diff --git a/OpenSim/Framework/SLUtil.cs b/OpenSim/Framework/SLUtil.cs
index cb73e8f762..92491050b3 100644
--- a/OpenSim/Framework/SLUtil.cs
+++ b/OpenSim/Framework/SLUtil.cs
@@ -39,8 +39,32 @@ namespace OpenSim.Framework
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+ ///
+ /// Asset types used only in OpenSim.
+ /// To avoid clashing with the code numbers used in Second Life, use only negative numbers here.
+ ///
+ public enum OpenSimAssetType : sbyte
+ {
+ Material = -2
+ }
+
+
#region SL / file extension / content-type conversions
+ ///
+ /// Returns the Enum entry corresponding to the given code, regardless of whether it belongs
+ /// to the AssetType or OpenSimAssetType enums.
+ ///
+ public static object AssetTypeFromCode(sbyte assetType)
+ {
+ if (Enum.IsDefined(typeof(OpenMetaverse.AssetType), assetType))
+ return (OpenMetaverse.AssetType)assetType;
+ else if (Enum.IsDefined(typeof(OpenSimAssetType), assetType))
+ return (OpenSimAssetType)assetType;
+ else
+ return OpenMetaverse.AssetType.Unknown;
+ }
+
private class TypeMapping
{
private sbyte assetType;
@@ -56,12 +80,7 @@ namespace OpenSim.Framework
public object AssetType
{
- get {
- if (Enum.IsDefined(typeof(OpenMetaverse.AssetType), assetType))
- return (OpenMetaverse.AssetType)assetType;
- else
- return OpenMetaverse.AssetType.Unknown;
- }
+ get { return AssetTypeFromCode(assetType); }
}
public InventoryType InventoryType
@@ -102,6 +121,11 @@ namespace OpenSim.Framework
: this((sbyte)assetType, inventoryType, contentType, null, extension)
{
}
+
+ public TypeMapping(OpenSimAssetType assetType, InventoryType inventoryType, string contentType, string extension)
+ : this((sbyte)assetType, inventoryType, contentType, null, extension)
+ {
+ }
}
///
@@ -142,7 +166,9 @@ namespace OpenSim.Framework
new TypeMapping(AssetType.CurrentOutfitFolder, InventoryType.Unknown, "application/vnd.ll.currentoutfitfolder", "currentoutfitfolder"),
new TypeMapping(AssetType.OutfitFolder, InventoryType.Unknown, "application/vnd.ll.outfitfolder", "outfitfolder"),
new TypeMapping(AssetType.MyOutfitsFolder, InventoryType.Unknown, "application/vnd.ll.myoutfitsfolder", "myoutfitsfolder"),
- new TypeMapping(AssetType.Mesh, InventoryType.Mesh, "application/vnd.ll.mesh", "llm")
+ new TypeMapping(AssetType.Mesh, InventoryType.Mesh, "application/vnd.ll.mesh", "llm"),
+
+ new TypeMapping(OpenSimAssetType.Material, InventoryType.Unknown, "application/llsd+xml", "material")
};
private static Dictionary asset2Content;
diff --git a/OpenSim/Framework/Serialization/ArchiveConstants.cs b/OpenSim/Framework/Serialization/ArchiveConstants.cs
index 0c12787882..73ebfae234 100644
--- a/OpenSim/Framework/Serialization/ArchiveConstants.cs
+++ b/OpenSim/Framework/Serialization/ArchiveConstants.cs
@@ -29,6 +29,7 @@ using System;
using System.Collections.Generic;
using System.Text;
using OpenMetaverse;
+using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
namespace OpenSim.Framework.Serialization
{
@@ -128,6 +129,7 @@ namespace OpenSim.Framework.Serialization
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TrashFolder] = ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"; // Not sure if we'll ever see this
+ ASSET_TYPE_TO_EXTENSION[(sbyte)OpenSimAssetType.Material] = ASSET_EXTENSION_SEPARATOR + "material.xml"; // Not sure if we'll ever see this
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = (sbyte)AssetType.Animation;
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = (sbyte)AssetType.Bodypart;
@@ -152,6 +154,7 @@ namespace OpenSim.Framework.Serialization
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.jp2"] = (sbyte)AssetType.Texture;
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = (sbyte)AssetType.TextureTGA;
EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"] = (sbyte)AssetType.TrashFolder;
+ EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "material.xml"] = (sbyte)OpenSimAssetType.Material;
}
public static string CreateOarLandDataPath(LandData ld)
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 6a5f8f397e..b270de9c89 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -771,7 +771,7 @@ namespace OpenSim.Region.CoreModules.Asset
UuidGatherer gatherer = new UuidGatherer(m_AssetService);
HashSet uniqueUuids = new HashSet();
- Dictionary assets = new Dictionary();
+ Dictionary assets = new Dictionary();
foreach (Scene s in m_Scenes)
{
@@ -794,7 +794,7 @@ namespace OpenSim.Region.CoreModules.Asset
else if (storeUncached)
{
AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
- if (cachedAsset == null && assets[assetID] != AssetType.Unknown)
+ if (cachedAsset == null && assets[assetID] != (sbyte)AssetType.Unknown)
m_log.DebugFormat(
