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author | Justin Clarke Casey | 2009-02-18 21:02:43 +0000 |
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committer | Justin Clarke Casey | 2009-02-18 21:02:43 +0000 |
commit | 89f2589f6c12e7cd265c25f7f83bd1b3f1e98d7e (patch) | |
tree | dc23461c298a5a1156a6b4141a216f938baae964 /OpenSim/Region/Framework/Scenes/AssetGatherer.cs | |
parent | Fixes height on Basic Physics in local teleports. Plus some small refactoring. (diff) | |
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* Change AssetGatherer method access so that only methods which are worth calling from the outside are public
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/AssetGatherer.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/AssetGatherer.cs | 182 |
1 files changed, 96 insertions, 86 deletions
diff --git a/OpenSim/Region/Framework/Scenes/AssetGatherer.cs b/OpenSim/Region/Framework/Scenes/AssetGatherer.cs index 2726bd8..00a4398 100644 --- a/OpenSim/Region/Framework/Scenes/AssetGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/AssetGatherer.cs | |||
@@ -67,12 +67,101 @@ namespace OpenSim.Region.Framework.Scenes | |||
67 | public AssetGatherer(IAssetCache assetCache) | 67 | public AssetGatherer(IAssetCache assetCache) |
68 | { | 68 | { |
69 | m_assetCache = assetCache; | 69 | m_assetCache = assetCache; |
70 | } | 70 | } |
71 | |||
72 | /// <summary> | ||
73 | /// Gather all the asset uuids associated with the asset referenced by a given uuid | ||
74 | /// </summary> | ||
75 | /// | ||
76 | /// This includes both those directly associated with | ||
77 | /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained | ||
78 | /// within this object). | ||
79 | /// | ||
80 | /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> | ||
81 | /// <param name="assetType">The type of the asset for the uuid given</param> | ||
82 | /// <param name="assetUuids">The assets gathered</param> | ||
83 | public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, int> assetUuids) | ||
84 | { | ||
85 | assetUuids[assetUuid] = 1; | ||
86 | |||
87 | if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) | ||
88 | { | ||
89 | GetWearableAssetUuids(assetUuid, assetUuids); | ||
90 | } | ||
91 | else if (AssetType.LSLText == assetType) | ||
92 | { | ||
93 | GetScriptAssetUuids(assetUuid, assetUuids); | ||
94 | } | ||
95 | else if (AssetType.Object == assetType) | ||
96 | { | ||
97 | GetSceneObjectAssetUuids(assetUuid, assetUuids); | ||
98 | } | ||
99 | } | ||
100 | |||
101 | /// <summary> | ||
102 | /// Gather all the asset uuids associated with a given object. | ||
103 | /// </summary> | ||
104 | /// | ||
105 | /// This includes both those directly associated with | ||
106 | /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained | ||
107 | /// within this object). | ||
108 | /// | ||
109 | /// <param name="sceneObject">The scene object for which to gather assets</param> | ||
110 | /// <param name="assetUuids">The assets gathered</param> | ||
111 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids) | ||
112 | { | ||
113 | m_log.DebugFormat( | ||
114 | "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); | ||
115 | |||
116 | foreach (SceneObjectPart part in sceneObject.GetParts()) | ||
117 | { | ||
118 | //m_log.DebugFormat( | ||
119 | // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); | ||
120 | |||
121 | try | ||
122 | { | ||
123 | Primitive.TextureEntry textureEntry = part.Shape.Textures; | ||
124 | |||
125 | // Get the prim's default texture. This will be used for faces which don't have their own texture | ||
126 | assetUuids[textureEntry.DefaultTexture.TextureID] = 1; | ||
127 | |||
128 | // XXX: Not a great way to iterate through face textures, but there's no | ||
129 | // other method available to tell how many faces there actually are | ||
130 | //int i = 0; | ||
131 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) | ||
132 | { | ||
133 | if (texture != null) | ||
134 | { | ||
135 | //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); | ||
136 | assetUuids[texture.TextureID] = 1; | ||
137 | } | ||
138 | } | ||
139 | |||
140 | // If the prim is a sculpt then preserve this information too | ||
141 | if (part.Shape.SculptTexture != UUID.Zero) | ||
142 | assetUuids[part.Shape.SculptTexture] = 1; | ||
143 | |||
144 | // Now analyze this prim's inventory items to preserve all the uuids that they reference | ||
145 | foreach (TaskInventoryItem tii in part.TaskInventory.Values) | ||
146 | { | ||
147 | //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); | ||
148 | |||
149 | if (!assetUuids.ContainsKey(tii.AssetID)) | ||
150 | GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); | ||
151 | } | ||
152 | } | ||
153 | catch (Exception e) | ||
154 | { | ||
155 | m_log.ErrorFormat("[ASSET GATHERER]: Failed to get part - {0}", e); | ||
156 | m_log.DebugFormat("[ASSET GATHERER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length); | ||
157 | } | ||
158 | } | ||
159 | } | ||
71 | 160 | ||
72 | /// <summary> | 161 | /// <summary> |
73 | /// The callback made when we request the asset for an object from the asset service. | 162 | /// The callback made when we request the asset for an object from the asset service. |
74 | /// </summary> | 163 | /// </summary> |
75 | public void AssetRequestCallback(UUID assetID, AssetBase asset) | 164 | protected void AssetRequestCallback(UUID assetID, AssetBase asset) |
76 | { | 165 | { |
77 | lock (this) | 166 | lock (this) |
78 | { | 167 | { |
@@ -116,7 +205,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
