap"].AsUUID();
|
||||
if (normMap != UUID.Zero)
|
||||
assetUuids[normMap] = (sbyte)AssetType.Texture;
|
||||
|
||||
UUID specMap = mat["SpecMap"].AsUUID();
|
||||
if (specMap != UUID.Zero)
|
||||
assetUuids[specMap] = (sbyte)AssetType.Texture;
|
||||
}
|
||||
}
|
||||
|
||||
public class HGUuidGatherer : UuidGatherer
|
||||
|
|
|
@ -42,77 +42,49 @@ using OpenSim.Framework.Servers;
|
|||
using OpenSim.Framework.Servers.HttpServer;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
|
||||
|
||||
using Ionic.Zlib;
|
||||
|
||||
// You will need to uncomment these lines if you are adding a region module to some other assembly which does not already
|
||||
// specify its assembly. Otherwise, the region modules in the assembly will not be picked up when OpenSimulator scans
|
||||
// the available DLLs
|
||||
//[assembly: Addin("MaterialsDemoModule", "1.0")]
|
||||
//[assembly: Addin("MaterialsModule", "1.0")]
|
||||
//[assembly: AddinDependency("OpenSim", "0.5")]
|
||||
|
||||
namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
|
||||
namespace OpenSim.Region.OptionalModules.Materials
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
// # # ## ##### # # # # # ####
|
||||
// # # # # # # ## # # ## # # #
|
||||
// # # # # # # # # # # # # # #
|
||||
// # ## # ###### ##### # # # # # # # # ###
|
||||
// ## ## # # # # # ## # # ## # #
|
||||
// # # # # # # # # # # # ####
|
||||
//
|
||||
// THIS MODULE IS FOR EXPERIMENTAL USE ONLY AND MAY CAUSE REGION OR ASSET CORRUPTION!
|
||||
//
|
||||
////////////// WARNING //////////////////////////////////////////////////////////////////
|
||||
/// This is an *Experimental* module for developing support for materials-capable viewers
|
||||
/// This module should NOT be used in a production environment! It may cause data corruption and
|
||||
/// viewer crashes. It should be only used to evaluate implementations of materials.
|
||||
///
|
||||
/// Materials are persisted via SceneObjectPart.dynattrs. This is a relatively new feature
|
||||
/// of OpenSimulator and is not field proven at the time this module was written. Persistence
|
||||
/// may fail or become corrupt and this could cause viewer crashes due to erroneous materials
|
||||
/// data being sent to viewers. Materials descriptions might survive IAR, OAR, or other means
|
||||
/// of archiving however the texture resources used by these materials probably will not as they
|
||||
/// may not be adequately referenced to ensure proper archiving.
|
||||
///
|
||||
///
|
||||
///
|
||||
/// To enable this module, add this string at the bottom of OpenSim.ini:
|
||||
/// [MaterialsDemoModule]
|
||||
///
|
||||
/// </summary>
|
||||
///
|
||||
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MaterialsDemoModule")]
|
||||
public class MaterialsDemoModule : INonSharedRegionModule
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MaterialsModule")]
|
||||
public class MaterialsModule : INonSharedRegionModule
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
public string Name { get { return "MaterialsDemoModule"; } }
