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/*
* 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.IO;
using System.Reflection;
using System.Security.Cryptography; // for computing md5 hash
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
using Ionic.Zlib;
// You will need to uncomment these lines if you are adding a region module to some other assembly which does not already
// specify its assembly. Otherwise, the region modules in the assembly will not be picked up when OpenSimulator scans
// the available DLLs
//[assembly: Addin("MaterialsModule", "1.0")]
//[assembly: AddinDependency("OpenSim", "0.5")]
namespace OpenSim.Region.OptionalModules.Materials
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MaterialsModule")]
public class MaterialsModule : INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public string Name { get { return "MaterialsModule"; } }
public Type ReplaceableInterface { get { return null; } }
private Scene m_scene = null;
private bool m_enabled = false;
public Dictionary<UUID, OSDMap> m_regionMaterials = new Dictionary<UUID, OSDMap>();
public void Initialise(IConfigSource source)
{
IConfig config = source.Configs["Materials"];
if (config == null)
return;
m_enabled = config.GetBoolean("enable_materials", true);
if (!m_enabled)
return;
m_log.DebugFormat("[Materials]: Initialized");
}
public void Close()
{
if (!m_enabled)
return;
}
public void AddRegion(Scene scene)
{
if (!m_enabled)
return;
m_scene = scene;
m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
m_scene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene;
}
private void EventManager_OnObjectAddedToScene(SceneObjectGroup obj)
{
foreach (var part in obj.Parts)
if (part != null)
GetStoredMaterialsInPart(part);
}
private void OnRegisterCaps(OpenMetaverse.UUID agentID, OpenSim.Framework.Capabilities.Caps caps)
{
string capsBase = "/CAPS/" + caps.CapsObjectPath;
IRequestHandler renderMaterialsPostHandler
= new RestStreamHandler("POST", capsBase + "/",
(request, path, param, httpRequest, httpResponse)
=> RenderMaterialsPostCap(request, agentID),
"RenderMaterials", null);
caps.RegisterHandler("RenderMaterials", renderMaterialsPostHandler);
// OpenSimulator CAPs infrastructure seems to be somewhat hostile towards any CAP that requires both GET
// and POST handlers, (at least at the time this was originally written), so we first set up a POST
// handler normally and then add a GET handler via MainServer
IRequestHandler renderMaterialsGetHandler
= new RestStreamHandler("GET", capsBase + "/",
(request, path, param, httpRequest, httpResponse)
=> RenderMaterialsGetCap(request),
"RenderMaterials", null);
MainServer.Instance.AddStreamHandler(renderMaterialsGetHandler);
// materials viewer seems to use either POST or PUT, so assign POST handler for PUT as well
IRequestHandler renderMaterialsPutHandler
= new RestStreamHandler("PUT", capsBase + "/",
(request, path, param, httpRequest, httpResponse)
=> RenderMaterialsPostCap(request, agentID),
"RenderMaterials", null);
MainServer.Instance.AddStreamHandler(renderMaterialsPutHandler);
}
public void RemoveRegion(Scene scene)
{
if (!m_enabled)
return;
m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
m_scene.EventManager.OnObjectAddedToScene -= EventManager_OnObjectAddedToScene;
}
public void RegionLoaded(Scene scene)
{
}
/// <summary>
/// Find the materials used in the SOP, and add them to 'm_regionMaterials'.
/// </summary>
private void GetStoredMaterialsInPart(SceneObjectPart part)
{
if (part.Shape == null)
return;
var te = new Primitive.TextureEntry(part.Shape.TextureEntry, 0, part.Shape.TextureEntry.Length);
if (te == null)
return;
GetStoredMaterialInFace(part, te.DefaultTexture);
foreach (Primitive.TextureEntryFace face in te.FaceTextures)
{
if (face != null)
GetStoredMaterialInFace(part, face);
}
}
/// <summary>
/// Find the materials used in one Face, and add them to 'm_regionMaterials'.
