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authorRobert Adams2014-01-21 11:31:51 -0800
committerRobert Adams2014-01-21 11:31:51 -0800
commit4c362a83f9ce0b168ea96ba7dbd7ec012445ecff (patch)
tree7f03a860379fb2c6905d78a6616db762c86dd634 /OpenSim/Region/Framework/Scenes
parentvarregion: remove debugging splat file saving that fills up the (diff)
parentAdds a configuration option to cannibalize bandwidth from the (diff)
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Merge branch 'master' into varregion
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs119
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs81
4 files changed, 215 insertions, 47 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index aee621f..2f666c0 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3930,32 +3930,52 @@ namespace OpenSim.Region.Framework.Scenes
3930 } 3930 }
3931 } 3931 }
3932 3932
3933// m_log.DebugFormat(
3934// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
3935// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
3936
3933 // Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags 3937 // Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
3934 if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && 3938 if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
3935 RegionInfo.EstateSettings.AllowDirectTeleport == false && 3939 RegionInfo.EstateSettings.AllowDirectTeleport == false &&
3936 !viahome && !godlike) 3940 !viahome && !godlike)
3937 { 3941 {
3938 SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject); 3942 SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
3939 // Can have multiple SpawnPoints 3943
3940 List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints(); 3944 if (telehub != null)
3941 if (spawnpoints.Count > 1)
3942 { 3945 {
3943 // We have multiple SpawnPoints, Route the agent to a random or sequential one 3946 // Can have multiple SpawnPoints
3944 if (SpawnPointRouting == "random") 3947 List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
3945 acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation( 3948 if (spawnpoints.Count > 1)
3946 telehub.AbsolutePosition, 3949 {
3947 telehub.GroupRotation 3950 // We have multiple SpawnPoints, Route the agent to a random or sequential one
3948 ); 3951 if (SpawnPointRouting == "random")
3952 acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
3953 telehub.AbsolutePosition,
3954 telehub.GroupRotation
3955 );
3956 else
3957 acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
3958 telehub.AbsolutePosition,
3959 telehub.GroupRotation
3960 );
3961 }
3962 else if (spawnpoints.Count == 1)
3963 {
3964 // We have a single SpawnPoint and will route the agent to it
3965 acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
3966 }
3949 else 3967 else
3950 acd.startpos = spawnpoints[SpawnPoint()].GetLocation( 3968 {
3951 telehub.AbsolutePosition, 3969 m_log.DebugFormat(
3952 telehub.GroupRotation 3970 "[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
3953 ); 3971 RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
3972 }
3954 } 3973 }
3955 else 3974 else
3956 { 3975 {
3957 // We have a single SpawnPoint and will route the agent to it 3976 m_log.DebugFormat(
3958 acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); 3977 "[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
3978 RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
3959 } 3979 }
3960 3980
3961 return true; 3981 return true;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
new file mode 100644
index 0000000..9a97acc
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
@@ -0,0 +1,119 @@
1/*
2 * Redistribution and use in source and binary forms, with or without
3 * modification, are permitted provided that the following conditions are met:
4 * * Redistributions of source code must retain the above copyright
5 * notice, this list of conditions and the following disclaimer.
6 * * Redistributions in binary form must reproduce the above copyright
7 * notice, this list of conditions and the following disclaimer in the
8 * documentation and/or other materials provided with the distribution.
9 * * Neither the name of the OpenSimulator Project nor the
10 * names of its contributors may be used to endorse or promote products
11 * derived from this software without specific prior written permission.
