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author | Melanie | 2014-01-28 21:02:20 +0000 |
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committer | Melanie | 2014-01-28 21:02:20 +0000 |
commit | c6e9db58669d773c85041db99b19b942f70324f7 (patch) | |
tree | 99f69fb669332cff69a45ce6f7473aed6d965a0d /OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Merge branch 'justincc-master' (diff) | |
download | opensim-SC-c6e9db58669d773c85041db99b19b942f70324f7.zip opensim-SC-c6e9db58669d773c85041db99b19b942f70324f7.tar.gz opensim-SC-c6e9db58669d773c85041db99b19b942f70324f7.tar.bz2 opensim-SC-c6e9db58669d773c85041db99b19b942f70324f7.tar.xz |
Merge branch 'master' into careminster
Conflicts:
OpenSim/Framework/RegionSettings.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/UuidGatherer.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 81 |
1 files changed, 55 insertions, 26 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index d8309d8..67655d6 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -38,6 +38,7 @@ using OpenMetaverse.StructuredData; | |||
38 | using OpenSim.Framework; | 38 | using OpenSim.Framework; |
39 | using OpenSim.Region.Framework.Scenes.Serialization; | 39 | using OpenSim.Region.Framework.Scenes.Serialization; |
40 | using OpenSim.Services.Interfaces; | 40 | using OpenSim.Services.Interfaces; |
41 | using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType; | ||
41 | 42 | ||
42 | namespace OpenSim.Region.Framework.Scenes | 43 | namespace OpenSim.Region.Framework.Scenes |
43 | { | 44 | { |
@@ -83,29 +84,33 @@ namespace OpenSim.Region.Framework.Scenes | |||
83 | /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> | 84 | /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> |
84 | /// <param name="assetType">The type of the asset for the uuid given</param> | 85 | /// <param name="assetType">The type of the asset for the uuid given</param> |
85 | /// <param name="assetUuids">The assets gathered</param> | 86 | /// <param name="assetUuids">The assets gathered</param> |
86 | public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) | 87 | public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary<UUID, sbyte> assetUuids) |
87 | { | 88 | { |
88 | try | 89 | try |
89 | { | 90 | { |
90 | assetUuids[assetUuid] = assetType; | 91 | assetUuids[assetUuid] = assetType; |
91 | 92 | ||
92 | if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) | 93 | if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) |
93 | { | 94 | { |
94 | GetWearableAssetUuids(assetUuid, assetUuids); | 95 | GetWearableAssetUuids(assetUuid, assetUuids); |
95 | } | 96 | } |
96 | else if (AssetType.Gesture == assetType) | 97 | else if ((sbyte)AssetType.Gesture == assetType) |
97 | { | 98 | { |
98 | GetGestureAssetUuids(assetUuid, assetUuids); | 99 | GetGestureAssetUuids(assetUuid, assetUuids); |
99 | } | 100 | } |
100 | else if (AssetType.Notecard == assetType) | 101 | else if ((sbyte)AssetType.Notecard == assetType) |
101 | { | 102 | { |
102 | GetTextEmbeddedAssetUuids(assetUuid, assetUuids); | 103 | GetTextEmbeddedAssetUuids(assetUuid, assetUuids); |
103 | } | 104 | } |
104 | else if (AssetType.LSLText == assetType) | 105 | else if ((sbyte)AssetType.LSLText == assetType) |
105 | { | 106 | { |
106 | GetTextEmbeddedAssetUuids(assetUuid, assetUuids); | 107 | GetTextEmbeddedAssetUuids(assetUuid, assetUuids); |
107 | } | 108 | } |
108 | else if (AssetType.Object == assetType) | 109 | else if ((sbyte)OpenSimAssetType.Material == assetType) |
110 | { | ||
111 | GetMaterialAssetUuids(assetUuid, assetUuids); | ||
112 | } | ||
113 | else if ((sbyte)AssetType.Object == assetType) | ||
109 | { | 114 | { |
110 | GetSceneObjectAssetUuids(assetUuid, assetUuids); | 115 | GetSceneObjectAssetUuids(assetUuid, assetUuids); |
111 | } | 116 | } |
@@ -132,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
132 | /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset. | 137 | /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset. |
133 | /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown. | 138 | /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown. |
134 | /// </param> | 139 | /// </param> |
135 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) | 140 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, sbyte> assetUuids) |
136 | { | 141 | { |
137 | // m_log.DebugFormat( | 142 | // m_log.DebugFormat( |
138 | // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); | 143 | // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); |
@@ -152,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
152 | { | 157 | { |
153 | // Get the prim's default texture. This will be used for faces which don't have their own texture | 158 | // Get the prim's default texture. This will be used for faces which don't have their own texture |
154 | if (textureEntry.DefaultTexture != null) | 159 | if (textureEntry.DefaultTexture != null) |
155 | assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture; | 160 | assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture; |
156 | 161 | ||
157 | if (textureEntry.FaceTextures != null) | 162 | if (textureEntry.FaceTextures != null) |
158 | { | 163 | { |
@@ -160,20 +165,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
