OpenSimMirror/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs

257 lines
12 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 OpenSimulator 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 System.Reflection;
using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.DataSnapshot.Interfaces;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.DataSnapshot.Providers
{
public class ObjectSnapshot : IDataSnapshotProvider
{
private Scene m_scene = null;
// private DataSnapshotManager m_parent = null;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool m_stale = true;
private static UUID m_DefaultImage = new UUID("89556747-24cb-43ed-920b-47caed15465f");
private static UUID m_BlankImage = new UUID("5748decc-f629-461c-9a36-a35a221fe21f");
public void Initialize(Scene scene, DataSnapshotManager parent)
{
m_scene = scene;
// m_parent = parent;
//To check for staleness, we must catch all incoming client packets.
m_scene.EventManager.OnNewClient += OnNewClient;
m_scene.EventManager.OnParcelPrimCountAdd += delegate(SceneObjectGroup obj) { this.Stale = true; };
}
public void OnNewClient(IClientAPI client)
{
//Detect object data changes by hooking into the IClientAPI.
//Very dirty, and breaks whenever someone changes the client API.
client.OnAddPrim += delegate (UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot,
PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID,
byte RayEndIsIntersection) { this.Stale = true; };
client.OnLinkObjects += delegate (IClientAPI remoteClient, uint parent, List<uint> children)
{ this.Stale = true; };
client.OnDelinkObjects += delegate(List<uint> primIds, IClientAPI clientApi) { this.Stale = true; };
client.OnGrabUpdate += delegate(UUID objectID, Vector3 offset, Vector3 grapPos,
IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs) { this.Stale = true; };
client.OnObjectAttach += delegate(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt,
Quaternion rot, bool silent) { this.Stale = true; };
client.OnObjectDuplicate += delegate(uint localID, Vector3 offset, uint dupeFlags, UUID AgentID,
UUID GroupID) { this.Stale = true; };
client.OnObjectDuplicateOnRay += delegate(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID,
UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, bool BypassRaycast,
bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) { this.Stale = true; };
client.OnObjectIncludeInSearch += delegate(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
{ this.Stale = true; };
client.OnObjectPermissions += delegate(IClientAPI controller, UUID agentID, UUID sessionID,
byte field, uint localId, uint mask, byte set) { this.Stale = true; };
client.OnRezObject += delegate(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd,
Vector3 RayStart, UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected,
bool RemoveItem, UUID fromTaskID) { this.Stale = true; };
}
public Scene GetParentScene
{
get { return m_scene; }
}
public XmlNode RequestSnapshotData(XmlDocument nodeFactory)
{
m_log.Debug("[DATASNAPSHOT]: Generating object data for scene " + m_scene.RegionInfo.RegionName);
XmlNode parent = nodeFactory.CreateNode(XmlNodeType.Element, "objectdata", "");
XmlNode node;
foreach (EntityBase entity in m_scene.Entities)
{
// only objects, not avatars
if (entity is SceneObjectGroup)
{
SceneObjectGroup obj = (SceneObjectGroup)entity;
// m_log.Debug("[DATASNAPSHOT]: Found object " + obj.Name + " in scene");
// libomv will complain about PrimFlags.JointWheel
// being obsolete, so we...