12 *
13 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
14 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
15 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
16 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
17 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
18 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
19 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
20 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
22 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 */
24
25using System;
26using Nini.Config;
27using NUnit.Framework;
28using OpenMetaverse;
29using OpenSim.Framework;
30using OpenSim.Region.CoreModules.World.Estate;
31using OpenSim.Region.Framework.Scenes;
32using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Services.Interfaces;
34using OpenSim.Tests.Common;
35using OpenSim.Tests.Common.Mock;
36
37namespace OpenSim.Region.Framework.Scenes.Tests
38{
39 /// <summary>
40 /// Scene telehub tests
41 /// </summary>
42 /// <remarks>
43 /// TODO: Tests which run through normal functionality. Currently, the only test is one that checks behaviour
44 /// in the case of an error condition
45 /// </remarks>
46 [TestFixture]
47 public class SceneTelehubTests : OpenSimTestCase
48 {
49 /// <summary>
50 /// Test for desired behaviour when a telehub has no spawn points
51 /// </summary>
52 [Test]
53 public void TestNoTelehubSpawnPoints()
54 {
55 TestHelpers.InMethod();
56// TestHelpers.EnableLogging();
57
58 EstateManagementModule emm = new EstateManagementModule();
59
60 SceneHelpers sh = new SceneHelpers();
61 Scene scene = sh.SetupScene();
62 SceneHelpers.SetupSceneModules(scene, emm);
63
64 UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
65
66 SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
67
68 emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
69 scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
70
71 // Must still be possible to successfully log in
72 UUID loggingInUserId = TestHelpers.ParseTail(0x2);
73
74 UserAccount ua
75 = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
76
77 SceneHelpers.AddScenePresence(scene, ua);
78
79 Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
80 }
81
82 /// <summary>
83 /// Test for desired behaviour when the scene object nominated as a telehub object does not exist.
84 /// </summary>
85 [Test]
86 public void TestNoTelehubSceneObject()
87 {
88 TestHelpers.InMethod();
89// TestHelpers.EnableLogging();
90
91 EstateManagementModule emm = new EstateManagementModule();
92
93 SceneHelpers sh = new SceneHelpers();
94 Scene scene = sh.SetupScene();
95 SceneHelpers.SetupSceneModules(scene, emm);
96
97 UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
98
99 SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
100 SceneObjectGroup spawnPointSo = SceneHelpers.AddSceneObject(scene, "spawnpointObject", telehubSceneObjectOwner);
101
102 emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
103 emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "spawnpoint add", spawnPointSo.LocalId);
104 scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
105
106 scene.DeleteSceneObject(telehubSo, false);
107
108 // Must still be possible to successfully log in
109 UUID loggingInUserId = TestHelpers.ParseTail(0x2);
110
111 UserAccount ua
112 = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
113
114 SceneHelpers.AddScenePresence(scene, ua);
115
116 Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
117 }
118 }
119} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index dd27294..1e59e3f 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -62,8 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 = AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero); 62 = AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
63 m_assetService.Store(corruptAsset); 63 m_assetService.Store(corruptAsset);
64 64
65 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); 65 IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
66 m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids); 66 m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
67 67
68 // We count the uuid as gathered even if the asset itself is corrupt. 68 // We count the uuid as gathered even if the asset itself is corrupt.
69 Assert.That(foundAssetUuids.Count, Is.EqualTo(1)); 69 Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
@@ -78,9 +78,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
78 TestHelpers.InMethod(); 78 TestHelpers.InMethod();
79 79
80 UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666"); 80 UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
81 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); 81 IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
82 82
83 m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids); 83 m_uuidGatherer.GatherAssetUuids(missingAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
84 84
85 // We count the uuid as gathered even if the asset itself is missing. 85 // We count the uuid as gathered even if the asset itself is missing.
86 Assert.That(foundAssetUuids.Count, Is.EqualTo(1)); 86 Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
@@ -103,8 +103,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
103 AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString()); 103 AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString());
104 m_assetService.Store(ncAsset); 104 m_assetService.Store(ncAsset);
105 105
106 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>(); 106 IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
107 m_uuidGatherer.GatherAssetUuids(ncAssetId, AssetType.Notecard, foundAssetUuids); 107 m_uuidGatherer.GatherAssetUuids(ncAssetId, (sbyte)AssetType.Notecard, foundAssetUuids);
108 108
109 // We count the uuid as gathered even if the asset itself is corrupt. 109 // We count the uuid as gathered even if the asset itself is corrupt.