/// </summary>
private void GetStoredMaterialInFace(SceneObjectPart part, Primitive.TextureEntryFace face)
{
UUID id = face.MaterialID;
if (id == UUID.Zero)
return;
lock (m_regionMaterials)
{
if (m_regionMaterials.ContainsKey(id))
return;
byte[] data = m_scene.AssetService.GetData(id.ToString());
if (data == null)
{
m_log.WarnFormat("[Materials]: Prim \"{0}\" ({1}) contains unknown material ID {2}", part.Name, part.UUID, id);
return;
}
OSDMap mat;
try
{
mat = (OSDMap)OSDParser.DeserializeLLSDXml(data);
}
catch (Exception e)
{
m_log.WarnFormat("[Materials]: cannot decode material asset {0}: {1}", id, e.Message);
return;
}
m_regionMaterials[id] = mat;
}
}
public string RenderMaterialsPostCap(string request, UUID agentID)
{
OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
OSDMap resp = new OSDMap();
OSDMap materialsFromViewer = null;
OSDArray respArr = new OSDArray();
if (req.ContainsKey("Zipped"))
{
OSD osd = null;
byte[] inBytes = req["Zipped"].AsBinary();
try
{
osd = ZDecompressBytesToOsd(inBytes);
if (osd != null)
{
if (osd is OSDArray) // assume array of MaterialIDs designating requested material entries
{
foreach (OSD elem in (OSDArray)osd)
{
try
{
UUID id = new UUID(elem.AsBinary(), 0);
lock (m_regionMaterials)
{
if (m_regionMaterials.ContainsKey(id))
{
OSDMap matMap = new OSDMap();
matMap["ID"] = OSD.FromBinary(id.GetBytes());
matMap["Material"] = m_regionMaterials[id];
respArr.Add(matMap);
}
else
{
m_log.Warn("[Materials]: request for unknown material ID: " + id.ToString());
// Theoretically we could try to load the material from the assets service,
// but that shouldn't be necessary because the viewer should only request
// materials that exist in a prim on the region, and all of these materials
// are already stored in m_regionMaterials.
}
}
}
catch (Exception e)
{
m_log.Error("Error getting materials in response to viewer request", e);
continue;
}
}
}
else if (osd is OSDMap) // request to assign a material
{
materialsFromViewer = osd as OSDMap;
if (materialsFromViewer.ContainsKey("FullMaterialsPerFace"))
{
OSD matsOsd = materialsFromViewer["FullMaterialsPerFace"];
if (matsOsd is OSDArray)
{
OSDArray matsArr = matsOsd as OSDArray;
try
{
foreach (OSDMap matsMap in matsArr)
{
uint primLocalID = 0;
try {
primLocalID = matsMap["ID"].AsUInteger();
}
catch (Exception e) {
m_log.Warn("[Materials]: cannot decode \"ID\" from matsMap: " + e.Message);
continue;
}
OSDMap mat = null;
try
{
mat = matsMap["Material"] as OSDMap;
}
catch (Exception e)
{
m_log.Warn("[Materials]: cannot decode \"Material\" from matsMap: " + e.Message);
continue;
}
SceneObjectPart sop = m_scene.GetSceneObjectPart(primLocalID);
if (sop == null)
{
m_log.WarnFormat("[Materials]: SOP not found for localId: {0}", primLocalID.ToString());
continue;
}
if (!m_scene.Permissions.CanEditObject(sop.UUID, agentID))
{
m_log.WarnFormat("User {0} can't edit object {1} {2}", agentID, sop.Name, sop.UUID);
continue;
}
Primitive.TextureEntry te = new Primitive.TextureEntry(sop.Shape.TextureEntry, 0, sop.Shape.TextureEntry.Length);
if (te == null)
{
m_log.WarnFormat("[Materials]: Error in TextureEntry for SOP {0} {1}", sop.Name, sop.UUID);
continue;
}
UUID id;
if (mat == null)
{
// This happens then the user removes a material from a prim
id = UUID.Zero;
}
else
{
// Material UUID = hash of the material's data.
// This makes materials deduplicate across the entire grid (but isn't otherwise required).
byte[] data = System.Text.Encoding.ASCII.GetBytes(OSDParser.SerializeLLSDXmlString(mat));
using (var md5 = MD5.Create())
id = new UUID(md5.ComputeHash(data), 0);
lock (m_regionMaterials)
{
if (!m_regionMaterials.ContainsKey(id))
{
m_regionMaterials[id] = mat;
// This asset might exist already, but it's ok to try to store it again
string name = "Material " + ChooseMaterialName(mat, sop);
name = name.Substring(0, Math.Min(64, name.Length)).Trim();
AssetBase asset = new AssetBase(id, name, (sbyte)OpenSimAssetType.Material, agentID.ToString());
asset.Data = data;
m_scene.AssetService.Store(asset);
}
}
}
int face = -1;
if (matsMap.ContainsKey("Face"))
{
face = matsMap["Face"].AsInteger();
Primitive.TextureEntryFace faceEntry = te.CreateFace((uint)face);
faceEntry.MaterialID = id;
}
else
{
if (te.DefaultTexture == null)
m_log.WarnFormat("[Materials]: TextureEntry.DefaultTexture is null in {0} {1}", sop.Name, sop.UUID);
else
te.DefaultTexture.MaterialID = id;
}
//m_log.DebugFormat("[Materials]: in \"{0}\" {1}, setting material ID for face {2} to {3}", sop.Name, sop.UUID, face, id);
// We can't use sop.UpdateTextureEntry(te) because it filters, so do it manually
sop.Shape.TextureEntry = te.GetBytes();
if (sop.ParentGroup != null)
{
sop.TriggerScriptChangedEvent(Changed.TEXTURE);
sop.UpdateFlag = UpdateRequired.FULL;
sop.ParentGroup.HasGroupChanged = true;
sop.ScheduleFullUpdate();
}
}
}
catch (Exception e)
{
m_log.Warn("[Materials]: exception processing received material ", e);
}
}
}
}
}
}
catch (Exception e)
{
m_log.Warn("[Materials]: exception decoding zipped CAP payload ", e);
//return "";
}
}
resp["Zipped"] = ZCompressOSD(respArr, false);
string response = OSDParser.SerializeLLSDXmlString(resp);
//m_log.Debug("[Materials]: cap request: " + request);
//m_log.Debug("[Materials]: cap request (zipped portion): " + ZippedOsdBytesToString(req["Zipped"].AsBinary()));
//m_log.Debug("[Materials]: cap response: " + response);
return response;
}
/// <summary>
/// Use heuristics to choose a good name for the material.