#pragma warning disable 0612
if ((obj.RootPart.Flags & PrimFlags.JointWheel) == PrimFlags.JointWheel)
{
SceneObjectPart m_rootPart = obj.RootPart;
if (m_rootPart != null)
{
ILandObject land = m_scene.LandChannel.GetLandObject(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y);
XmlNode xmlobject = nodeFactory.CreateNode(XmlNodeType.Element, "object", "");
node = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", "");
node.InnerText = obj.UUID.ToString();
xmlobject.AppendChild(node);
node = nodeFactory.CreateNode(XmlNodeType.Element, "title", "");
node.InnerText = m_rootPart.Name;
xmlobject.AppendChild(node);
node = nodeFactory.CreateNode(XmlNodeType.Element, "description", "");
node.InnerText = m_rootPart.Description;
xmlobject.AppendChild(node);
node = nodeFactory.CreateNode(XmlNodeType.Element, "flags", "");
node.InnerText = String.Format("{0:x}", m_rootPart.ObjectFlags);
xmlobject.AppendChild(node);
node = nodeFactory.CreateNode(XmlNodeType.Element, "regionuuid", "");
node.InnerText = m_scene.RegionInfo.RegionSettings.RegionUUID.ToString();
xmlobject.AppendChild(node);
if (land != null && land.LandData != null)
{
node = nodeFactory.CreateNode(XmlNodeType.Element, "parceluuid", "");
node.InnerText = land.LandData.GlobalID.ToString();
xmlobject.AppendChild(node);
}
else
{
// Something is wrong with this object. Let's not list it.
m_log.WarnFormat("[DATASNAPSHOT]: Bad data for object {0} ({1}) in region {2}", obj.Name, obj.UUID, m_scene.RegionInfo.RegionName);
continue;
}
node = nodeFactory.CreateNode(XmlNodeType.Element, "location", "");
Vector3 loc = obj.AbsolutePosition;
node.InnerText = loc.X.ToString() + "/" + loc.Y.ToString() + "/" + loc.Z.ToString();
xmlobject.AppendChild(node);
string bestImage = GuessImage(obj);
if (bestImage != string.Empty)
{
node = nodeFactory.CreateNode(XmlNodeType.Element, "image", "");
node.InnerText = bestImage;
xmlobject.AppendChild(node);
}
parent.AppendChild(xmlobject);
}
}
#pragma warning disable 0612
}
}
this.Stale = false;
return parent;
}
public String Name
{
get { return "ObjectSnapshot"; }
}
public bool Stale
{
get
{
return m_stale;
}
set
{
m_stale = value;
if (m_stale)
OnStale(this);
}
}
public event ProviderStale OnStale;
/// <summary>
/// Guesses the best image, based on a simple heuristic. It guesses only for boxes.
/// We're optimizing for boxes, because those are the most common objects
/// marked "Show in search" -- boxes with content inside.For other shapes,
/// it's really hard to tell which texture should be grabbed.
/// </summary>
/// <param name="sog"></param>
/// <returns></returns>
private string GuessImage(SceneObjectGroup sog)
{
string bestguess = string.Empty;
Dictionary<UUID, int> counts = new Dictionary<UUID, int>();
if (sog.RootPart.Shape != null && sog.RootPart.Shape.ProfileShape == ProfileShape.Square &&
sog.RootPart.Shape.Textures != null && sog.RootPart.Shape.Textures.FaceTextures != null)
{
if (sog.RootPart.Shape.Textures.DefaultTexture.TextureID != UUID.Zero &&
sog.RootPart.Shape.Textures.DefaultTexture.TextureID != m_DefaultImage &&
sog.RootPart.Shape.Textures.DefaultTexture.TextureID != m_BlankImage &&
sog.RootPart.Shape.Textures.DefaultTexture.RGBA.A < 50)
{
counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] = 8;
}
foreach (Primitive.TextureEntryFace tentry in sog.RootPart.Shape.Textures.FaceTextures)
{
if (tentry != null)
{
if (tentry.TextureID != UUID.Zero && tentry.TextureID != m_DefaultImage && tentry.TextureID != m_BlankImage && tentry.RGBA.A < 50)
{
int c = 0;
counts.TryGetValue(tentry.TextureID, out c);
counts[tentry.TextureID] = c + 1;
// decrease the default texture count
if (counts.ContainsKey(sog.RootPart.Shape.Textures.DefaultTexture.TextureID))
counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] = counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] - 1;
}
}
}
// Let's pick the most unique texture
int min = 9999;
foreach (KeyValuePair<UUID, int> kv in counts)
{
if (kv.Value < min && kv.Value >= 1)
{
bestguess = kv.Key.ToString();
min = kv.Value;
}
}
}
return bestguess;
}
}
}