|
||||
public string Name { get { return "MaterialsModule"; } }
|
||||
|
||||
public Type ReplaceableInterface { get { return null; } }
|
||||
|
||||
private Scene m_scene = null;
|
||||
private bool m_enabled = false;
|
||||
|
||||
public Dictionary<UUID, OSDMap> m_knownMaterials = new Dictionary<UUID, OSDMap>();
|
||||
public Dictionary<UUID, OSDMap> m_regionMaterials = new Dictionary<UUID, OSDMap>();
|
||||
|
||||
public void Initialise(IConfigSource source)
|
||||
{
|
||||
m_enabled = (source.Configs["MaterialsDemoModule"] != null);
|
||||
IConfig config = source.Configs["Materials"];
|
||||
if (config == null)
|
||||
return;
|
||||
|
||||
m_enabled = config.GetBoolean("enable_materials", true);
|
||||
if (!m_enabled)
|
||||
return;
|
||||
|
||||
m_log.DebugFormat("[MaterialsDemoModule]: Initialized");
|
||||
m_log.DebugFormat("[Materials]: Initialized");
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
if (!m_enabled)
|
||||
return;
|
||||
|
||||
//m_log.DebugFormat("[MaterialsDemoModule]: CLOSED MODULE");
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
|
@ -120,22 +92,19 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
|
|||
if (!m_enabled)
|
||||
return;
|
||||
|
||||
//m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} ADDED", scene.RegionInfo.RegionName);
|
||||
|
||||
m_scene = scene;
|
||||
m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
|
||||
m_scene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene;
|
||||
// m_scene.EventManager.OnGatherUuids += GatherMaterialsUuids;
|
||||
}
|
||||
|
||||
void EventManager_OnObjectAddedToScene(SceneObjectGroup obj)
|
||||
private void EventManager_OnObjectAddedToScene(SceneObjectGroup obj)
|
||||
{
|
||||
foreach (var part in obj.Parts)
|
||||
if (part != null)
|
||||
GetStoredMaterialsForPart(part);
|
||||
GetStoredMaterialsInPart(part);
|
||||
}
|
||||
|
||||
void OnRegisterCaps(OpenMetaverse.UUID agentID, OpenSim.Framework.Capabilities.Caps caps)
|
||||
private void OnRegisterCaps(OpenMetaverse.UUID agentID, OpenSim.Framework.Capabilities.Caps caps)
|
||||
{
|
||||
string capsBase = "/CAPS/" + caps.CapsObjectPath;
|
||||
|
||||
|
@ -164,143 +133,65 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
|
|||
|
||||
m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
|
||||
m_scene.EventManager.OnObjectAddedToScene -= EventManager_OnObjectAddedToScene;
|
||||
// m_scene.EventManager.OnGatherUuids -= GatherMaterialsUuids;
|
||||
|
||||
//m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene scene)
|
||||
{
|
||||
}
|
||||
|
||||
OSDMap GetMaterial(UUID id)
|
||||
{
|
||||
OSDMap map = null;
|
||||
lock (m_knownMaterials)
|
||||
{
|
||||
if (m_knownMaterials.ContainsKey(id))
|
||||
{
|
||||
map = new OSDMap();
|
||||
map["ID"] = OSD.FromBinary(id.GetBytes());
|
||||
map["Material"] = m_knownMaterials[id];
|
||||
}
|
||||
}
|
||||
return map;
|
||||
}
|
||||
|
||||
void GetStoredMaterialsForPart(SceneObjectPart part)
|
||||
/// <summary>
|
||||
/// Find the materials used in the SOP, and add them to 'm_regionMaterials'.
