Simplify serialized version string. Change element capitalization for consistency
THIS CHANGE ALTERS THE SERIALIZATION FORMAT, HOPEFULLY FOR THE LAST TIME. If you're testing, please start with a new database. This commit also improves locking for manipulation of media entries.prebuild-update
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9d8a67fe13
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99c0f4c9c7
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@ -180,6 +180,7 @@ namespace OpenSim.Framework
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/// Entries to store media textures on each face
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/// </summary>
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/// Do not change this value directly - always do it through an IMoapModule.
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/// Lock before manipulating.
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public MediaList Media { get; set; }
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public PrimitiveBaseShape()
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@ -1219,6 +1220,11 @@ namespace OpenSim.Framework
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return prim;
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}
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/// <summary>
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/// Encapsulates a list of media entries.
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/// </summary>
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/// This class is necessary because we want to replace auto-serialization of MediaEntry with something more
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/// OSD like and less vulnerable to change.
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public class MediaList : List<MediaEntry>, IXmlSerializable
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{
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public const string MEDIA_TEXTURE_TYPE = "sl";
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@ -1240,10 +1246,9 @@ namespace OpenSim.Framework
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{
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using (XmlTextWriter xtw = new XmlTextWriter(sw))
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{
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xtw.WriteStartElement("osmedia");
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xtw.WriteStartElement("OSMedia");
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xtw.WriteAttributeString("type", MEDIA_TEXTURE_TYPE);
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xtw.WriteAttributeString("major_version", "0");
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xtw.WriteAttributeString("minor_version", "1");
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xtw.WriteAttributeString("version", "0.1");
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OSDArray meArray = new OSDArray();
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foreach (MediaEntry me in this)
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@ -1252,7 +1257,7 @@ namespace OpenSim.Framework
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meArray.Add(osd);
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}
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xtw.WriteStartElement("osdata");
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xtw.WriteStartElement("OSData");
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xtw.WriteRaw(OSDParser.SerializeLLSDXmlString(meArray));
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xtw.WriteEndElement();
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@ -1291,7 +1296,7 @@ namespace OpenSim.Framework
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if (type != MEDIA_TEXTURE_TYPE)
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return;
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xtr.ReadStartElement("osmedia");
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xtr.ReadStartElement("OSMedia");
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OSDArray osdMeArray = (OSDArray)OSDParser.DeserializeLLSDXml(xtr.ReadInnerXml());
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foreach (OSD osdMe in osdMeArray)
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@ -185,13 +185,15 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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if (original.Shape.Media != null)
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{
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PrimitiveBaseShape.MediaList dupeMedia = new PrimitiveBaseShape.MediaList();
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foreach (MediaEntry me in original.Shape.Media)
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lock (original.Shape.Media)
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{
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if (me != null)
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dupeMedia.Add(MediaEntry.FromOSD(me.GetOSD()));
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else
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dupeMedia.Add(null);
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foreach (MediaEntry me in original.Shape.Media)
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{
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if (me != null)
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dupeMedia.Add(MediaEntry.FromOSD(me.GetOSD()));
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else
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dupeMedia.Add(null);
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}
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}
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copy.Shape.Media = dupeMedia;
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@ -211,8 +213,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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me = null;
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}
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else
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{
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me = media[face];
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{
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lock (media)
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me = media[face];
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// TODO: Really need a proper copy constructor down in libopenmetaverse
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if (me != null)
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@ -230,11 +233,13 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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if (null == part.Shape.Media)
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part.Shape.Media = new PrimitiveBaseShape.MediaList(new MediaEntry[part.GetNumberOfSides()]);
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part.Shape.Media[face] = me;
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lock (part.Shape.Media)
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part.Shape.Media[face] = me;
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UpdateMediaUrl(part, UUID.Zero);
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part.ScheduleFullUpdate();
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part.TriggerScriptChangedEvent(Changed.MEDIA);
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part.TriggerScriptChangedEvent(Changed.MEDIA);
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}
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public void ClearMediaEntry(SceneObjectPart part, int face)
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@ -296,7 +301,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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ObjectMediaResponse resp = new ObjectMediaResponse();
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resp.PrimID = primId;
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resp.FaceMedia = part.Shape.Media.ToArray();
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lock (part.Shape.Media)
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resp.FaceMedia = part.Shape.Media.ToArray();
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resp.Version = part.MediaUrl;
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string rawResp = OSDParser.SerializeLLSDXmlString(resp.Serialize());
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@ -382,24 +390,27 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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// directly.
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Primitive.TextureEntry te = part.Shape.Textures;
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for (int i = 0; i < media.Count; i++)
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{
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if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
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{
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media[i] = omu.FaceMedia[i];
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// When a face is cleared this is done by setting the MediaFlags in the TextureEntry via a normal
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// texture update, so we don't need to worry about clearing MediaFlags here.
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if (null == media[i])
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continue;
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Primitive.TextureEntryFace face = te.CreateFace((uint)i);
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face.MediaFlags = true;
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// m_log.DebugFormat(
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// "[MOAP]: Media flags for face {0} is {1}",
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// i, face.MediaFlags);
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// m_log.DebugFormat("[MOAP]: Set media entry for face {0} on {1}", i, part.Name);
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lock (media)
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{
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for (int i = 0; i < media.Count; i++)
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{
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if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
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{
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media[i] = omu.FaceMedia[i];
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// When a face is cleared this is done by setting the MediaFlags in the TextureEntry via a normal
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// texture update, so we don't need to worry about clearing MediaFlags here.
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if (null == media[i])
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continue;
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Primitive.TextureEntryFace face = te.CreateFace((uint)i);
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face.MediaFlags = true;
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// m_log.DebugFormat(
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// "[MOAP]: Media flags for face {0} is {1}",
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// i, face.MediaFlags);
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// m_log.DebugFormat("[MOAP]: Set media entry for face {0} on {1}", i, part.Name);
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}
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}
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}
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@ -465,7 +476,10 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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if (null == part.Shape.Media)
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return string.Empty;
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MediaEntry me = part.Shape.Media[omn.Face];
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MediaEntry me = null;
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lock (part.Shape.Media)
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me = part.Shape.Media[omn.Face];
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// Do the same if media has not been set up for a specific face
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if (null == me)
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