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-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs138
2 files changed, 53 insertions, 97 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index dd27294..1e59e3f 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -62,8 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 = AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero); 62 = AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
63 m_assetService.Store(corruptAsset); 63 m_assetService.Store(corruptAsset);
64 64
65 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); 65 IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
66 m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids); 66 m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
67 67
68 // We count the uuid as gathered even if the asset itself is corrupt. 68 // We count the uuid as gathered even if the asset itself is corrupt.
69 Assert.That(foundAssetUuids.Count, Is.EqualTo(1)); 69 Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
@@ -78,9 +78,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
78 TestHelpers.InMethod(); 78 TestHelpers.InMethod();
79 79
80 UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); 80 UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
81 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); 81 IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
82 82
83 m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids); 83 m_uuidGatherer.GatherAssetUuids(missingAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
84 84
85 // We count the uuid as gathered even if the asset itself is missing. 85 // We count the uuid as gathered even if the asset itself is missing.
86 Assert.That(foundAssetUuids.Count, Is.EqualTo(1)); 86 Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
@@ -103,8 +103,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
103 AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString()); 103 AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString());
104 m_assetService.Store(ncAsset); 104 m_assetService.Store(ncAsset);
105 105
106 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); 106 IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
107 m_uuidGatherer.GatherAssetUuids(ncAssetId, AssetType.Notecard, foundAssetUuids); 107 m_uuidGatherer.GatherAssetUuids(ncAssetId, (sbyte)AssetType.Notecard, foundAssetUuids);
108 108
109 // We count the uuid as gathered even if the asset itself is corrupt. 109 // We count the uuid as gathered even if the asset itself is corrupt.
110 Assert.That(foundAssetUuids.Count, Is.EqualTo(2)); 110 Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 3e074b9..42a1977 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -38,6 +38,7 @@ using OpenMetaverse.StructuredData;
38using OpenSim.Framework; 38using OpenSim.Framework;
39using OpenSim.Region.Framework.Scenes.Serialization; 39using OpenSim.Region.Framework.Scenes.Serialization;
40using OpenSim.Services.Interfaces; 40using OpenSim.Services.Interfaces;
41using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
41 42
42namespace OpenSim.Region.Framework.Scenes 43namespace OpenSim.Region.Framework.Scenes
43{ 44{
@@ -83,7 +84,7 @@ 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 // avoid infinite loops 89 // avoid infinite loops
89 if (assetUuids.ContainsKey(assetUuid)) 90 if (assetUuids.ContainsKey(assetUuid))
@@ -93,23 +94,27 @@ namespace OpenSim.Region.Framework.Scenes
93 { 94 {
94 assetUuids[assetUuid] = assetType; 95 assetUuids[assetUuid] = assetType;
95 96
96 if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) 97 if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
97 { 98 {
98 GetWearableAssetUuids(assetUuid, assetUuids); 99 GetWearableAssetUuids(assetUuid, assetUuids);
99 } 100 }
100 else if (AssetType.Gesture == assetType) 101 else if ((sbyte)AssetType.Gesture == assetType)
101 { 102 {
102 GetGestureAssetUuids(assetUuid, assetUuids); 103 GetGestureAssetUuids(assetUuid, assetUuids);
103 } 104 }
104 else if (AssetType.Notecard == assetType) 105 else if ((sbyte)AssetType.Notecard == assetType)
105 { 106 {
106 GetTextEmbeddedAssetUuids(assetUuid, assetUuids); 107 GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
107 } 108 }
108 else if (AssetType.LSLText == assetType) 109 else if ((sbyte)AssetType.LSLText == assetType)
109 { 110 {
110 GetTextEmbeddedAssetUuids(assetUuid, assetUuids); 111 GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
111 } 112 }
112 else if (AssetType.Object == assetType) 113 else if ((sbyte)OpenSimAssetType.Material == assetType)
114 {
115 GetMaterialAssetUuids(assetUuid, assetUuids);
116 }
117 else if ((sbyte)AssetType.Object == assetType)
113 { 118 {
114 GetSceneObjectAssetUuids(assetUuid, assetUuids); 119 GetSceneObjectAssetUuids(assetUuid, assetUuids);
115 } 120 }
@@ -136,7 +141,7 @@ namespace OpenSim.Region.Framework.Scenes
136 /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset. 141 /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
137 /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown. 142 /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
138 /// </param> 143 /// </param>
139 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) 144 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, sbyte> assetUuids)
140 { 145 {
141// m_log.DebugFormat( 146// m_log.DebugFormat(
142// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); 147// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
@@ -156,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes
156 { 161 {
157 // Get the prim's default texture. This will be used for faces which don't have their own texture 162 // Get the prim's default texture. This will be used for faces which don't have their own texture
158 if (textureEntry.DefaultTexture != null) 163 if (textureEntry.DefaultTexture != null)
159 assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture; 164 assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture;
160 165
161 if (textureEntry.FaceTextures != null) 166 if (textureEntry.FaceTextures != null)
162 { 167 {