|
||||
/// </summary>
|
||||
private void GetStoredMaterialsInPart(SceneObjectPart part)
|
||||
{
|
||||
OSD OSMaterials = null;
|
||||
OSDArray matsArr = null;
|
||||
|
||||
if (part.DynAttrs == null)
|
||||
{
|
||||
//m_log.Warn("[MaterialsDemoModule]: NULL DYNATTRS :( ");
|
||||
if (part.Shape == null)
|
||||
return;
|
||||
}
|
||||
|
||||
lock (part.DynAttrs)
|
||||
{
|
||||
if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
|
||||
{
|
||||
OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
|
||||
|
||||
if (materialsStore == null)
|
||||
return;
|
||||
|
||||
materialsStore.TryGetValue("Materials", out OSMaterials);
|
||||
}
|
||||
|
||||
if (OSMaterials != null && OSMaterials is OSDArray)
|
||||
matsArr = OSMaterials as OSDArray;
|
||||
else
|
||||
return;
|
||||
}
|
||||
|
||||
//m_log.Info("[MaterialsDemoModule]: OSMaterials: " + OSDParser.SerializeJsonString(OSMaterials));
|
||||
|
||||
if (matsArr == null)
|
||||
{
|
||||
//m_log.Info("[MaterialsDemoModule]: matsArr is null :( ");
|
||||
var te = new Primitive.TextureEntry(part.Shape.TextureEntry, 0, part.Shape.TextureEntry.Length);
|
||||
if (te == null)
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (OSD elemOsd in matsArr)
|
||||
GetStoredMaterialInFace(part, te.DefaultTexture);
|
||||
|
||||
foreach (Primitive.TextureEntryFace face in te.FaceTextures)
|
||||
{
|
||||
if (elemOsd != null && elemOsd is OSDMap)
|
||||
{
|
||||
OSDMap matMap = elemOsd as OSDMap;
|
||||
if (matMap.ContainsKey("ID") && matMap.ContainsKey("Material"))
|
||||
{
|
||||
try
|
||||
{
|
||||
lock (m_knownMaterials)
|
||||
m_knownMaterials[matMap["ID"].AsUUID()] = (OSDMap)matMap["Material"];
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Warn("[MaterialsDemoModule]: exception decoding persisted material ", e);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (face != null)
|
||||
GetStoredMaterialInFace(part, face);
|
||||
}
|
||||
}
|
||||
|
||||
void StoreMaterialsForPart(SceneObjectPart part)
|
||||
/// <summary>
|
||||
/// Find the materials used in one Face, and add them to 'm_regionMaterials'.
|
||||
/// </summary>
|
||||
private void GetStoredMaterialInFace(SceneObjectPart part, Primitive.TextureEntryFace face)
|
||||
{
|
||||
try
|
||||
UUID id = face.MaterialID;
|
||||
if (id == UUID.Zero)
|
||||
return;
|
||||
|
||||
lock (m_regionMaterials)
|
||||
{
|
||||
if (part == null || part.Shape == null)
|
||||
if (m_regionMaterials.ContainsKey(id))
|
||||
return;
|
||||
|
||||
Dictionary<UUID, OSDMap> mats = new Dictionary<UUID, OSDMap>();
|
||||
|
||||
Primitive.TextureEntry te = part.Shape.Textures;
|
||||
|
||||
if (te.DefaultTexture != null)
|
||||
|
||||
byte[] data = m_scene.AssetService.GetData(id.ToString());
|
||||
if (data == null)
|
||||
{
|
||||
lock (m_knownMaterials)
|
||||
{
|
||||
