diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/UuidGatherer.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 167 |
1 files changed, 147 insertions, 20 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index b09ae39..67655d6 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -34,9 +34,11 @@ using System.Threading; | |||
34 | using log4net; | 34 | using log4net; |
35 | using OpenMetaverse; | 35 | using OpenMetaverse; |
36 | using OpenMetaverse.Assets; | 36 | using OpenMetaverse.Assets; |
37 | using OpenMetaverse.StructuredData; | ||
37 | using OpenSim.Framework; | 38 | using OpenSim.Framework; |
38 | using OpenSim.Region.Framework.Scenes.Serialization; | 39 | using OpenSim.Region.Framework.Scenes.Serialization; |
39 | using OpenSim.Services.Interfaces; | 40 | using OpenSim.Services.Interfaces; |
41 | using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType; | ||
40 | 42 | ||
41 | namespace OpenSim.Region.Framework.Scenes | 43 | namespace OpenSim.Region.Framework.Scenes |
42 | { | 44 | { |
@@ -82,29 +84,33 @@ namespace OpenSim.Region.Framework.Scenes | |||
82 | /// <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> |
83 | /// <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> |
84 | /// <param name="assetUuids">The assets gathered</param> | 86 | /// <param name="assetUuids">The assets gathered</param> |
85 | public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) | 87 | public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary<UUID, sbyte> assetUuids) |
86 | { | 88 | { |
87 | try | 89 | try |
88 | { | 90 | { |
89 | assetUuids[assetUuid] = assetType; | 91 | assetUuids[assetUuid] = assetType; |
90 | 92 | ||
91 | if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) | 93 | if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) |
92 | { | 94 | { |
93 | GetWearableAssetUuids(assetUuid, assetUuids); | 95 | GetWearableAssetUuids(assetUuid, assetUuids); |
94 | } | 96 | } |
95 | else if (AssetType.Gesture == assetType) | 97 | else if ((sbyte)AssetType.Gesture == assetType) |
96 | { | 98 | { |
97 | GetGestureAssetUuids(assetUuid, assetUuids); | 99 | GetGestureAssetUuids(assetUuid, assetUuids); |
98 | } | 100 | } |
99 | else if (AssetType.Notecard == assetType) | 101 | else if ((sbyte)AssetType.Notecard == assetType) |
100 | { | 102 | { |
101 | GetTextEmbeddedAssetUuids(assetUuid, assetUuids); | 103 | GetTextEmbeddedAssetUuids(assetUuid, assetUuids); |
102 | } | 104 | } |
103 | else if (AssetType.LSLText == assetType) | 105 | else if ((sbyte)AssetType.LSLText == assetType) |
104 | { | 106 | { |
105 | GetTextEmbeddedAssetUuids(assetUuid, assetUuids); | 107 | GetTextEmbeddedAssetUuids(assetUuid, assetUuids); |
106 | } | 108 | } |
107 | 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) | ||
108 | { | 114 | { |
109 | GetSceneObjectAssetUuids(assetUuid, assetUuids); | 115 | GetSceneObjectAssetUuids(assetUuid, assetUuids); |
110 | } | 116 | } |
@@ -131,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | /// 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. |
132 | /// 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. |
133 | /// </param> | 139 | /// </param> |
134 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) | 140 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, sbyte> assetUuids) |
135 | { | 141 | { |
136 | // m_log.DebugFormat( | 142 | // m_log.DebugFormat( |
137 | // "[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); |
@@ -151,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
151 | { | 157 | { |
152 | // 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 |
153 | if (textureEntry.DefaultTexture != null) | 159 | if (textureEntry.DefaultTexture != null) |
154 | assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture; | 160 | assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture; |
155 | 161 | ||
156 | if (textureEntry.FaceTextures != null) | 162 | if (textureEntry.FaceTextures != null) |
157 | { | 163 | { |
@@ -159,15 +165,37 @@ namespace OpenSim.Region.Framework.Scenes | |||
159 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) | 165 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) |
160 | { | 166 | { |
161 | if (texture != null) | 167 | if (texture != null) |
162 | assetUuids[texture.TextureID] = AssetType.Texture; | 168 | assetUuids[texture.TextureID] = (sbyte)AssetType.Texture; |
163 | } | 169 | } |
164 | } | 170 | } |
165 | } | 171 | } |
166 | 172 | ||
167 | // If the prim is a sculpt then preserve this information too | 173 | // If the prim is a sculpt then preserve this information too |
168 | if (part.Shape.SculptTexture != UUID.Zero) | 174 | if (part.Shape.SculptTexture != UUID.Zero) |