"[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",
assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name);
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index 4ec8ae7aa7..429271916f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -78,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
///
/// Used to collect the uuids of the assets that we need to save into the archive
///
- protected Dictionary m_assetUuids = new Dictionary();
+ protected Dictionary m_assetUuids = new Dictionary();
///
/// Used to collect the uuids of the users that we need to save into the archive
@@ -187,7 +187,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
// Don't chase down link asset items as they actually point to their target item IDs rather than an asset
if (SaveAssets && itemAssetType != AssetType.Link && itemAssetType != AssetType.LinkFolder)
- m_assetGatherer.GatherAssetUuids(inventoryItem.AssetID, (AssetType)inventoryItem.AssetType, m_assetUuids);
+ m_assetGatherer.GatherAssetUuids(inventoryItem.AssetID, (sbyte)inventoryItem.AssetType, m_assetUuids);
}
///
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 04a0db6b47..09b19757ee 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -182,11 +182,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
string url = aCircuit.ServiceURLs["AssetServerURI"].ToString();
m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachment {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url);
- Dictionary ids = new Dictionary();
+ Dictionary ids = new Dictionary();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(Scene.AssetService, url);
uuidGatherer.GatherAssetUuids(so, ids);
- foreach (KeyValuePair kvp in ids)
+ foreach (KeyValuePair kvp in ids)
uuidGatherer.FetchAsset(kvp.Key);
}
}
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs
index b7a4d1ac1c..d4fb1baf48 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs
@@ -260,9 +260,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// The act of gathering UUIDs downloads some assets from the remote server
// but not all...
- Dictionary ids = new Dictionary();
+ Dictionary ids = new Dictionary();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL);
- uuidGatherer.GatherAssetUuids(assetID, (AssetType)meta.Type, ids);
+ uuidGatherer.GatherAssetUuids(assetID, meta.Type, ids);
m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", ids.Count);
bool success = true;
foreach (UUID uuid in ids.Keys)
@@ -286,9 +286,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset != null)
{
- Dictionary ids = new Dictionary();
+ Dictionary ids = new Dictionary();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
- uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
+ uuidGatherer.GatherAssetUuids(asset.FullID, asset.Type, ids);
bool success = false;
foreach (UUID uuid in ids.Keys)
{
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
index a990898570..7a844f49f4 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
@@ -178,7 +178,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Archive the regions
- Dictionary assetUuids = new Dictionary();
+ Dictionary assetUuids = new Dictionary();
scenesGroup.ForEachScene(delegate(Scene scene)
{
@@ -216,7 +216,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
}
- private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary assetUuids)
+ private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary assetUuids)
{
m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);
@@ -276,16 +276,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver
RegionSettings regionSettings = scene.RegionInfo.RegionSettings;
if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
- assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
+ assetUuids[regionSettings.TerrainTexture1] = (sbyte)AssetType.Texture;
if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
- assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
+ assetUuids[regionSettings.TerrainTexture2] = (sbyte)AssetType.Texture;
if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
- assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
+ assetUuids[regionSettings.TerrainTexture3] = (sbyte)AssetType.Texture;
if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
- assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
+ assetUuids[regionSettings.TerrainTexture4] = (sbyte)AssetType.Texture;
Save(scene, sceneObjects, regionDir);
}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 96000234ff..2d0da61145 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
///
/// uuids to request
///
- protected IDictionary m_uuids;
+ protected IDictionary m_uuids;
///
/// Callback used when all the assets requested have been received.