if (m_knownMaterials.ContainsKey(te.DefaultTexture.MaterialID))
|
||||
mats[te.DefaultTexture.MaterialID] = m_knownMaterials[te.DefaultTexture.MaterialID];
|
||||
}
|
||||
}
|
||||
|
||||
if (te.FaceTextures != null)
|
||||
{
|
||||
foreach (var face in te.FaceTextures)
|
||||
{
|
||||
if (face != null)
|
||||
{
|
||||
lock (m_knownMaterials)
|
||||
{
|
||||
if (m_knownMaterials.ContainsKey(face.MaterialID))
|
||||
mats[face.MaterialID] = m_knownMaterials[face.MaterialID];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (mats.Count == 0)
|
||||
m_log.WarnFormat("[Materials]: Prim \"{0}\" ({1}) contains unknown material ID {2}", part.Name, part.UUID, id);
|
||||
return;
|
||||
|
||||
OSDArray matsArr = new OSDArray();
|
||||
foreach (KeyValuePair<UUID, OSDMap> kvp in mats)
|
||||
{
|
||||
OSDMap matOsd = new OSDMap();
|
||||
matOsd["ID"] = OSD.FromUUID(kvp.Key);
|
||||
matOsd["Material"] = kvp.Value;
|
||||
matsArr.Add(matOsd);
|
||||
}
|
||||
|
||||
OSDMap OSMaterials = new OSDMap();
|
||||
OSMaterials["Materials"] = matsArr;
|
||||
OSDMap mat;
|
||||
try
|
||||
{
|
||||
mat = (OSDMap)OSDParser.DeserializeLLSDXml(data);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("[Materials]: cannot decode material asset {0}: {1}", id, e.Message);
|
||||
return;
|
||||
}
|
||||
|
||||
lock (part.DynAttrs)
|
||||
part.DynAttrs.SetStore("OpenSim", "Materials", OSMaterials);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Warn("[MaterialsDemoModule]: exception in StoreMaterialsForPart() ", e);
|
||||
m_regionMaterials[id] = mat;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -308,8 +199,6 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
|
|||
string param, IOSHttpRequest httpRequest,
|
||||
IOSHttpResponse httpResponse)
|
||||
{
|
||||
//m_log.Debug("[MaterialsDemoModule]: POST cap handler");
|
||||
|
||||
OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
|
||||
OSDMap resp = new OSDMap();
|
||||
|
||||
|
@ -333,34 +222,38 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
|
|||
{
|
||||
foreach (OSD elem in (OSDArray)osd)
|
||||
{
|
||||
|
||||
try
|
||||
{
|
||||
UUID id = new UUID(elem.AsBinary(), 0);
|
||||
|
||||
lock (m_knownMaterials)
|
||||
lock (m_regionMaterials)
|
||||
{
|
||||
if (m_knownMaterials.ContainsKey(id))
|
||||
if (m_regionMaterials.ContainsKey(id))
|
||||
{
|
||||
//m_log.Info("[MaterialsDemoModule]: request for known material ID: " + id.ToString());
|
||||
OSDMap matMap = new OSDMap();
|
||||
matMap["ID"] = OSD.FromBinary(id.GetBytes());
|
||||
|
||||
matMap["Material"] = m_knownMaterials[id];
|
||||
matMap["Material"] = m_regionMaterials[id];
|
||||
respArr.Add(matMap);
|
||||
}
|
||||
else
|
||||
m_log.Info("[MaterialsDemoModule]: request for UNKNOWN material ID: " + id.ToString());
|
||||
{
|
||||
m_log.Warn("[Materials]: request for unknown material ID: " + id.ToString());
