Get UUIDGatherer to scan notecards in the graph for asset uuids.
This is to support npc baked texture saving in oars and iars. May address http://opensimulator.org/mantis/view.php?id=5743remove-scene-viewer
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30320505fa
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ffdf59a57c
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@ -146,9 +146,9 @@ namespace OpenSim.Framework.Tests
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Assert.IsFalse(Util.isUUID("FOOBAR67-89ab-Cdef-0123-456789AbCdEf"),
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"UUIDs with non-hex characters are recognized as correct UUIDs.");
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Assert.IsFalse(Util.isUUID("01234567"),
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"Too short UUIDs are regognized as correct UUIDs.");
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"Too short UUIDs are recognized as correct UUIDs.");
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Assert.IsFalse(Util.isUUID("01234567-89ab-Cdef-0123-456789AbCdEf0"),
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"Too long UUIDs are regognized as correct UUIDs.");
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"Too long UUIDs are recognized as correct UUIDs.");
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Assert.IsFalse(Util.isUUID("01234567-89ab-Cdef-0123+456789AbCdEf"),
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"UUIDs with wrong format are recognized as correct UUIDs.");
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}
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@ -46,7 +46,6 @@ using System.Threading;
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using log4net;
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using Nini.Config;
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using Nwc.XmlRpc;
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// using BclExtras;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using Amib.Threading;
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@ -91,8 +90,10 @@ namespace OpenSim.Framework
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private static readonly DateTime unixEpoch =
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DateTime.ParseExact("1970-01-01 00:00:00 +0", "yyyy-MM-dd hh:mm:ss z", DateTimeFormatInfo.InvariantInfo).ToUniversalTime();
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public static readonly Regex UUIDPattern
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= new Regex("^[0-9a-fA-F]{8}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{12}$");
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private static readonly string rawUUIDPattern
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= "[0-9a-fA-F]{8}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{12}";
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public static readonly Regex PermissiveUUIDPattern = new Regex(rawUUIDPattern);
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public static readonly Regex UUIDPattern = new Regex(string.Format("^{0}$", rawUUIDPattern));
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public static FireAndForgetMethod DefaultFireAndForgetMethod = FireAndForgetMethod.SmartThreadPool;
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public static FireAndForgetMethod FireAndForgetMethod = DefaultFireAndForgetMethod;
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@ -85,5 +85,31 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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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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}
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[Test]
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public void TestNotecardAsset()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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UUID ownerId = TestHelpers.ParseTail(0x10);
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UUID soAssetId = TestHelpers.ParseTail(0x20);
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UUID ncAssetId = TestHelpers.ParseTail(0x30);
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SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId);
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AssetBase soAsset = AssetHelpers.CreateAsset(soAssetId, so);
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m_assetService.Store(soAsset);
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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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// 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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Assert.That(foundAssetUuids.ContainsKey(ncAssetId));
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Assert.That(foundAssetUuids.ContainsKey(soAssetId));
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}
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}
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}
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@ -62,12 +62,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
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/// asset was found by the asset service.
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/// </summary>
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protected AssetBase m_requestedObjectAsset;
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private AssetBase m_requestedObjectAsset;
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/// <summary>
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/// Signal whether we are currently waiting for the asset service to deliver an asset.
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/// </summary>
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protected bool m_waitingForObjectAsset;
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private bool m_waitingForObjectAsset;
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public UuidGatherer(IAssetService assetCache)
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{
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@ -103,9 +103,13 @@ namespace OpenSim.Region.Framework.Scenes
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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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{
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GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.LSLText == assetType)
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{
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GetScriptAssetUuids(assetUuid, assetUuids);
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GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.Object == assetType)
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{
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@ -194,7 +198,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// The callback made when we request the asset for an object from the asset service.
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/// </summary>
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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private void AssetReceived(string id, Object sender, AssetBase asset)
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{
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lock (this)
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{
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@ -238,23 +242,25 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="scriptUuid"></param>
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, AssetType> assetUuids)
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private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids)
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{
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AssetBase scriptAsset = GetAsset(scriptUuid);
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m_log.DebugFormat("[ASSET GATHERER]: Getting assets for asset {0}", embeddingAssetId);
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if (null != scriptAsset)
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AssetBase embeddingAsset = GetAsset(embeddingAssetId);
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if (null != embeddingAsset)
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{
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string script = Utils.BytesToString(scriptAsset.Data);
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//m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
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MatchCollection uuidMatches = Util.UUIDPattern.Matches(script);
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//m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
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string script = Utils.BytesToString(embeddingAsset.Data);
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m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
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MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
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m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
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foreach (Match uuidMatch in uuidMatches)
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{
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UUID uuid = new UUID(uuidMatch.Value);
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//m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
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m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
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// Assume AssetIDs embedded in scripts are textures
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// Assume AssetIDs embedded are textures.
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assetUuids[uuid] = AssetType.Texture;
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}
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}
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@ -265,7 +271,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="wearableAssetUuid"></param>
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/// <param name="assetUuids">Dictionary in which to record the references</param>
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protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
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private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
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{
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AssetBase assetBase = GetAsset(wearableAssetUuid);
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@ -292,7 +298,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <param name="assetUuids"></param>
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protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
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private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
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{
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AssetBase objectAsset = GetAsset(sceneObjectUuid);
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@ -321,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="gestureUuid"></param>
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/// <param name="assetUuids"></param>
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protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
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private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
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{
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AssetBase assetBase = GetAsset(gestureUuid);
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if (null == assetBase)
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@ -47,13 +47,24 @@ namespace OpenSim.Tests.Common
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}
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/// <summary>
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/// Create a notecard asset with a random uuid and dummy text.
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/// Create a notecard asset with dummy text and a random owner.
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/// </summary>
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/// <param name="assetId">/param>
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/// <returns></returns>
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public static AssetBase CreateNotecardAsset(UUID id)
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public static AssetBase CreateNotecardAsset(UUID assetId)
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{
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return CreateAsset(id, AssetType.Notecard, "hello", UUID.Random());
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return CreateNotecardAsset(assetId, "hello");
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}
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/// <summary>
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/// Create a notecard asset with a random owner.
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/// </summary>
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/// <param name="assetId">/param>
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/// <param name="text"></param>
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/// <returns></returns>
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public static AssetBase CreateNotecardAsset(UUID assetId, string text)
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{
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return CreateAsset(assetId, AssetType.Notecard, text, UUID.Random());
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}
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// /// <summary>
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