OpenSimMirror/OpenSim/Region/Environment/Modules/DynamicTextureModule.cs

190 lines
7.1 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using libsecondlife;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
{
public class DynamicTextureModule : IRegionModule, IDynamicTextureManager
{
private Dictionary<LLUUID, Scene> RegisteredScenes = new Dictionary<LLUUID, Scene>();
private Dictionary<string, IDynamicTextureRender> RenderPlugins =
new Dictionary<string, IDynamicTextureRender>();
private Dictionary<LLUUID, DynamicTextureUpdater> Updaters = new Dictionary<LLUUID, DynamicTextureUpdater>();
public void Initialise(Scene scene, IConfigSource config)
{
if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
{
RegisteredScenes.Add(scene.RegionInfo.RegionID, scene);
scene.RegisterModuleInterface<IDynamicTextureManager>(this);
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "DynamicTextureModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
public void RegisterRender(string handleType, IDynamicTextureRender render)
{
if (!RenderPlugins.ContainsKey(handleType))
{
RenderPlugins.Add(handleType, render);
}
}
public void ReturnData(LLUUID id, byte[] data)
{
if (Updaters.ContainsKey(id))
{
DynamicTextureUpdater updater = Updaters[id];
if (RegisteredScenes.ContainsKey(updater.SimUUID))
{
Scene scene = RegisteredScenes[updater.SimUUID];
updater.DataReceived(data, scene);
}
}
}
public LLUUID AddDynamicTextureURL(LLUUID simID, LLUUID primID, string contentType, string url,
string extraParams, int updateTimer)
{
if (RenderPlugins.ContainsKey(contentType))
{
//Console.WriteLine("dynamic texture being created: " + url + " of type " + contentType);
DynamicTextureUpdater updater = new DynamicTextureUpdater();
updater.SimUUID = simID;
updater.PrimID = primID;
updater.ContentType = contentType;
updater.Url = url;
updater.UpdateTimer = updateTimer;
updater.UpdaterID = LLUUID.Random();
updater.Params = extraParams;
if (!Updaters.ContainsKey(updater.UpdaterID))
{
Updaters.Add(updater.UpdaterID, updater);
}
RenderPlugins[contentType].AsyncConvertUrl(updater.UpdaterID, url, extraParams);
return updater.UpdaterID;
}
return LLUUID.Zero;
}
public LLUUID AddDynamicTextureData(LLUUID simID, LLUUID primID, string contentType, string data,
string extraParams, int updateTimer)
{
if (RenderPlugins.ContainsKey(contentType))
{
DynamicTextureUpdater updater = new DynamicTextureUpdater();
updater.SimUUID = simID;
updater.PrimID = primID;
updater.ContentType = contentType;
updater.BodyData = data;
updater.UpdateTimer = updateTimer;
updater.UpdaterID = LLUUID.Random();
updater.Params = extraParams;
if (!Updaters.ContainsKey(updater.UpdaterID))
{
Updaters.Add(updater.UpdaterID, updater);
}
RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
return updater.UpdaterID;
}
return LLUUID.Zero;
}
public class DynamicTextureUpdater
{
public LLUUID SimUUID;
public LLUUID UpdaterID;
public string ContentType;
public string Url;
public string BodyData;
public LLUUID PrimID;
public int UpdateTimer;
public LLUUID LastAssetID;
public string Params;
public DynamicTextureUpdater()
{
LastAssetID = LLUUID.Zero;
UpdateTimer = 0;
BodyData = null;
}
public void DataReceived(byte[] data, Scene scene)
{
//TODO delete the last asset(data), if it was a dynamic texture
byte[] assetData = new byte[data.Length];
Array.Copy(data, assetData, data.Length);
AssetBase asset = new AssetBase();
asset.FullID = LLUUID.Random();
asset.Data = assetData;
asset.Name = "DynamicImage" + Util.RandomClass.Next(1, 10000);
asset.Type = 0;
asset.Description = "dynamic image";
asset.Local = false;
asset.Temporary = false;
scene.AssetCache.AddAsset(asset);
LastAssetID = asset.FullID;
SceneObjectPart part = scene.GetSceneObjectPart(PrimID);
part.Shape.TextureEntry = new LLObject.TextureEntry(asset.FullID).ToBytes();
part.ScheduleFullUpdate();
}
}
}
}