|
||||
|
||||
// Theoretically we could try to load the material from the assets service,
|
||||
// but that shouldn't be necessary because the viewer should only request
|
||||
// materials that exist in a prim on the region, and all of these materials
|
||||
// are already stored in m_regionMaterials.
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// report something here?
|
||||
m_log.Error("Error getting materials in response to viewer request", e);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (osd is OSDMap) // reqest to assign a material
|
||||
else if (osd is OSDMap) // request to assign a material
|
||||
{
|
||||
materialsFromViewer = osd as OSDMap;
|
||||
|
||||
|
@ -375,94 +268,118 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
|
|||
{
|
||||
foreach (OSDMap matsMap in matsArr)
|
||||
{
|
||||
//m_log.Debug("[MaterialsDemoModule]: processing matsMap: " + OSDParser.SerializeJsonString(matsMap));
|
||||
|
||||
uint primLocalID = 0;
|
||||
try { primLocalID = matsMap["ID"].AsUInteger(); }
|
||||
catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"ID\" from matsMap: " + e.Message); }
|
||||
//m_log.Debug("[MaterialsDemoModule]: primLocalID: " + primLocalID.ToString());
|
||||
try {
|
||||
primLocalID = matsMap["ID"].AsUInteger();
|
||||
}
|
||||
catch (Exception e) {
|
||||
m_log.Warn("[Materials]: cannot decode \"ID\" from matsMap: " + e.Message);
|
||||
continue;
|
||||
}
|
||||
|
||||
OSDMap mat = null;
|
||||
try { mat = matsMap["Material"] as OSDMap; }
|
||||
catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"Material\" from matsMap: " + e.Message); }
|
||||
//m_log.Debug("[MaterialsDemoModule]: mat: " + OSDParser.SerializeJsonString(mat));
|
||||
try
|
||||
{
|
||||
mat = matsMap["Material"] as OSDMap;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Warn("[Materials]: cannot decode \"Material\" from matsMap: " + e.Message);
|
||||
continue;
|
||||
}
|
||||
|
||||
SceneObjectPart sop = m_scene.GetSceneObjectPart(primLocalID);
|
||||
if (sop == null)
|
||||
{
|
||||
m_log.WarnFormat("[Materials]: SOP not found for localId: {0}", primLocalID.ToString());
|
||||
continue;
|
||||
}
|
||||
|
||||
Primitive.TextureEntry te = new Primitive.TextureEntry(sop.Shape.TextureEntry, 0, sop.Shape.TextureEntry.Length);
|
||||
if (te == null)
|
||||
{
|
||||
m_log.WarnFormat("[Materials]: Error in TextureEntry for SOP {0} {1}", sop.Name, sop.UUID);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
UUID id;
|
||||
if (mat == null)
|
||||
{
|
||||
// This happens then the user removes a material from a prim
|
||||
id = UUID.Zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
id = HashOsd(mat);
|
||||
lock (m_knownMaterials)
|
||||
m_knownMaterials[id] = mat;
|
||||
// Material UUID = hash of the material's data.