116 | /// </summary> | 205 | /// </summary> |
117 | /// <param name="scriptUuid"></param> | 206 | /// <param name="scriptUuid"></param> |
118 | /// <param name="assetUuids">Dictionary in which to record the references</param> | 207 | /// <param name="assetUuids">Dictionary in which to record the references</param> |
119 | public void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids) | 208 | protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids) |
120 | { | 209 | { |
121 | AssetBase scriptAsset = GetAsset(scriptUuid); | 210 | AssetBase scriptAsset = GetAsset(scriptUuid); |
122 | 211 | ||
@@ -141,7 +230,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
141 | /// </summary> | 230 | /// </summary> |
142 | /// <param name="wearableAssetUuid"></param> | 231 | /// <param name="wearableAssetUuid"></param> |
143 | /// <param name="assetUuids">Dictionary in which to record the references</param> | 232 | /// <param name="assetUuids">Dictionary in which to record the references</param> |
144 | public void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids) | 233 | protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids) |
145 | { | 234 | { |
146 | AssetBase assetBase = GetAsset(wearableAssetUuid); | 235 | AssetBase assetBase = GetAsset(wearableAssetUuid); |
147 | //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); | 236 | //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); |
@@ -165,7 +254,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
165 | /// </summary> | 254 | /// </summary> |
166 | /// <param name="sceneObject"></param> | 255 | /// <param name="sceneObject"></param> |
167 | /// <param name="assetUuids"></param> | 256 | /// <param name="assetUuids"></param> |
168 | public void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids) | 257 | protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids) |
169 | { | 258 | { |
170 | AssetBase objectAsset = GetAsset(sceneObjectUuid); | 259 | AssetBase objectAsset = GetAsset(sceneObjectUuid); |
171 | 260 | ||
@@ -173,87 +262,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
173 | { | 262 | { |
174 | string xml = Utils.BytesToString(objectAsset.Data); | 263 | string xml = Utils.BytesToString(objectAsset.Data); |
175 | SceneObjectGroup sog = new SceneObjectGroup(xml, true); | 264 | SceneObjectGroup sog = new SceneObjectGroup(xml, true); |
176 | GetSceneObjectAssetUuids(sog, assetUuids); | 265 | GatherAssetUuids(sog, assetUuids); |
177 | } | ||
178 | } | ||
179 | |||
180 | /// <summary> | ||
181 | /// Get all the asset uuids associated with a given object. | ||
182 | /// </summary> | ||
183 | /// | ||
184 | /// This includes both those directly associated with | ||
185 | /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained | ||
186 | /// within this object). | ||
187 | /// | ||
188 | /// <param name="sceneObject">The scene object for which to gather assets</param> | ||
189 | /// <param name="assetUuids">The assets gathered</param> | ||
190 | public void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids) | ||
191 | { | ||
192 | m_log.DebugFormat( | ||
193 | "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); | ||
194 | |||
195 | foreach (SceneObjectPart part in sceneObject.GetParts()) | ||
196 | { | ||
197 | //m_log.DebugFormat( | ||
198 | // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); | ||
199 | |||
200 | try | ||
201 | { | ||
202 | Primitive.TextureEntry textureEntry = part.Shape.Textures; | ||
203 | |||
204 | // Get the prim's default texture. This will be used for faces which don't have their own texture | ||
205 | assetUuids[textureEntry.DefaultTexture.TextureID] = 1; | ||
206 | |||
207 | // XXX: Not a great way to iterate through face textures, but there's no | ||
208 | // other method available to tell how many faces there actually are | ||
209 | //int i = 0; | ||
210 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) | ||
211 | { | ||
212 | if (texture != null) | ||
213 | { | ||
214 | //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); | ||
215 | assetUuids[texture.TextureID] = 1; | ||
216 | } | ||
217 | } | ||
218 | |||
219 | // If the prim is a sculpt then preserve this information too | ||
220 | if (part.Shape.SculptTexture != UUID.Zero) | ||
221 | assetUuids[part.Shape.SculptTexture] = 1; | ||
222 | |||
223 | // Now analyze this prim's inventory items to preserve all the uuids that they reference | ||
224 | foreach (TaskInventoryItem tii in part.TaskInventory.Values) | ||
225 | { | ||
226 | //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); | ||
227 | |||
228 | if (!assetUuids.ContainsKey(tii.AssetID)) | ||
229 | { | ||
230 | assetUuids[tii.AssetID] = 1; | ||
231 | |||
232 | if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type)) | ||
233 | { | ||
234 | GetWearableAssetUuids(tii.AssetID, assetUuids); | ||
235 | } | ||
236 | else if ((int)AssetType.LSLText == tii.Type) | ||
237 | { | ||
238 | GetScriptAssetUuids(tii.AssetID, assetUuids); | ||
239 | } | ||
240 | else if ((int)AssetType.Object == tii.Type) | ||
241 | { | ||
242 | GetSceneObjectAssetUuids(tii.AssetID, assetUuids); | ||
243 | } | ||
244 | //else | ||
245 | //{ | ||
246 | //m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); | ||
247 | //} | ||
248 | } | ||
249 | } | ||
250 | } | ||
251 | catch (Exception e) | ||
252 | { | ||
253 | m_log.ErrorFormat("[ASSET GATHERER]: Failed to get part - {0}", e); | ||
254 | m_log.DebugFormat("[ASSET GATHERER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length); | ||
255 | } | ||
256 | } | 266 | } |
257 | } | 267 | } |
258 | } | 268 | } |
259 | } | 269 | } |