169 | assetUuids[part.Shape.SculptTexture] = AssetType.Texture; | 175 | assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture; |
170 | 176 | ||
177 | if (part.Shape.ProjectionTextureUUID != UUID.Zero) | ||
178 | assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture; | ||
179 | |||
180 | if (part.CollisionSound != UUID.Zero) | ||
181 | assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound; | ||
182 | |||
183 | if (part.ParticleSystem.Length > 0) | ||
184 | { | ||
185 | try | ||
186 | { | ||
187 | Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); | ||
188 | if (ps.Texture != UUID.Zero) | ||
189 | assetUuids[ps.Texture] = (sbyte)AssetType.Texture; | ||
190 | } | ||
191 | catch (Exception e) | ||
192 | { | ||
193 | m_log.WarnFormat( | ||
194 | "[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.", | ||
195 | part.Name, part.UUID, sceneObject.Name, sceneObject.UUID); | ||
196 | } | ||
197 | } | ||
198 | |||
171 | TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); | 199 | TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); |
172 | 200 | ||
173 | // Now analyze this prim's inventory items to preserve all the uuids that they reference | 201 | // Now analyze this prim's inventory items to preserve all the uuids that they reference |
@@ -178,8 +206,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
178 | // tii.Name, tii.Type, part.Name, part.UUID); | 206 | // tii.Name, tii.Type, part.Name, part.UUID); |
179 | 207 | ||
180 | if (!assetUuids.ContainsKey(tii.AssetID)) | 208 | if (!assetUuids.ContainsKey(tii.AssetID)) |
181 | GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); | 209 | GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids); |
182 | } | 210 | } |
211 | |||
212 | // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed | ||
213 | // to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and | ||
214 | // inventory transfer. There needs to be a way for a module to register a method without assuming a | ||
215 | // Scene.EventManager is present. | ||
216 | // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); | ||
217 | |||
218 | |||
219 | // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs | ||
220 | GatherMaterialsUuids(part, assetUuids); | ||
183 | } | 221 | } |
184 | catch (Exception e) | 222 | catch (Exception e) |
185 | { | 223 | { |
@@ -190,7 +228,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
190 | } | 228 | } |
191 | } | 229 | } |
192 | } | 230 | } |
193 | 231 | ||
194 | // /// <summary> | 232 | // /// <summary> |
195 | // /// 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. |
196 | // /// </summary> | 234 | // /// </summary> |
@@ -205,6 +243,75 @@ namespace OpenSim.Region.Framework.Scenes | |||
205 | // } | 243 | // } |
206 | 244 | ||
207 | /// <summary> | 245 | /// <summary> |
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 | ||
248 | /// </summary> | ||
249 | /// <param name="part"></param> | ||
250 | /// <param name="assetUuids"></param> | ||
251 | //public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids) | ||
252 | public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, sbyte> assetUuids) | ||
253 | { | ||
254 | // scan thru the dynAttrs map of this part for any textures used as materials | ||
255 | OSD osdMaterials = null; | ||
256 | |||
257 | lock (part.DynAttrs) | ||
258 | { | ||
259 | if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) | ||
260 | { | ||
261 | OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); | ||
262 | |||
263 | if (materialsStore == null) | ||
264 | return; | ||
265 | |||
266 | materialsStore.TryGetValue("Materials", out osdMaterials); | ||
267 | } | ||
268 | |||
269 | if (osdMaterials != null) | ||
270 | { | ||
271 | //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd)); | ||
272 | |||
273 | if (osdMaterials is OSDArray) | ||
274 | { | ||
275 | OSDArray matsArr = osdMaterials as OSDArray; | ||
276 | foreach (OSDMap matMap in matsArr) | ||
277 | { | ||
278 | try | ||
279 | { | ||
280 | if (matMap.ContainsKey("Material")) | ||
281 | { | ||
282 | OSDMap mat = matMap["Material"] as OSDMap; | ||
283 | if (mat.ContainsKey("NormMap")) | ||
284 | { | ||
285 | UUID normalMapId = mat["NormMap"].AsUUID(); | ||
286 | if (normalMapId != UUID.Zero) | ||
287 | { | ||
288 | assetUuids[normalMapId] = (sbyte)AssetType.Texture; | ||
289 | //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString()); | ||
290 | } | ||
291 | } | ||
292 | if (mat.ContainsKey("SpecMap")) | ||
293 | { | ||
294 | UUID specularMapId = mat["SpecMap"].AsUUID(); | ||
295 | if (specularMapId != UUID.Zero) | ||
296 | { | ||
297 | assetUuids[specularMapId] = (sbyte)AssetType.Texture; | ||