@@ -164,20 +169,20 @@ namespace OpenSim.Region.Framework.Scenes
164 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) 169 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
165 { 170 {
166 if (texture != null) 171 if (texture != null)
167 assetUuids[texture.TextureID] = AssetType.Texture; 172 assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
168 } 173 }
169 } 174 }
170 } 175 }
171 176
172 // If the prim is a sculpt then preserve this information too 177 // If the prim is a sculpt then preserve this information too
173 if (part.Shape.SculptTexture != UUID.Zero) 178 if (part.Shape.SculptTexture != UUID.Zero)
174 assetUuids[part.Shape.SculptTexture] = AssetType.Texture; 179 assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
175 180
176 if (part.Shape.ProjectionTextureUUID != UUID.Zero) 181 if (part.Shape.ProjectionTextureUUID != UUID.Zero)
177 assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture; 182 assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
178 183
179 if (part.CollisionSound != UUID.Zero) 184 if (part.CollisionSound != UUID.Zero)
180 assetUuids[part.CollisionSound] = AssetType.Sound; 185 assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
181 186
182 if (part.ParticleSystem.Length > 0) 187 if (part.ParticleSystem.Length > 0)
183 { 188 {
@@ -185,7 +190,7 @@ namespace OpenSim.Region.Framework.Scenes
185 { 190 {
186 Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); 191 Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
187 if (ps.Texture != UUID.Zero) 192 if (ps.Texture != UUID.Zero)
188 assetUuids[ps.Texture] = AssetType.Texture; 193 assetUuids[ps.Texture] = (sbyte)AssetType.Texture;
189 } 194 }
190 catch (Exception e) 195 catch (Exception e)
191 { 196 {
@@ -205,7 +210,7 @@ namespace OpenSim.Region.Framework.Scenes
205// tii.Name, tii.Type, part.Name, part.UUID); 210// tii.Name, tii.Type, part.Name, part.UUID);
206 211
207 if (!assetUuids.ContainsKey(tii.AssetID)) 212 if (!assetUuids.ContainsKey(tii.AssetID))
208 GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); 213 GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids);
209 } 214 }
210 215
211 // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed 216 // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
@@ -213,8 +218,6 @@ namespace OpenSim.Region.Framework.Scenes
213 // inventory transfer. There needs to be a way for a module to register a method without assuming a 218 // inventory transfer. There needs to be a way for a module to register a method without assuming a
214 // Scene.EventManager is present. 219 // Scene.EventManager is present.
215// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); 220// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
216
217 GatherMaterialsUuids(part, assetUuids);
218 } 221 }
219 catch (Exception e) 222 catch (Exception e)
220 { 223 {
@@ -225,7 +228,7 @@ namespace OpenSim.Region.Framework.Scenes
225 } 228 }
226 } 229 }
227 } 230 }
228 231
229// /// <summary> 232// /// <summary>
230// /// 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.
231// /// </summary> 234// /// </summary>
@@ -238,73 +241,6 @@ namespace OpenSim.Region.Framework.Scenes
238// Monitor.Pulse(this); 241// Monitor.Pulse(this);
239// } 242// }
240// } 243// }
241
242 /// <summary>
243 /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
244 /// </summary>
245 /// <param name="part"></param>
246 /// <param name="assetUuids"></param>
247 public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids)
248 {
249 // scan thru the dynAttrs map of this part for any textures used as materials
250 OSD osdMaterials = null;
251
252 lock (part.DynAttrs)
253 {
254 if (part.DynAttrs.ContainsStore("OpenSim", "Materials"))
255 {
256 OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials");
257
258 if (materialsStore == null)
259 return;
260
261 materialsStore.TryGetValue("Materials", out osdMaterials);
262 }
263
264 if (osdMaterials != null)
265 {
266 //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd));
267
268 if (osdMaterials is OSDArray)
269 {
270 OSDArray matsArr = osdMaterials as OSDArray;
271 foreach (OSDMap matMap in matsArr)
272 {
273 try
274 {
275 if (matMap.ContainsKey("Material"))
276 {
277 OSDMap mat = matMap["Material"] as OSDMap;
278 if (mat.ContainsKey("NormMap"))
279 {
280 UUID normalMapId = mat["NormMap"].AsUUID();
281 if (normalMapId != UUID.Zero)
282 {
283 assetUuids[normalMapId] = AssetType.Texture;
284 //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
285 }
286 }
287 if (mat.ContainsKey("SpecMap"))
288 {
289 UUID specularMapId = mat["SpecMap"].AsUUID();
290 if (specularMapId != UUID.Zero)
291 {
292 assetUuids[specularMapId] = AssetType.Texture;
293 //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
294 }
295 }
296 }
297
298 }
299 catch (Exception e)
300 {
301 m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message);
302 }
303 }
304 }
305 }
306 }
307 }
308 244
309 /// <summary> 245 /// <summary>
310 /// Get an asset synchronously, potentially using an asynchronous callback. If the 246 /// Get an asset synchronously, potentially using an asynchronous callback. If the
@@ -344,7 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </summary> 280 /// </summary>
345 /// <param name="scriptUuid"></param> 281 /// <param name="scriptUuid"></param>
346 /// <param name="assetUuids">Dictionary in which to record the references</param> 282 /// <param name="assetUuids">Dictionary in which to record the references</param>
347 private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids) 283 private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, sbyte> assetUuids)
348 { 284 {
349// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); 285// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
350 286
@@ -364,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes
364 300
365 // Embedded asset references (if not false positives) could be for many types of asset, so we will 301 // Embedded asset references (if not false positives) could be for many types of asset, so we will
366 // label these as unknown. 302 // label these as unknown.