/// </summary>
private string ChooseMaterialName(OSDMap mat, SceneObjectPart sop)
{
UUID normMap = mat["NormMap"].AsUUID();
if (normMap != UUID.Zero)
{
AssetBase asset = m_scene.AssetService.GetCached(normMap.ToString());
if ((asset != null) && (asset.Name.Length > 0) && !asset.Name.Equals("From IAR"))
return asset.Name;
}
UUID specMap = mat["SpecMap"].AsUUID();
if (specMap != UUID.Zero)
{
AssetBase asset = m_scene.AssetService.GetCached(specMap.ToString());
if ((asset != null) && (asset.Name.Length > 0) && !asset.Name.Equals("From IAR"))
return asset.Name;
}
if (sop.Name != "Primitive")
return sop.Name;
if ((sop.ParentGroup != null) && (sop.ParentGroup.Name != "Primitive"))
return sop.ParentGroup.Name;
return "";
}
public string RenderMaterialsGetCap(string request)
{
OSDMap resp = new OSDMap();
int matsCount = 0;
OSDArray allOsd = new OSDArray();
lock (m_regionMaterials)
{
foreach (KeyValuePair<UUID, OSDMap> kvp in m_regionMaterials)
{
OSDMap matMap = new OSDMap();
matMap["ID"] = OSD.FromBinary(kvp.Key.GetBytes());
matMap["Material"] = kvp.Value;
allOsd.Add(matMap);
matsCount++;
}
}
resp["Zipped"] = ZCompressOSD(allOsd, false);
return OSDParser.SerializeLLSDXmlString(resp);
}
private static string ZippedOsdBytesToString(byte[] bytes)
{
try
{
return OSDParser.SerializeJsonString(ZDecompressBytesToOsd(bytes));
}
catch (Exception e)
{
return "ZippedOsdBytesToString caught an exception: " + e.ToString();
}
}
/// <summary>
/// computes a UUID by hashing a OSD object
/// </summary>
/// <param name="osd"></param>
/// <returns></returns>
private static UUID HashOsd(OSD osd)
{
byte[] data = OSDParser.SerializeLLSDBinary(osd, false);
using (var md5 = MD5.Create())
return new UUID(md5.ComputeHash(data), 0);
}
public static OSD ZCompressOSD(OSD inOsd, bool useHeader)
{
OSD osd = null;
byte[] data = OSDParser.SerializeLLSDBinary(inOsd, useHeader);
using (MemoryStream msSinkCompressed = new MemoryStream())
{
using (Ionic.Zlib.ZlibStream zOut = new Ionic.Zlib.ZlibStream(msSinkCompressed,
Ionic.Zlib.CompressionMode.Compress, CompressionLevel.BestCompression, true))
{
zOut.Write(data, 0, data.Length);
}
msSinkCompressed.Seek(0L, SeekOrigin.Begin);
osd = OSD.FromBinary(msSinkCompressed.ToArray());
}
return osd;
}
public static OSD ZDecompressBytesToOsd(byte[] input)
{
OSD osd = null;
using (MemoryStream msSinkUnCompressed = new MemoryStream())
{
using (Ionic.Zlib.ZlibStream zOut = new Ionic.Zlib.ZlibStream(msSinkUnCompressed, CompressionMode.Decompress, true))
{
zOut.Write(input, 0, input.Length);
}
msSinkUnCompressed.Seek(0L, SeekOrigin.Begin);
osd = OSDParser.DeserializeLLSDBinary(msSinkUnCompressed.ToArray());
}
return osd;
}
}
}
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