298 | //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString()); | ||
299 | } | ||
300 | } | ||
301 | } | ||
302 | |||
303 | } | ||
304 | catch (Exception e) | ||
305 | { | ||
306 | m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message); | ||
307 | } | ||
308 | } | ||
309 | } | ||
310 | } | ||
311 | } | ||
312 | } | ||
313 | |||
314 | /// <summary> | ||
208 | /// Get an asset synchronously, potentially using an asynchronous callback. If the | 315 | /// Get an asset synchronously, potentially using an asynchronous callback. If the |
209 | /// asynchronous callback is used, we will wait for it to complete. | 316 | /// asynchronous callback is used, we will wait for it to complete. |
210 | /// </summary> | 317 | /// </summary> |
@@ -242,7 +349,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
242 | /// </summary> | 349 | /// </summary> |
243 | /// <param name="scriptUuid"></param> | 350 | /// <param name="scriptUuid"></param> |
244 | /// <param name="assetUuids">Dictionary in which to record the references</param> | 351 | /// <param name="assetUuids">Dictionary in which to record the references</param> |
245 | private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids) | 352 | private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, sbyte> assetUuids) |
246 | { | 353 | { |
247 | // 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); |
248 | 355 | ||
@@ -262,7 +369,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
262 | 369 | ||
263 | // 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 |
264 | // label these as unknown. | 371 | // label these as unknown. |
265 | assetUuids[uuid] = AssetType.Unknown; | 372 | assetUuids[uuid] = (sbyte)AssetType.Unknown; |
266 | } | 373 | } |
267 | } | 374 | } |
268 | } | 375 | } |
@@ -272,7 +379,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
272 | /// </summary> | 379 | /// </summary> |
273 | /// <param name="wearableAssetUuid"></param> | 380 | /// <param name="wearableAssetUuid"></param> |
274 | /// <param name="assetUuids">Dictionary in which to record the references</param> | 381 | /// <param name="assetUuids">Dictionary in which to record the references</param> |
275 | private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids) | 382 | private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, sbyte> assetUuids) |
276 | { | 383 | { |
277 | AssetBase assetBase = GetAsset(wearableAssetUuid); | 384 | AssetBase assetBase = GetAsset(wearableAssetUuid); |
278 | 385 | ||
@@ -287,7 +394,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
287 | 394 | ||
288 | foreach (UUID uuid in wearableAsset.Textures.Values) | 395 | foreach (UUID uuid in wearableAsset.Textures.Values) |
289 | { | 396 | { |
290 | assetUuids[uuid] = AssetType.Texture; | 397 | assetUuids[uuid] = (sbyte)AssetType.Texture; |
291 | } | 398 | } |
292 | } | 399 | } |
293 | } | 400 | } |
@@ -299,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
299 | /// </summary> | 406 | /// </summary> |
300 | /// <param name="sceneObject"></param> | 407 | /// <param name="sceneObject"></param> |
301 | /// <param name="assetUuids"></param> | 408 | /// <param name="assetUuids"></param> |
302 | private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids) | 409 | private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids) |
303 | { | 410 | { |
304 | AssetBase objectAsset = GetAsset(sceneObjectUuid); | 411 | AssetBase objectAsset = GetAsset(sceneObjectUuid); |
305 | 412 | ||
@@ -328,7 +435,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
328 | /// </summary> | 435 | /// </summary> |
329 | /// <param name="gestureUuid"></param> | 436 | /// <param name="gestureUuid"></param> |
330 | /// <param name="assetUuids"></param> | 437 | /// <param name="assetUuids"></param> |
331 | private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids) | 438 | private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids) |
332 | { | 439 | { |
333 | AssetBase assetBase = GetAsset(gestureUuid); | 440 | AssetBase assetBase = GetAsset(gestureUuid); |
334 | if (null == assetBase) | 441 | if (null == assetBase) |
@@ -362,9 +469,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
362 | // 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 |
363 | UUID uuid; | 470 | UUID uuid; |
364 | if (UUID.TryParse(id, out uuid)) | 471 | if (UUID.TryParse(id, out uuid)) |
365 | assetUuids[uuid] = AssetType.Animation; | 472 | assetUuids[uuid] = (sbyte)AssetType.Animation; |
366 | } | 473 | } |
367 | } | 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 | } | ||
368 | } | 495 | } |
369 | 496 | ||
370 | public class HGUuidGatherer : UuidGatherer | 497 | public class HGUuidGatherer : UuidGatherer |