110 Assert.That(foundAssetUuids.Count, Is.EqualTo(2)); 110 Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 3e074b9..75a51b5 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -38,6 +38,7 @@ using OpenMetaverse.StructuredData;
38using OpenSim.Framework; 38using OpenSim.Framework;
39using OpenSim.Region.Framework.Scenes.Serialization; 39using OpenSim.Region.Framework.Scenes.Serialization;
40using OpenSim.Services.Interfaces; 40using OpenSim.Services.Interfaces;
41using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
41 42
42namespace OpenSim.Region.Framework.Scenes 43namespace OpenSim.Region.Framework.Scenes
43{ 44{
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Scenes
83 /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> 84 /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
84 /// <param name="assetType">The type of the asset for the uuid given</param> 85 /// <param name="assetType">The type of the asset for the uuid given</param>
85 /// <param name="assetUuids">The assets gathered</param> 86 /// <param name="assetUuids">The assets gathered</param>
86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 87 public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary<UUID, sbyte> assetUuids)
87 { 88 {
88 // avoid infinite loops 89 // avoid infinite loops
89 if (assetUuids.ContainsKey(assetUuid)) 90 if (assetUuids.ContainsKey(assetUuid))
@@ -93,23 +94,27 @@ namespace OpenSim.Region.Framework.Scenes
93 { 94 {
94 assetUuids[assetUuid] = assetType; 95 assetUuids[assetUuid] = assetType;
95 96
96 if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) 97 if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
97 { 98 {
98 GetWearableAssetUuids(assetUuid, assetUuids); 99 GetWearableAssetUuids(assetUuid, assetUuids);
99 } 100 }
100 else if (AssetType.Gesture == assetType) 101 else if ((sbyte)AssetType.Gesture == assetType)
101 { 102 {
102 GetGestureAssetUuids(assetUuid, assetUuids); 103 GetGestureAssetUuids(assetUuid, assetUuids);
103 } 104 }
104 else if (AssetType.Notecard == assetType) 105 else if ((sbyte)AssetType.Notecard == assetType)
105 { 106 {
106 GetTextEmbeddedAssetUuids(assetUuid, assetUuids); 107 GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
107 } 108 }
108 else if (AssetType.LSLText == assetType) 109 else if ((sbyte)AssetType.LSLText == assetType)
109 { 110 {
110 GetTextEmbeddedAssetUuids(assetUuid, assetUuids); 111 GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
111 } 112 }
112 else if (AssetType.Object == assetType) 113 else if ((sbyte)OpenSimAssetType.Material == assetType)
114 {
115 GetMaterialAssetUuids(assetUuid, assetUuids);
116 }
117 else if ((sbyte)AssetType.Object == assetType)
113 { 118 {
114 GetSceneObjectAssetUuids(assetUuid, assetUuids); 119 GetSceneObjectAssetUuids(assetUuid, assetUuids);
115 } 120 }
@@ -136,7 +141,7 @@ namespace OpenSim.Region.Framework.Scenes
136 /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset. 141 /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
137 /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown. 142 /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
138 /// </param> 143 /// </param>
139 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) 144 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, sbyte> assetUuids)
140 { 145 {
141// m_log.DebugFormat( 146// m_log.DebugFormat(
142// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); 147// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
@@ -156,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes
156 { 161 {
157 // Get the prim's default texture. This will be used for faces which don't have their own texture 162 // Get the prim's default texture. This will be used for faces which don't have their own texture
158 if (textureEntry.DefaultTexture != null) 163 if (textureEntry.DefaultTexture != null)
159 assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture; 164 assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture;
160 165
161 if (textureEntry.FaceTextures != null) 166 if (textureEntry.FaceTextures != null)
162 { 167 {
@@ -164,20 +169,20 @@ namespace OpenSim.Region.Framework.Scenes
164 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) 169 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
165 { 170 {
166 if (texture != null) 171 if (texture != null)
167 assetUuids[texture.TextureID] = AssetType.Texture; 172 assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
168 } 173 }
169 } 174 }
170 } 175 }
171 176
172 // If the prim is a sculpt then preserve this information too 177 // If the prim is a sculpt then preserve this information too
173 if (part.Shape.SculptTexture != UUID.Zero) 178 if (part.Shape.SculptTexture != UUID.Zero)
174 assetUuids[part.Shape.SculptTexture] = AssetType.Texture; 179 assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
175 180
176 if (part.Shape.ProjectionTextureUUID != UUID.Zero) 181 if (part.Shape.ProjectionTextureUUID != UUID.Zero)
177 assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture; 182 assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