@@ -115,7 +115,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
protected Dictionary m_options;
protected internal AssetsRequest(
- AssetsArchiver assetsArchiver, IDictionary uuids,
+ AssetsArchiver assetsArchiver, IDictionary uuids,
IAssetService assetService, IUserAccountService userService,
UUID scope, Dictionary options,
AssetsRequestCallback assetsRequestCallback)
@@ -154,7 +154,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_requestCallbackTimer.Enabled = true;
- foreach (KeyValuePair kvp in m_uuids)
+ foreach (KeyValuePair kvp in m_uuids)
{
// m_log.DebugFormat("[ARCHIVER]: Requesting asset {0}", kvp.Key);
@@ -235,9 +235,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Check for broken asset types and fix them with the AssetType gleaned by UuidGatherer
if (fetchedAsset != null && fetchedAsset.Type == (sbyte)AssetType.Unknown)
{
- AssetType type = (AssetType)assetType;
- m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, type);
- fetchedAsset.Type = (sbyte)type;
+ m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, SLUtil.AssetTypeFromCode((sbyte)assetType));
+ fetchedAsset.Type = (sbyte)assetType;
}
AssetRequestCallback(fetchedAssetID, this, fetchedAsset);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index dd27294372..1e59e3f764 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -62,8 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
= AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
m_assetService.Store(corruptAsset);
- IDictionary foundAssetUuids = new Dictionary();
- m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids);
+ IDictionary foundAssetUuids = new Dictionary();
+ m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
// We count the uuid as gathered even if the asset itself is corrupt.
Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
@@ -78,9 +78,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
TestHelpers.InMethod();
UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
- IDictionary foundAssetUuids = new Dictionary();
+ IDictionary foundAssetUuids = new Dictionary();
- m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids);
+ m_uuidGatherer.GatherAssetUuids(missingAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
// We count the uuid as gathered even if the asset itself is missing.
Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
@@ -103,8 +103,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString());
m_assetService.Store(ncAsset);
- IDictionary foundAssetUuids = new Dictionary();
- m_uuidGatherer.GatherAssetUuids(ncAssetId, AssetType.Notecard, foundAssetUuids);
+ IDictionary foundAssetUuids = new Dictionary();
+ m_uuidGatherer.GatherAssetUuids(ncAssetId, (sbyte)AssetType.Notecard, foundAssetUuids);
// We count the uuid as gathered even if the asset itself is corrupt.
Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 3e074b9cfc..42a19775ba 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -38,6 +38,7 @@ using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
+using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
namespace OpenSim.Region.Framework.Scenes
{
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Scenes
/// The uuid of the asset for which to gather referenced assets
/// The type of the asset for the uuid given
/// The assets gathered
- public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary assetUuids)
+ public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary assetUuids)
{
// avoid infinite loops
if (assetUuids.ContainsKey(assetUuid))
@@ -93,23 +94,27 @@ namespace OpenSim.Region.Framework.Scenes
{
assetUuids[assetUuid] = assetType;
- if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
+ if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
{
GetWearableAssetUuids(assetUuid, assetUuids);
}
- else if (AssetType.Gesture == assetType)
+ else if ((sbyte)AssetType.Gesture == assetType)
{
GetGestureAssetUuids(assetUuid, assetUuids);
}
- else if (AssetType.Notecard == assetType)
+ else if ((sbyte)AssetType.Notecard == assetType)
{
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
}
- else if (AssetType.LSLText == assetType)
+ else if ((sbyte)AssetType.LSLText == assetType)
{
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
}
- else if (AssetType.Object == assetType)
+ else if ((sbyte)OpenSimAssetType.Material == assetType)
+ {
+ GetMaterialAssetUuids(assetUuid, assetUuids);
+ }
+ else if ((sbyte)AssetType.Object == assetType)
{
GetSceneObjectAssetUuids(assetUuid, assetUuids);
}
@@ -136,7 +141,7 @@ namespace OpenSim.Region.Framework.Scenes
/// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
/// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
///
- public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids)
+ public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids)
{
// m_log.DebugFormat(
// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
@@ -156,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes
{
// Get the prim's default texture. This will be used for faces which don't have their own texture
if (textureEntry.DefaultTexture != null)
- assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
+ assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture;
if (textureEntry.FaceTextures != null)
{
@@ -164,20 +169,20 @@ namespace OpenSim.Region.Framework.Scenes
foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
{
if (texture != null)
- 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
}
}
}
-
+
// ///
// /// The callback made when we request the asset for an object from the asset service.
// ///
@@ -238,73 +241,6 @@ namespace OpenSim.Region.Framework.Scenes
// Monitor.Pulse(this);
// }
// }
-
- ///
- /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
- ///
- ///
- ///
- public void GatherMaterialsUuids(SceneObjectPart part, IDictionary 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);
- }
- }
- }
- }
- }
- }
///
/// Get an asset synchronously, potentially using an asynchronous callback. If the
@@ -344,7 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
///
///
/// Dictionary in which to record the references
- private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary assetUuids)
+ private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary 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
///
///
/// Dictionary in which to record the references
- private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary assetUuids)
+ private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary 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
///
///
///
- private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids)
+ private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids)
{
AssetBase objectAsset = GetAsset(sceneObjectUuid);
@@ -430,7 +366,7 @@ namespace OpenSim.Region.Framework.Scenes
///
///
///
- private void GetGestureAssetUuids(UUID gestureUuid, IDictionary assetUuids)
+ private void GetGestureAssetUuids(UUID gestureUuid, IDictionary 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;
}
}
+
+ ///
+ /// Get the asset uuid's referenced in a material.
+ ///
+ private void GetMaterialAssetUuids(UUID materialUuid, IDictionary 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
diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs
index e70715485e..09041e8085 100644
--- a/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs
+++ b/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs
@@ -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
{
- ///
- ///
- // # # ## ##### # # # # # ####
- // # # # # # # ## # # ## # # #
- // # # # # # # # # # # # # # #
- // # ## # ###### ##### # # # # # # # # ###
- // ## ## # # # # # ## # # ## # #
- // # # # # # # # # # # # ####
- //
- // 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]
- ///
- ///
- ///
-
- [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 m_knownMaterials = new Dictionary();
+ public Dictionary m_regionMaterials = new Dictionary();
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)
+ ///
+ /// Find the materials used in the SOP, and add them to 'm_regionMaterials'.
+ ///
+ 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)
+ ///
+ /// Find the materials used in one Face, and add them to 'm_regionMaterials'.
+ ///
+ 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 mats = new Dictionary();
-
- 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 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;
}
+ ///
+ /// Use heuristics to choose a good name for the material.
+ ///
+ 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 kvp in m_knownMaterials)
+ foreach (KeyValuePair 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
///
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.
-// ///
-// /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
-// ///
-// ///
-// ///
-// private void GatherMaterialsUuids(SceneObjectPart part, IDictionary 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);
-// }
-// }
-// }
-// }
-// }
-// }
}
}
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 28c16cf5dc..28369a3ae1 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -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.