160 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) | 165 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) |
161 | { | 166 | { |
162 | if (texture != null) | 167 | if (texture != null) |
163 | assetUuids[texture.TextureID] = AssetType.Texture; | 168 | assetUuids[texture.TextureID] = (sbyte)AssetType.Texture; |
164 | } | 169 | } |
165 | } | 170 | } |
166 | } | 171 | } |
167 | 172 | ||
168 | // If the prim is a sculpt then preserve this information too | 173 | // If the prim is a sculpt then preserve this information too |
169 | if (part.Shape.SculptTexture != UUID.Zero) | 174 | if (part.Shape.SculptTexture != UUID.Zero) |
170 | assetUuids[part.Shape.SculptTexture] = AssetType.Texture; | 175 | assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture; |
171 | 176 | ||
172 | if (part.Shape.ProjectionTextureUUID != UUID.Zero) | 177 | if (part.Shape.ProjectionTextureUUID != UUID.Zero) |
173 | assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture; | 178 | assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture; |
174 | 179 | ||
175 | if (part.CollisionSound != UUID.Zero) | 180 | if (part.CollisionSound != UUID.Zero) |
176 | assetUuids[part.CollisionSound] = AssetType.Sound; | 181 | assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound; |
177 | 182 | ||
178 | if (part.ParticleSystem.Length > 0) | 183 | if (part.ParticleSystem.Length > 0) |
179 | { | 184 | { |
@@ -181,7 +186,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
181 | { | 186 | { |
182 | Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); | 187 | Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); |
183 | if (ps.Texture != UUID.Zero) | 188 | if (ps.Texture != UUID.Zero) |
184 | assetUuids[ps.Texture] = AssetType.Texture; | 189 | assetUuids[ps.Texture] = (sbyte)AssetType.Texture; |
185 | } | 190 | } |
186 | catch (Exception e) | 191 | catch (Exception e) |
187 | { | 192 | { |
@@ -201,7 +206,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
201 | // tii.Name, tii.Type, part.Name, part.UUID); | 206 | // tii.Name, tii.Type, part.Name, part.UUID); |
202 | 207 | ||
203 | if (!assetUuids.ContainsKey(tii.AssetID)) | 208 | if (!assetUuids.ContainsKey(tii.AssetID)) |
204 | GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); | 209 | GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids); |
205 | } | 210 | } |
206 | 211 | ||
207 | // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed | 212 | // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed |
@@ -210,7 +215,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
210 | // Scene.EventManager is present. | 215 | // Scene.EventManager is present. |
211 | // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); | 216 | // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); |
212 | 217 | ||
213 | GatherMaterialsUuids(part, assetUuids); | 218 | |
219 | // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs | ||
220 | GatherMaterialsUuids(part, assetUuids); | ||
214 | } | 221 | } |
215 | catch (Exception e) | 222 | catch (Exception e) |
216 | { | 223 | { |
@@ -221,7 +228,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
221 | } | 228 | } |
222 | } | 229 | } |
223 | } | 230 | } |
224 | 231 | ||
225 | // /// <summary> | 232 | // /// <summary> |
226 | // /// The callback made when we request the asset for an object from the asset service. | 233 | // /// The callback made when we request the asset for an object from the asset service. |
227 | // /// </summary> | 234 | // /// </summary> |
@@ -237,10 +244,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
237 | 244 | ||
238 | /// <summary> | 245 | /// <summary> |
239 | /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps | 246 | /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps |
247 | /// stored in legacy format in part.DynAttrs | ||
240 | /// </summary> | 248 | /// </summary> |
241 | /// <param name="part"></param> | 249 | /// <param name="part"></param> |
242 | /// <param name="assetUuids"></param> | 250 | /// <param name="assetUuids"></param> |
243 | public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids) | 251 | //public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids) |
252 | public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, sbyte> assetUuids) | ||
244 | { | 253 | { |
245 | // scan thru the dynAttrs map of this part for any textures used as materials | 254 | // scan thru the dynAttrs map of this part for any textures used as materials |
246 | OSD osdMaterials = null; | 255 | OSD osdMaterials = null; |
@@ -276,7 +285,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
276 | UUID normalMapId = mat["NormMap"].AsUUID(); | 285 | UUID normalMapId = mat["NormMap"].AsUUID(); |
277 | if (normalMapId != UUID.Zero) | 286 | if (normalMapId != UUID.Zero) |
278 | { | 287 | { |
279 | assetUuids[normalMapId] = AssetType.Texture; | 288 | assetUuids[normalMapId] = (sbyte)AssetType.Texture; |
280 | //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString()); | 289 | //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString()); |
281 | } | 290 | } |
282 | } | 291 | } |
@@ -285,7 +294,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
285 | UUID specularMapId = mat["SpecMap"].AsUUID(); | 294 | UUID specularMapId = mat["SpecMap"].AsUUID(); |