367 assetUuids[uuid] = AssetType.Unknown; 303 assetUuids[uuid] = (sbyte)AssetType.Unknown;
368 } 304 }
369 } 305 }
370 } 306 }
@@ -374,7 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
374 /// </summary> 310 /// </summary>
375 /// <param name="wearableAssetUuid"></param> 311 /// <param name="wearableAssetUuid"></param>
376 /// <param name="assetUuids">Dictionary in which to record the references</param> 312 /// <param name="assetUuids">Dictionary in which to record the references</param>
377 private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids) 313 private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, sbyte> assetUuids)
378 { 314 {
379 AssetBase assetBase = GetAsset(wearableAssetUuid); 315 AssetBase assetBase = GetAsset(wearableAssetUuid);
380 316
@@ -389,7 +325,7 @@ namespace OpenSim.Region.Framework.Scenes
389 325
390 foreach (UUID uuid in wearableAsset.Textures.Values) 326 foreach (UUID uuid in wearableAsset.Textures.Values)
391 { 327 {
392 assetUuids[uuid] = AssetType.Texture; 328 assetUuids[uuid] = (sbyte)AssetType.Texture;
393 } 329 }
394 } 330 }
395 } 331 }
@@ -401,7 +337,7 @@ namespace OpenSim.Region.Framework.Scenes
401 /// </summary> 337 /// </summary>
402 /// <param name="sceneObject"></param> 338 /// <param name="sceneObject"></param>
403 /// <param name="assetUuids"></param> 339 /// <param name="assetUuids"></param>
404 private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids) 340 private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids)
405 { 341 {
406 AssetBase objectAsset = GetAsset(sceneObjectUuid); 342 AssetBase objectAsset = GetAsset(sceneObjectUuid);
407 343
@@ -430,7 +366,7 @@ namespace OpenSim.Region.Framework.Scenes
430 /// </summary> 366 /// </summary>
431 /// <param name="gestureUuid"></param> 367 /// <param name="gestureUuid"></param>
432 /// <param name="assetUuids"></param> 368 /// <param name="assetUuids"></param>
433 private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids) 369 private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids)
434 { 370 {
435 AssetBase assetBase = GetAsset(gestureUuid); 371 AssetBase assetBase = GetAsset(gestureUuid);
436 if (null == assetBase) 372 if (null == assetBase)
@@ -464,9 +400,29 @@ namespace OpenSim.Region.Framework.Scenes
464 // If it can be parsed as a UUID, it is an asset ID 400 // If it can be parsed as a UUID, it is an asset ID
465 UUID uuid; 401 UUID uuid;
466 if (UUID.TryParse(id, out uuid)) 402 if (UUID.TryParse(id, out uuid))
467 assetUuids[uuid] = AssetType.Animation; 403 assetUuids[uuid] = (sbyte)AssetType.Animation;
468 } 404 }
469 } 405 }
406
407 /// <summary>
408 /// Get the asset uuid's referenced in a material.
409 /// </summary>
410 private void GetMaterialAssetUuids(UUID materialUuid, IDictionary<UUID, sbyte> assetUuids)
411 {
412 AssetBase assetBase = GetAsset(materialUuid);
413 if (null == assetBase)
414 return;
415
416 OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(assetBase.Data);
417
418 UUID normMap = mat["NormMap"].AsUUID();
419 if (normMap != UUID.Zero)
420 assetUuids[normMap] = (sbyte)AssetType.Texture;
421
422 UUID specMap = mat["SpecMap"].AsUUID();
423 if (specMap != UUID.Zero)
424 assetUuids[specMap] = (sbyte)AssetType.Texture;
425 }
470 } 426 }
471 427
472 public class HGUuidGatherer : UuidGatherer 428 public class HGUuidGatherer : UuidGatherer