|
||||
// This makes materials deduplicate across the entire grid (but isn't otherwise required).
|
||||
byte[] data = System.Text.Encoding.ASCII.GetBytes(OSDParser.SerializeLLSDXmlString(mat));
|
||||
using (var md5 = MD5.Create())
|
||||
id = new UUID(md5.ComputeHash(data), 0);
|
||||
|
||||
lock (m_regionMaterials)
|
||||
{
|
||||
if (!m_regionMaterials.ContainsKey(id))
|
||||
{
|
||||
m_regionMaterials[id] = mat;
|
||||
|
||||
// This asset might exist already, but it's ok to try to store it again
|
||||
string name = "Material " + ChooseMaterialName(mat, sop);
|
||||
name = name.Substring(0, Math.Min(64, name.Length)).Trim();
|
||||
AssetBase asset = new AssetBase(id, name, (sbyte)OpenSimAssetType.Material, sop.OwnerID.ToString());
|
||||
asset.Data = data;
|
||||
m_scene.AssetService.Store(asset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var sop = m_scene.GetSceneObjectPart(primLocalID);
|
||||
if (sop == null)
|
||||
m_log.Debug("[MaterialsDemoModule]: null SOP for localId: " + primLocalID.ToString());
|
||||
else
|
||||
{
|
||||
var te = new Primitive.TextureEntry(sop.Shape.TextureEntry, 0, sop.Shape.TextureEntry.Length);
|
||||
|
||||
if (te == null)
|
||||
int face = -1;
|
||||
|
||||
if (matsMap.ContainsKey("Face"))
|
||||
{
|
||||
face = matsMap["Face"].AsInteger();
|
||||
if (te.FaceTextures == null) // && face == 0)
|
||||
{
|
||||
m_log.Debug("[MaterialsDemoModule]: null TextureEntry for localId: " + primLocalID.ToString());
|
||||
if (te.DefaultTexture == null)
|
||||
m_log.WarnFormat("[Materials]: te.DefaultTexture is null in {0} {1}", sop.Name, sop.UUID);
|
||||
else
|
||||
te.DefaultTexture.MaterialID = id;
|
||||
}
|
||||
else
|
||||
{
|
||||
int face = -1;
|
||||
|
||||
if (matsMap.ContainsKey("Face"))
|
||||
if (te.FaceTextures.Length >= face - 1)
|
||||
{
|
||||
face = matsMap["Face"].AsInteger();
|
||||
if (te.FaceTextures == null) // && face == 0)
|
||||
{
|
||||
if (te.DefaultTexture == null)
|
||||
m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture is null");
|
||||
else
|
||||
te.DefaultTexture.MaterialID = id;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (te.FaceTextures.Length >= face - 1)
|
||||
{
|
||||
if (te.FaceTextures[face] == null)
|
||||
te.DefaultTexture.MaterialID = id;
|
||||
else
|
||||
te.FaceTextures[face].MaterialID = id;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (te.DefaultTexture != null)
|
||||
if (te.FaceTextures[face] == null)
|
||||
te.DefaultTexture.MaterialID = id;
|
||||
}
|
||||
|
||||
//m_log.DebugFormat("[MaterialsDemoModule]: in \"{0}\", setting material ID for face {1} to {2}", sop.Name, face, id);
|
||||
|
||||
//we cant use sop.UpdateTextureEntry(te); because it filters so do it manually
|
||||
|
||||
if (sop.ParentGroup != null)
|
||||
{
|
||||
sop.Shape.TextureEntry = te.GetBytes();
|
||||
sop.TriggerScriptChangedEvent(Changed.TEXTURE);
|
||||
sop.UpdateFlag = UpdateRequired.FULL;
|
||||
sop.ParentGroup.HasGroupChanged = true;
|
||||
|
||||
sop.ScheduleFullUpdate();
|
||||
|
||||
StoreMaterialsForPart(sop);
|
||||
else
|
||||
te.FaceTextures[face].MaterialID = id;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (te.DefaultTexture != null)
|
||||
te.DefaultTexture.MaterialID = id;
|
||||
}
|
||||
|
||||
//m_log.DebugFormat("[Materials]: in \"{0}\" {1}, setting material ID for face {2} to {3}", sop.Name, sop.UUID, face, id);
|
||||
|
||||
// We can't use sop.UpdateTextureEntry(te) because it filters, so do it manually
|
||||
sop.Shape.TextureEntry = te.GetBytes();
|
||||
|
||||
if (sop.ParentGroup != null)
|
||||
{
|
||||
sop.TriggerScriptChangedEvent(Changed.TEXTURE);
|
||||
sop.UpdateFlag = UpdateRequired.FULL;
|
||||
sop.ParentGroup.HasGroupChanged = true;
|
||||
sop.ScheduleFullUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Warn("[MaterialsDemoModule]: exception processing received material ", e);
|
||||
m_log.Warn("[Materials]: exception processing received material ", e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -472,36 +389,63 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Warn("[MaterialsDemoModule]: exception decoding zipped CAP payload ", e);
|
||||
m_log.Warn("[Materials]: exception decoding zipped CAP payload ", e);
|
||||
//return "";
|
||||
}
|
||||
//m_log.Debug("[MaterialsDemoModule]: knownMaterials.Count: " + m_knownMaterials.Count.ToString());
|
||||
}
|
||||
|
||||
|
||||
resp["Zipped"] = ZCompressOSD(respArr, false);
|
||||
string response = OSDParser.SerializeLLSDXmlString(resp);
|
||||
|
||||
//m_log.Debug("[MaterialsDemoModule]: cap request: " + request);
|
||||
//m_log.Debug("[MaterialsDemoModule]: cap request (zipped portion): " + ZippedOsdBytesToString(req["Zipped"].AsBinary()));
|
||||
//m_log.Debug("[MaterialsDemoModule]: cap response: " + response);
|
||||
//m_log.Debug("[Materials]: cap request: " + request);
|
||||
//m_log.Debug("[Materials]: cap request (zipped portion): " + ZippedOsdBytesToString(req["Zipped"].AsBinary()));
|
||||
//m_log.Debug("[Materials]: cap response: " + response);
|
||||
return response;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Use heuristics to choose a good name for the material.