178 183
179 if (part.CollisionSound != UUID.Zero) 184 if (part.CollisionSound != UUID.Zero)
180 assetUuids[part.CollisionSound] = AssetType.Sound; 185 assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
181 186
182 if (part.ParticleSystem.Length > 0) 187 if (part.ParticleSystem.Length > 0)
183 { 188 {
@@ -185,7 +190,7 @@ namespace OpenSim.Region.Framework.Scenes
185 { 190 {
186 Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); 191 Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
187 if (ps.Texture != UUID.Zero) 192 if (ps.Texture != UUID.Zero)
188 assetUuids[ps.Texture] = AssetType.Texture; 193 assetUuids[ps.Texture] = (sbyte)AssetType.Texture;
189 } 194 }
190 catch (Exception e) 195 catch (Exception e)
191 { 196 {
@@ -205,7 +210,7 @@ namespace OpenSim.Region.Framework.Scenes
205// tii.Name, tii.Type, part.Name, part.UUID); 210// tii.Name, tii.Type, part.Name, part.UUID);
206 211
207 if (!assetUuids.ContainsKey(tii.AssetID)) 212 if (!assetUuids.ContainsKey(tii.AssetID))
208 GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); 213 GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids);
209 } 214 }
210 215
211 // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed 216 // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
@@ -214,7 +219,9 @@ namespace OpenSim.Region.Framework.Scenes
214 // Scene.EventManager is present. 219 // Scene.EventManager is present.
215// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); 220// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
216 221
217 GatherMaterialsUuids(part, assetUuids); 222
223 // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
224 GatherMaterialsUuids(part, assetUuids);
218 } 225 }
219 catch (Exception e) 226 catch (Exception e)
220 { 227 {
@@ -225,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
225 } 232 }
226 } 233 }
227 } 234 }
228 235
229// /// <summary> 236// /// <summary>
230// /// The callback made when we request the asset for an object from the asset service. 237// /// The callback made when we request the asset for an object from the asset service.
231// /// </summary> 238// /// </summary>
@@ -241,10 +248,12 @@ namespace OpenSim.Region.Framework.Scenes
241 248
242 /// <summary> 249 /// <summary>
243 /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps 250 /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
251 /// stored in legacy format in part.DynAttrs
244 /// </summary> 252 /// </summary>
245 /// <param name="part"></param> 253 /// <param name="part"></param>
246 /// <param name="assetUuids"></param> 254 /// <param name="assetUuids"></param>
247 public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids) 255 //public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids)
256 public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, sbyte> assetUuids)
248 { 257 {
249 // scan thru the dynAttrs map of this part for any textures used as materials 258 // scan thru the dynAttrs map of this part for any textures used as materials
250 OSD osdMaterials = null; 259 OSD osdMaterials = null;
@@ -280,7 +289,7 @@ namespace OpenSim.Region.Framework.Scenes
280 UUID normalMapId = mat["NormMap"].AsUUID(); 289 UUID normalMapId = mat["NormMap"].AsUUID();
281 if (normalMapId != UUID.Zero) 290 if (normalMapId != UUID.Zero)
282 { 291 {
283 assetUuids[normalMapId] = AssetType.Texture; 292 assetUuids[normalMapId] = (sbyte)AssetType.Texture;
284 //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString()); 293 //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
285 } 294 }
286 } 295 }
@@ -289,7 +298,7 @@ namespace OpenSim.Region.Framework.Scenes
289 UUID specularMapId = mat["SpecMap"].AsUUID(); 298 UUID specularMapId = mat["SpecMap"].AsUUID();
290 if (specularMapId != UUID.Zero) 299 if (specularMapId != UUID.Zero)
291 { 300 {
292 assetUuids[specularMapId] = AssetType.Texture; 301 assetUuids[specularMapId] = (sbyte)AssetType.Texture;
293 //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString()); 302 //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
294 } 303 }
295 } 304 }
@@ -344,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </summary> 353 /// </summary>
345 /// <param name="scriptUuid"></param> 354 /// <param name="scriptUuid"></param>
346 /// <param name="assetUuids">Dictionary in which to record the references</param> 355 /// <param name="assetUuids">Dictionary in which to record the references</param>
347 private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids) 356 private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, sbyte> assetUuids)
348 { 357 {
349// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); 358// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
350 359
@@ -364,7 +373,7 @@ namespace OpenSim.Region.Framework.Scenes
364 373
365 // Embedded asset references (if not false positives) could be for many types of asset, so we will 374 // Embedded asset references (if not false positives) could be for many types of asset, so we will
366 // label these as unknown. 375 // label these as unknown.