286 | if (specularMapId != UUID.Zero) | 295 | if (specularMapId != UUID.Zero) |
287 | { | 296 | { |
288 | assetUuids[specularMapId] = AssetType.Texture; | 297 | assetUuids[specularMapId] = (sbyte)AssetType.Texture; |
289 | //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString()); | 298 | //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString()); |
290 | } | 299 | } |
291 | } | 300 | } |
@@ -340,7 +349,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
340 | /// </summary> | 349 | /// </summary> |
341 | /// <param name="scriptUuid"></param> | 350 | /// <param name="scriptUuid"></param> |
342 | /// <param name="assetUuids">Dictionary in which to record the references</param> | 351 | /// <param name="assetUuids">Dictionary in which to record the references</param> |
343 | private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids) | 352 | private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, sbyte> assetUuids) |
344 | { | 353 | { |
345 | // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); | 354 | // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); |
346 | 355 | ||
@@ -360,7 +369,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
360 | 369 | ||
361 | // Embedded asset references (if not false positives) could be for many types of asset, so we will | 370 | // Embedded asset references (if not false positives) could be for many types of asset, so we will |
362 | // label these as unknown. | 371 | // label these as unknown. |
363 | assetUuids[uuid] = AssetType.Unknown; | 372 | assetUuids[uuid] = (sbyte)AssetType.Unknown; |
364 | } | 373 | } |
365 | } | 374 | } |
366 | } | 375 | } |
@@ -370,7 +379,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
370 | /// </summary> | 379 | /// </summary> |
371 | /// <param name="wearableAssetUuid"></param> | 380 | /// <param name="wearableAssetUuid"></param> |
372 | /// <param name="assetUuids">Dictionary in which to record the references</param> | 381 | /// <param name="assetUuids">Dictionary in which to record the references</param> |
373 | private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids) | 382 | private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, sbyte> assetUuids) |
374 | { | 383 | { |
375 | AssetBase assetBase = GetAsset(wearableAssetUuid); | 384 | AssetBase assetBase = GetAsset(wearableAssetUuid); |
376 | 385 | ||
@@ -385,7 +394,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
385 | 394 | ||
386 | foreach (UUID uuid in wearableAsset.Textures.Values) | 395 | foreach (UUID uuid in wearableAsset.Textures.Values) |
387 | { | 396 | { |
388 | assetUuids[uuid] = AssetType.Texture; | 397 | assetUuids[uuid] = (sbyte)AssetType.Texture; |
389 | } | 398 | } |
390 | } | 399 | } |
391 | } | 400 | } |
@@ -397,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
397 | /// </summary> | 406 | /// </summary> |
398 | /// <param name="sceneObject"></param> | 407 | /// <param name="sceneObject"></param> |
399 | /// <param name="assetUuids"></param> | 408 | /// <param name="assetUuids"></param> |
400 | private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids) | 409 | private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids) |
401 | { | 410 | { |
402 | AssetBase objectAsset = GetAsset(sceneObjectUuid); | 411 | AssetBase objectAsset = GetAsset(sceneObjectUuid); |
403 | 412 | ||
@@ -426,7 +435,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
426 | /// </summary> | 435 | /// </summary> |
427 | /// <param name="gestureUuid"></param> | 436 | /// <param name="gestureUuid"></param> |
428 | /// <param name="assetUuids"></param> | 437 | /// <param name="assetUuids"></param> |
429 | private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids) | 438 | private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids) |
430 | { | 439 | { |
431 | AssetBase assetBase = GetAsset(gestureUuid); | 440 | AssetBase assetBase = GetAsset(gestureUuid); |
432 | if (null == assetBase) | 441 | if (null == assetBase) |
@@ -460,9 +469,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
460 | // If it can be parsed as a UUID, it is an asset ID | 469 | // If it can be parsed as a UUID, it is an asset ID |
461 | UUID uuid; | 470 | UUID uuid; |
462 | if (UUID.TryParse(id, out uuid)) | 471 | if (UUID.TryParse(id, out uuid)) |
463 | assetUuids[uuid] = AssetType.Animation; | 472 | assetUuids[uuid] = (sbyte)AssetType.Animation; |
464 | } | 473 | } |
465 | } | 474 | } |
475 | |||
476 | /// <summary> | ||
477 | /// Get the asset uuid's referenced in a material. | ||
478 | /// </summary> | ||
479 | private void GetMaterialAssetUuids(UUID materialUuid, IDictionary<UUID, sbyte> assetUuids) | ||
480 | { | ||
481 | AssetBase assetBase = GetAsset(materialUuid); | ||
482 | if (null == assetBase) | ||
483 | return; | ||
484 | |||
485 | OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(assetBase.Data); | ||
486 | |||
487 | UUID normMap = mat["NormMap"].AsUUID(); | ||
488 | if (normMap != UUID.Zero) | ||
489 | assetUuids[normMap] = (sbyte)AssetType.Texture; | ||
490 | |||
491 | UUID specMap = mat["SpecMap"].AsUUID(); | ||
492 | if (specMap != UUID.Zero) | ||
493 | assetUuids[specMap] = (sbyte)AssetType.Texture; | ||
494 | } | ||
466 | } | 495 | } |
467 | 496 | ||
468 | public class HGUuidGatherer : UuidGatherer | 497 | public class HGUuidGatherer : UuidGatherer |