|
||||
/// </summary>
|
||||
private string ChooseMaterialName(OSDMap mat, SceneObjectPart sop)
|
||||
{
|
||||
UUID normMap = mat["NormMap"].AsUUID();
|
||||
if (normMap != UUID.Zero)
|
||||
{
|
||||
AssetBase asset = m_scene.AssetService.GetCached(normMap.ToString());
|
||||
if ((asset != null) && (asset.Name.Length > 0) && !asset.Name.Equals("From IAR"))
|
||||
return asset.Name;
|
||||
}
|
||||
|
||||
UUID specMap = mat["SpecMap"].AsUUID();
|
||||
if (specMap != UUID.Zero)
|
||||
{
|
||||
AssetBase asset = m_scene.AssetService.GetCached(specMap.ToString());
|
||||
if ((asset != null) && (asset.Name.Length > 0) && !asset.Name.Equals("From IAR"))
|
||||
return asset.Name;
|
||||
}
|
||||
|
||||
if (sop.Name != "Primitive")
|
||||
return sop.Name;
|
||||
|
||||
if ((sop.ParentGroup != null) && (sop.ParentGroup.Name != "Primitive"))
|
||||
return sop.ParentGroup.Name;
|
||||
|
||||
return "";
|
||||
}
|
||||
|
||||
|
||||
public string RenderMaterialsGetCap(string request, string path,
|
||||
string param, IOSHttpRequest httpRequest,
|
||||
IOSHttpResponse httpResponse)
|
||||
{
|
||||
//m_log.Debug("[MaterialsDemoModule]: GET cap handler");
|
||||
|
||||
OSDMap resp = new OSDMap();
|
||||
int matsCount = 0;
|
||||
OSDArray allOsd = new OSDArray();
|
||||
|
||||
lock (m_knownMaterials)
|
||||
lock (m_regionMaterials)
|
||||
{
|
||||
foreach (KeyValuePair<UUID, OSDMap> kvp in m_knownMaterials)
|
||||
foreach (KeyValuePair<UUID, OSDMap> kvp in m_regionMaterials)
|
||||
{
|
||||
OSDMap matMap = new OSDMap();
|
||||
|
||||
|
@ -513,12 +457,11 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
|
|||
}
|
||||
|
||||
resp["Zipped"] = ZCompressOSD(allOsd, false);
|
||||
//m_log.Debug("[MaterialsDemoModule]: matsCount: " + matsCount.ToString());
|
||||
|
||||
return OSDParser.SerializeLLSDXmlString(resp);
|
||||
}
|
||||
|
||||
static string ZippedOsdBytesToString(byte[] bytes)
|
||||
private static string ZippedOsdBytesToString(byte[] bytes)
|
||||
{
|
||||
try
|
||||
{
|
||||
|
@ -537,26 +480,27 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
|
|||
/// <returns></returns>
|
||||
private static UUID HashOsd(OSD osd)
|
||||
{
|
||||
byte[] data = OSDParser.SerializeLLSDBinary(osd, false);
|
||||
using (var md5 = MD5.Create())
|
||||
using (MemoryStream ms = new MemoryStream(OSDParser.SerializeLLSDBinary(osd, false)))
|
||||
return new UUID(md5.ComputeHash(ms), 0);
|
||||
return new UUID(md5.ComputeHash(data), 0);
|
||||
}
|
||||
|
||||
public static OSD ZCompressOSD(OSD inOsd, bool useHeader)
|
||||
{
|
||||
OSD osd = null;
|
||||
|
||||
byte[] data = OSDParser.SerializeLLSDBinary(inOsd, useHeader);
|
||||
|
||||
using (MemoryStream msSinkCompressed = new MemoryStream())
|
||||
{
|
||||
using (Ionic.Zlib.ZlibStream zOut = new Ionic.Zlib.ZlibStream(msSinkCompressed,
|
||||
Ionic.Zlib.CompressionMode.Compress, CompressionLevel.BestCompression, true))
|
||||
{
|
||||
CopyStream(new MemoryStream(OSDParser.SerializeLLSDBinary(inOsd, useHeader)), zOut);
|
||||
zOut.Close();
|
||||
zOut.Write(data, 0, data.Length);
|
||||
}
|
||||
|
||||
msSinkCompressed.Seek(0L, SeekOrigin.Begin);
|
||||
osd = OSD.FromBinary( msSinkCompressed.ToArray());
|
||||
osd = OSD.FromBinary(msSinkCompressed.ToArray());
|
||||
}
|
||||
|
||||
return osd;
|
||||
|
@ -571,94 +515,14 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule
|
|||
{
|
||||
using (Ionic.Zlib.ZlibStream zOut = new Ionic.Zlib.ZlibStream(msSinkUnCompressed, CompressionMode.Decompress, true))
|
||||
{
|
||||
CopyStream(new MemoryStream(input), zOut);
|
||||
zOut.Close();
|
||||
zOut.Write(input, 0, input.Length);
|
||||
}
|
||||
|
||||
msSinkUnCompressed.Seek(0L, SeekOrigin.Begin);
|
||||
osd = OSDParser.DeserializeLLSDBinary(msSinkUnCompressed.ToArray());
|
||||
}
|
||||
|
||||
return osd;
|
||||
}
|
||||
|
||||
static void CopyStream(System.IO.Stream input, System.IO.Stream output)
|
||||
{
|
||||
byte[] buffer = new byte[2048];
|
||||
int len;
|
||||
while ((len = input.Read(buffer, 0, 2048)) > 0)
|
||||
{
|
||||
output.Write(buffer, 0, len);
|
||||
}
|
||||
|
||||
output.Flush();
|
||||
}
|
||||
|
||||
// FIXME: This code is currently still in UuidGatherer since we cannot use Scene.EventManager as some
|
||||
// calls to the gatherer are done for objects with no scene.
|
||||
// /// <summary>
|
||||
// /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
|
||||
// /// </summary>
|
||||
// /// <param name="part"></param>
|
||||
// /// <param name="assetUuids"></param>
|
||||
// private void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids)
|
||||
// {
|
||||
// // scan thru the dynAttrs map of this part for any textures used as materials
|
||||
// OSD osdMaterials = null;
|
||||
//
|
||||
// lock (part.DynAttrs)
|
||||
// {
|
||||
// if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
|
||||
// {
|
||||
// OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
|
||||
// if (materialsStore == null)
|
||||
// return;
|
||||
//
|
||||
// materialsStore.TryGetValue("Materials", out osdMaterials);
|
||||
// }
|
||||
//
|
||||
// if (osdMaterials != null)
|
||||
// {
|
||||
// //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd));
|
||||
//
|
||||
// if (osdMaterials is OSDArray)
|
||||
// {
|
||||
// OSDArray matsArr = osdMaterials as OSDArray;
|
||||
// foreach (OSDMap matMap in matsArr)
|
||||
// {
|
||||
// try
|
||||
// {
|
||||
// if (matMap.ContainsKey("Material"))
|
||||
// {
|
||||
// OSDMap mat = matMap["Material"] as OSDMap;
|
||||
// if (mat.ContainsKey("NormMap"))
|
||||
// {
|
||||
// UUID normalMapId = mat["NormMap"].AsUUID();
|
||||
// if (normalMapId != UUID.Zero)
|
||||
// {
|
||||
// assetUuids[normalMapId] = AssetType.Texture;
|
||||
// //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
|
||||
// }
|
||||
// }
|
||||
// if (mat.ContainsKey("SpecMap"))
|
||||
// {
|
||||
// UUID specularMapId = mat["SpecMap"].AsUUID();
|
||||
// if (specularMapId != UUID.Zero)
|
||||
// {
|
||||
// assetUuids[specularMapId] = AssetType.Texture;
|
||||
// //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// }
|
||||
// catch (Exception e)
|
||||
// {
|
||||
// m_log.Warn("[MaterialsDemoModule]: exception getting materials: " + e.Message);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -691,6 +691,12 @@
|
|||
; enable_windlight = false
|
||||
|
||||
|
||||
[Materials]
|
||||
;# {enable_materials} {} {Enable Materials support?} {true false} true
|
||||
;; This enables the use of Materials.
|
||||
; enable_materials = true
|
||||
|
||||
|
||||
[DataSnapshot]
|
||||
;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
|
||||
;; The following set of configs pertains to search.
|
||||
|
|
Loading…
Reference in New Issue