367 assetUuids[uuid] = AssetType.Unknown; 376 assetUuids[uuid] = (sbyte)AssetType.Unknown;
368 } 377 }
369 } 378 }
370 } 379 }
@@ -374,7 +383,7 @@ namespace OpenSim.Region.Framework.Scenes
374 /// </summary> 383 /// </summary>
375 /// <param name="wearableAssetUuid"></param> 384 /// <param name="wearableAssetUuid"></param>
376 /// <param name="assetUuids">Dictionary in which to record the references</param> 385 /// <param name="assetUuids">Dictionary in which to record the references</param>
377 private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids) 386 private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, sbyte> assetUuids)
378 { 387 {
379 AssetBase assetBase = GetAsset(wearableAssetUuid); 388 AssetBase assetBase = GetAsset(wearableAssetUuid);
380 389
@@ -389,7 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
389 398
390 foreach (UUID uuid in wearableAsset.Textures.Values) 399 foreach (UUID uuid in wearableAsset.Textures.Values)
391 { 400 {
392 assetUuids[uuid] = AssetType.Texture; 401 assetUuids[uuid] = (sbyte)AssetType.Texture;
393 } 402 }
394 } 403 }
395 } 404 }
@@ -401,7 +410,7 @@ namespace OpenSim.Region.Framework.Scenes
401 /// </summary> 410 /// </summary>
402 /// <param name="sceneObject"></param> 411 /// <param name="sceneObject"></param>
403 /// <param name="assetUuids"></param> 412 /// <param name="assetUuids"></param>
404 private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids) 413 private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids)
405 { 414 {
406 AssetBase objectAsset = GetAsset(sceneObjectUuid); 415 AssetBase objectAsset = GetAsset(sceneObjectUuid);
407 416
@@ -430,7 +439,7 @@ namespace OpenSim.Region.Framework.Scenes
430 /// </summary> 439 /// </summary>
431 /// <param name="gestureUuid"></param> 440 /// <param name="gestureUuid"></param>
432 /// <param name="assetUuids"></param> 441 /// <param name="assetUuids"></param>
433 private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids) 442 private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids)
434 { 443 {
435 AssetBase assetBase = GetAsset(gestureUuid); 444 AssetBase assetBase = GetAsset(gestureUuid);
436 if (null == assetBase) 445 if (null == assetBase)
@@ -464,9 +473,29 @@ namespace OpenSim.Region.Framework.Scenes
464 // If it can be parsed as a UUID, it is an asset ID 473 // If it can be parsed as a UUID, it is an asset ID
465 UUID uuid; 474 UUID uuid;
466 if (UUID.TryParse(id, out uuid)) 475 if (UUID.TryParse(id, out uuid))
467 assetUuids[uuid] = AssetType.Animation; 476 assetUuids[uuid] = (sbyte)AssetType.Animation;
468 } 477 }
469 } 478 }
479
480 /// <summary>
481 /// Get the asset uuid's referenced in a material.
482 /// </summary>
483 private void GetMaterialAssetUuids(UUID materialUuid, IDictionary<UUID, sbyte> assetUuids)
484 {
485 AssetBase assetBase = GetAsset(materialUuid);
486 if (null == assetBase)
487 return;
488
489 OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(assetBase.Data);
490
491 UUID normMap = mat["NormMap"].AsUUID();
492 if (normMap != UUID.Zero)
493 assetUuids[normMap] = (sbyte)AssetType.Texture;
494
495 UUID specMap = mat["SpecMap"].AsUUID();
496 if (specMap != UUID.Zero)
497 assetUuids[specMap] = (sbyte)AssetType.Texture;
498 }
470 } 499 }
471 500
472 public class HGUuidGatherer : UuidGatherer 501 public class HGUuidGatherer : UuidGatherer