/* * 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 OpenSim 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 libsecondlife; using Nini.Config; using OpenSim.Framework; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Environment.Modules { public class DynamicTextureModule : IRegionModule, IDynamicTextureManager { private Dictionary<LLUUID, Scene> RegisteredScenes = new Dictionary<LLUUID, Scene>(); private Dictionary<string, IDynamicTextureRender> RenderPlugins = new Dictionary<string, IDynamicTextureRender>(); private Dictionary<LLUUID, DynamicTextureUpdater> Updaters = new Dictionary<LLUUID, DynamicTextureUpdater>(); public void Initialise(Scene scene, IConfigSource config) { if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID)) { RegisteredScenes.Add(scene.RegionInfo.RegionID, scene); scene.RegisterModuleInterface<IDynamicTextureManager>(this); } } public void PostInitialise() { } public void Close() { } public string Name { get { return "DynamicTextureModule"; } } public bool IsSharedModule { get { return true; } } public void RegisterRender(string handleType, IDynamicTextureRender render) { if (!RenderPlugins.ContainsKey(handleType)) { RenderPlugins.Add(handleType, render); } } public void ReturnData(LLUUID id, byte[] data) { if (Updaters.ContainsKey(id)) { DynamicTextureUpdater updater = Updaters[id]; if (RegisteredScenes.ContainsKey(updater.SimUUID)) { Scene scene = RegisteredScenes[updater.SimUUID]; updater.DataReceived(data, scene); } } } public LLUUID AddDynamicTextureURL(LLUUID simID, LLUUID primID, string contentType, string url, string extraParams, int updateTimer) { if (RenderPlugins.ContainsKey(contentType)) { //Console.WriteLine("dynamic texture being created: " + url + " of type " + contentType); DynamicTextureUpdater updater = new DynamicTextureUpdater(); updater.SimUUID = simID; updater.PrimID = primID; updater.ContentType = contentType; updater.Url = url; updater.UpdateTimer = updateTimer; updater.UpdaterID = LLUUID.Random(); updater.Params = extraParams; if (!Updaters.ContainsKey(updater.UpdaterID)) { Updaters.Add(updater.UpdaterID, updater); } RenderPlugins[contentType].AsyncConvertUrl(updater.UpdaterID, url, extraParams); return updater.UpdaterID; } return LLUUID.Zero; } public LLUUID AddDynamicTextureData(LLUUID simID, LLUUID primID, string contentType, string data, string extraParams, int updateTimer) { if (RenderPlugins.ContainsKey(contentType)) { DynamicTextureUpdater updater = new DynamicTextureUpdater(); updater.SimUUID = simID; updater.PrimID = primID; updater.ContentType = contentType; updater.BodyData = data; updater.UpdateTimer = updateTimer; updater.UpdaterID = LLUUID.Random(); updater.Params = extraParams; if (!Updaters.ContainsKey(updater.UpdaterID)) { Updaters.Add(updater.UpdaterID, updater); } RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams); return updater.UpdaterID; } return LLUUID.Zero; } public class DynamicTextureUpdater { public LLUUID SimUUID; public LLUUID UpdaterID; public string ContentType; public string Url; public string BodyData; public LLUUID PrimID; public int UpdateTimer; public LLUUID LastAssetID; public string Params; public DynamicTextureUpdater() { LastAssetID = LLUUID.Zero; UpdateTimer = 0; BodyData = null; } public void DataReceived(byte[] data, Scene scene) { //TODO delete the last asset(data), if it was a dynamic texture byte[] assetData = new byte[data.Length]; Array.Copy(data, assetData, data.Length); AssetBase asset = new AssetBase(); asset.FullID = LLUUID.Random(); asset.Data = assetData; asset.Name = "DynamicImage" + Util.RandomClass.Next(1, 10000); asset.Type = 0; asset.Description = "dynamic image"; asset.Local = false; asset.Temporary = false; scene.AssetCache.AddAsset(asset); LastAssetID = asset.FullID; SceneObjectPart part = scene.GetSceneObjectPart(PrimID); part.Shape.TextureEntry = new LLObject.TextureEntry(asset.FullID).ToBytes(); part.ScheduleFullUpdate(); } } } }