/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Drawing;
using System.Drawing.Imaging;
using System.Reflection;
using System.IO;
using System.Web;
using log4net;
using Nini.Config;
using Mono.Addins;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenMetaverse.Imaging;
using OpenSim.Framework;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using Caps = OpenSim.Framework.Capabilities.Caps;
using OpenSim.Capabilities.Handlers;
namespace OpenSim.Region.ClientStack.Linden
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "UploadBakedTextureModule")]
public class UploadBakedTextureModule : INonSharedRegionModule
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// For historical reasons this is fixed, but there
///
private static readonly string m_uploadBakedTexturePath = "0010/";// This is in the LandManagementModule.
private Scene m_scene;
private bool m_persistBakedTextures;
private string m_URL;
private IBakedTextureModule m_BakedTextureModule;
public void Initialise(IConfigSource source)
{
IConfig config = source.Configs["ClientStack.LindenCaps"];
if (config == null)
return;
m_URL = config.GetString("Cap_UploadBakedTexture", string.Empty);
IConfig appearanceConfig = source.Configs["Appearance"];
if (appearanceConfig != null)
m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
}
public void AddRegion(Scene s)
{
m_scene = s;
}
public void RemoveRegion(Scene s)
{
s.EventManager.OnRegisterCaps -= RegisterCaps;
s.EventManager.OnNewPresence -= RegisterNewPresence;
s.EventManager.OnRemovePresence -= DeRegisterPresence;
m_BakedTextureModule = null;
m_scene = null;
}
public void RegionLoaded(Scene s)
{
m_scene.EventManager.OnRegisterCaps += RegisterCaps;
m_scene.EventManager.OnNewPresence += RegisterNewPresence;
m_scene.EventManager.OnRemovePresence += DeRegisterPresence;
}
private void DeRegisterPresence(UUID agentId)
{
// ScenePresence presence = null;
// if (m_scene.TryGetScenePresence(agentId, out presence))
{
// presence.ControllingClient.OnSetAppearance -= CaptureAppearanceSettings;
}
}
private void RegisterNewPresence(ScenePresence presence)
{
// presence.ControllingClient.OnSetAppearance += CaptureAppearanceSettings;
}
/* not in use. work done in AvatarFactoryModule ValidateBakedTextureCache() and UpdateBakedTextureCache()
private void CaptureAppearanceSettings(IClientAPI remoteClient, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
{
// if cacheItems.Length > 0 viewer is giving us current textures information.
// baked ones should had been uploaded and in assets cache as local itens
if (cacheItems.Length == 0)
return; // no textures information, nothing to do
ScenePresence p = null;
if (!m_scene.TryGetScenePresence(remoteClient.AgentId, out p))
return; // what are we doing if there is no presence to cache for?
if (p.IsDeleted)
return; // does this really work?
int maxCacheitemsLoop = cacheItems.Length;
if (maxCacheitemsLoop > 20)
{
maxCacheitemsLoop = AvatarWearable.MAX_WEARABLES;
m_log.WarnFormat("[CACHEDBAKES]: Too Many Cache items Provided {0}, the max is {1}. Truncating!", cacheItems.Length, AvatarWearable.MAX_WEARABLES);
}
m_BakedTextureModule = m_scene.RequestModuleInterface();
// some nice debug
m_log.Debug("[Cacheitems]: " + cacheItems.Length);
for (int iter = 0; iter < maxCacheitemsLoop; iter++)
{
m_log.Debug("[Cacheitems] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
cacheItems[iter].TextureID);
}
// p.Appearance.WearableCacheItems is in memory primary cashID to textures mapper
WearableCacheItem[] existingitems = p.Appearance.WearableCacheItems;
if (existingitems == null)
{
if (m_BakedTextureModule != null)
{
WearableCacheItem[] savedcache = null;
try
{
if (p.Appearance.WearableCacheItemsDirty)
{
savedcache = m_BakedTextureModule.Get(p.UUID);
p.Appearance.WearableCacheItems = savedcache;
p.Appearance.WearableCacheItemsDirty = false;
}
}
catch (Exception)
{
// The service logs a sufficient error message.
}
if (savedcache != null)
existingitems = savedcache;
}
}
// Existing items null means it's a fully new appearance
if (existingitems == null)
{
for (int i = 0; i < maxCacheitemsLoop; i++)
{
if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
{
Primitive.TextureEntryFace face = textureEntry.FaceTextures[cacheItems[i].TextureIndex];
if (face == null)
{
textureEntry.CreateFace(cacheItems[i].TextureIndex);
textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID =
AppearanceManager.DEFAULT_AVATAR_TEXTURE;
continue;
}
cacheItems[i].TextureID = face.TextureID;
if (m_scene.AssetService != null)
cacheItems[i].TextureAsset =
m_scene.AssetService.GetCached(cacheItems[i].TextureID.ToString());
}
else
{
m_log.WarnFormat("[CACHEDBAKES]: Invalid Texture Index Provided, Texture doesn't exist or hasn't been uploaded yet {0}, the max is {1}. Skipping!", cacheItems[i].TextureIndex, textureEntry.FaceTextures.Length);
}
}
}
else
{
for (int i = 0; i < maxCacheitemsLoop; i++)
{
if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
{
Primitive.TextureEntryFace face = textureEntry.FaceTextures[cacheItems[i].TextureIndex];
if (face == null)
{
textureEntry.CreateFace(cacheItems[i].TextureIndex);
textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID =
AppearanceManager.DEFAULT_AVATAR_TEXTURE;
continue;
}
cacheItems[i].TextureID =
face.TextureID;
}
else
{
m_log.WarnFormat("[CACHEDBAKES]: Invalid Texture Index Provided, Texture doesn't exist or hasn't been uploaded yet {0}, the max is {1}. Skipping!", cacheItems[i].TextureIndex, textureEntry.FaceTextures.Length);
}
}
for (int i = 0; i < maxCacheitemsLoop; i++)
{
if (cacheItems[i].TextureAsset == null)
{
cacheItems[i].TextureAsset =
m_scene.AssetService.GetCached(cacheItems[i].TextureID.ToString());
}
}
}
p.Appearance.WearableCacheItems = cacheItems;
if (m_BakedTextureModule != null)
{
m_BakedTextureModule.Store(remoteClient.AgentId, cacheItems);
p.Appearance.WearableCacheItemsDirty = true;
}
else
p.Appearance.WearableCacheItemsDirty = false;
for (int iter = 0; iter < maxCacheitemsLoop; iter++)
{
m_log.Debug("[CacheitemsLeaving] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
cacheItems[iter].TextureID);
}
}
*/
public void PostInitialise()
{
}
public void Close() { }
public string Name { get { return "UploadBakedTextureModule"; } }
public Type ReplaceableInterface
{
get { return null; }
}
public void RegisterCaps(UUID agentID, Caps caps)
{
// UUID capID = UUID.Random();
//caps.RegisterHandler("GetTexture", new StreamHandler("GET", "/CAPS/" + capID, ProcessGetTexture));
if (m_URL == "localhost")
{
UploadBakedTextureHandler avatarhandler = new UploadBakedTextureHandler(
caps, m_scene.AssetService, m_persistBakedTextures);
caps.RegisterHandler(
"UploadBakedTexture",
new RestStreamHandler(
"POST",
"/CAPS/" + caps.CapsObjectPath + m_uploadBakedTexturePath,
avatarhandler.UploadBakedTexture,
"UploadBakedTexture",
agentID.ToString()));
}
else
{
caps.RegisterHandler("UploadBakedTexture", m_URL);
}
}
}
}