/* * 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.Generic; using System.Reflection; using System.Xml; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.DataSnapshot.Interfaces; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.DataSnapshot.Providers { public class ObjectSnapshot : IDataSnapshotProvider { private Scene m_scene = null; // private DataSnapshotManager m_parent = null; private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private bool m_stale = true; private static UUID m_DefaultImage = new UUID("89556747-24cb-43ed-920b-47caed15465f"); private static UUID m_BlankImage = new UUID("5748decc-f629-461c-9a36-a35a221fe21f"); public void Initialize(Scene scene, DataSnapshotManager parent) { m_scene = scene; // m_parent = parent; //To check for staleness, we must catch all incoming client packets. m_scene.EventManager.OnNewClient += OnNewClient; m_scene.EventManager.OnParcelPrimCountAdd += delegate(SceneObjectGroup obj) { this.Stale = true; }; } public void OnNewClient(IClientAPI client) { //Detect object data changes by hooking into the IClientAPI. //Very dirty, and breaks whenever someone changes the client API. client.OnAddPrim += delegate (UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, byte RayEndIsIntersection) { this.Stale = true; }; client.OnLinkObjects += delegate (IClientAPI remoteClient, uint parent, List<uint> children) { this.Stale = true; }; client.OnDelinkObjects += delegate(List<uint> primIds, IClientAPI clientApi) { this.Stale = true; }; client.OnGrabUpdate += delegate(UUID objectID, Vector3 offset, Vector3 grapPos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs) { this.Stale = true; }; client.OnObjectAttach += delegate(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent) { this.Stale = true; }; client.OnObjectDuplicate += delegate(uint localID, Vector3 offset, uint dupeFlags, UUID AgentID, UUID GroupID) { this.Stale = true; }; client.OnObjectDuplicateOnRay += delegate(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) { this.Stale = true; }; client.OnObjectIncludeInSearch += delegate(IClientAPI remoteClient, bool IncludeInSearch, uint localID) { this.Stale = true; }; client.OnObjectPermissions += delegate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set) { this.Stale = true; }; client.OnRezObject += delegate(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart, UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, bool RezSelected, bool RemoveItem, UUID fromTaskID) { this.Stale = true; }; } public Scene GetParentScene { get { return m_scene; } } public XmlNode RequestSnapshotData(XmlDocument nodeFactory) { m_log.Debug("[DATASNAPSHOT]: Generating object data for scene " + m_scene.RegionInfo.RegionName); XmlNode parent = nodeFactory.CreateNode(XmlNodeType.Element, "objectdata", ""); XmlNode node; EntityBase[] entities = m_scene.Entities.GetEntities(); foreach (EntityBase entity in entities) { // only objects, not avatars if (entity is SceneObjectGroup) { SceneObjectGroup obj = (SceneObjectGroup)entity; // m_log.Debug("[DATASNAPSHOT]: Found object " + obj.Name + " in scene"); // libomv will complain about PrimFlags.JointWheel // being obsolete, so we... #pragma warning disable 0612 if ((obj.RootPart.Flags & PrimFlags.JointWheel) == PrimFlags.JointWheel) { SceneObjectPart m_rootPart = obj.RootPart; ILandObject land = m_scene.LandChannel.GetLandObject(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y); XmlNode xmlobject = nodeFactory.CreateNode(XmlNodeType.Element, "object", ""); node = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", ""); node.InnerText = obj.UUID.ToString(); xmlobject.AppendChild(node); node = nodeFactory.CreateNode(XmlNodeType.Element, "title", ""); node.InnerText = m_rootPart.Name; xmlobject.AppendChild(node); node = nodeFactory.CreateNode(XmlNodeType.Element, "description", ""); node.InnerText = m_rootPart.Description; xmlobject.AppendChild(node); node = nodeFactory.CreateNode(XmlNodeType.Element, "flags", ""); node.InnerText = String.Format("{0:x}", (uint)m_rootPart.Flags); xmlobject.AppendChild(node); node = nodeFactory.CreateNode(XmlNodeType.Element, "regionuuid", ""); node.InnerText = m_scene.RegionInfo.RegionSettings.RegionUUID.ToString(); xmlobject.AppendChild(node); if (land != null && land.LandData != null) { node = nodeFactory.CreateNode(XmlNodeType.Element, "parceluuid", ""); node.InnerText = land.LandData.GlobalID.ToString(); xmlobject.AppendChild(node); } else { // Something is wrong with this object. Let's not list it. m_log.WarnFormat("[DATASNAPSHOT]: Bad data for object {0} ({1}) in region {2}", obj.Name, obj.UUID, m_scene.RegionInfo.RegionName); continue; } node = nodeFactory.CreateNode(XmlNodeType.Element, "location", ""); Vector3 loc = obj.AbsolutePosition; node.InnerText = loc.X.ToString() + "/" + loc.Y.ToString() + "/" + loc.Z.ToString(); xmlobject.AppendChild(node); string bestImage = GuessImage(obj); if (bestImage != string.Empty) { node = nodeFactory.CreateNode(XmlNodeType.Element, "image", ""); node.InnerText = bestImage; xmlobject.AppendChild(node); } parent.AppendChild(xmlobject); } #pragma warning disable 0612 } } this.Stale = false; return parent; } public String Name { get { return "ObjectSnapshot"; } } public bool Stale { get { return m_stale; } set { m_stale = value; if (m_stale) OnStale(this); } } public event ProviderStale OnStale; /// <summary> /// Guesses the best image, based on a simple heuristic. It guesses only for boxes. /// We're optimizing for boxes, because those are the most common objects /// marked "Show in search" -- boxes with content inside.For other shapes, /// it's really hard to tell which texture should be grabbed. /// </summary> /// <param name="sog"></param> /// <returns></returns> private string GuessImage(SceneObjectGroup sog) { string bestguess = string.Empty; Dictionary<UUID, int> counts = new Dictionary<UUID, int>(); PrimitiveBaseShape shape = sog.RootPart.Shape; if (shape != null && shape.ProfileShape == ProfileShape.Square) { Primitive.TextureEntry textures = shape.Textures; if (textures != null) { if (textures.DefaultTexture != null && textures.DefaultTexture.TextureID != UUID.Zero && textures.DefaultTexture.TextureID != m_DefaultImage && textures.DefaultTexture.TextureID != m_BlankImage && textures.DefaultTexture.RGBA.A < 50f) { counts[textures.DefaultTexture.TextureID] = 8; } if (textures.FaceTextures != null) { foreach (Primitive.TextureEntryFace tentry in textures.FaceTextures) { if (tentry != null) { if (tentry.TextureID != UUID.Zero && tentry.TextureID != m_DefaultImage && tentry.TextureID != m_BlankImage && tentry.RGBA.A < 50) { int c = 0; counts.TryGetValue(tentry.TextureID, out c); counts[tentry.TextureID] = c + 1; // decrease the default texture count if (counts.ContainsKey(textures.DefaultTexture.TextureID)) counts[textures.DefaultTexture.TextureID] = counts[textures.DefaultTexture.TextureID] - 1; } } } } // Let's pick the most unique texture int min = 9999; foreach (KeyValuePair<UUID, int> kv in counts) { if (kv.Value < min && kv.Value >= 1) { bestguess = kv.Key.ToString(); min = kv.Value; } } } } return bestguess; } } }