From 149487ea0f74a46a70c98b3a31259b667f4d29b2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 27 Jun 2013 23:42:35 +0100 Subject: refactor: Move code for gathering textures referenced by materials into MaterialsDemoModule from UuidGatherer This code is now triggered via EventManager.OnGatherUuids which modules can subscribe to. --- OpenSim/Region/Framework/Scenes/EventManager.cs | 31 +++++++++++ OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 69 +------------------------ 2 files changed, 33 insertions(+), 67 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index a246319..720bfa9 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -1021,6 +1021,16 @@ namespace OpenSim.Region.Framework.Scenes /// public event TeleportFail OnTeleportFail; + public delegate void GatherUuids(SceneObjectPart sop, IDictionary assetUuids); + + /// + /// Triggered when UUIDs referenced by a scene object are being gathered for archiving, hg transfer, etc. + /// + /// + /// The listener should add references to the IDictionary as appropriate. + /// + public event GatherUuids OnGatherUuids; + public class MoneyTransferArgs : EventArgs { public UUID sender; @@ -3237,5 +3247,26 @@ namespace OpenSim.Region.Framework.Scenes } } } + + public void TriggerGatherUuids(SceneObjectPart sop, IDictionary assetUuids) + { + GatherUuids handler = OnGatherUuids; + + if (handler != null) + { + foreach (GatherUuids d in handler.GetInvocationList()) + { + try + { + d(sop, assetUuids); + } + catch (Exception e) + { + m_log.ErrorFormat("[EVENT MANAGER]: Delegate for TriggerUuidGather failed - continuing {0} - {1}", + e.Message, e.StackTrace); + } + } + } + } } } diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 586b59d..3492813 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -186,8 +186,7 @@ namespace OpenSim.Region.Framework.Scenes GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); } - // get any texture UUIDs used for materials such as normal and specular maps - GatherMaterialsUuids(part, assetUuids); + part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); } catch (Exception e) { @@ -211,71 +210,7 @@ namespace OpenSim.Region.Framework.Scenes // Monitor.Pulse(this); // } // } - - /// - /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps - /// - /// - /// - public void GatherMaterialsUuids(SceneObjectPart part, IDictionary assetUuids) - { - // scan thru the dynAttrs map of this part for any textures used as materials - OSD osdMaterials = null; - - lock (part.DynAttrs) - { - if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) - { - OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); - materialsStore.TryGetValue("Materials", out osdMaterials); - } - - if (osdMaterials != null) - { - //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd)); - - if (osdMaterials is OSDArray) - { - OSDArray matsArr = osdMaterials as OSDArray; - foreach (OSDMap matMap in matsArr) - { - try - { - if (matMap.ContainsKey("Material")) - { - OSDMap mat = matMap["Material"] as OSDMap; - if (mat.ContainsKey("NormMap")) - { - UUID normalMapId = mat["NormMap"].AsUUID(); - if (normalMapId != UUID.Zero) - { - assetUuids[normalMapId] = AssetType.Texture; - //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString()); - } - } - if (mat.ContainsKey("SpecMap")) - { - UUID specularMapId = mat["SpecMap"].AsUUID(); - if (specularMapId != UUID.Zero) - { - assetUuids[specularMapId] = AssetType.Texture; - //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString()); - } - } - } - - } - catch (Exception e) - { - m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message); - } - } - } - } - } - } - - + /// /// Get an asset synchronously, potentially using an asynchronous callback. If the /// asynchronous callback is used, we will wait for it to complete. -- cgit v1.1