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author | Justin Clark-Casey (justincc) | 2013-06-27 23:42:35 +0100 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2013-06-27 23:42:35 +0100 |
commit | 149487ea0f74a46a70c98b3a31259b667f4d29b2 (patch) | |
tree | 19524863c98a1d5b229cfda790913da1588d372b /OpenSim/Region/Framework/Scenes | |
parent | Make the concept of namespaces explicit in dynamic attributes (diff) | |
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refactor: Move code for gathering textures referenced by materials into MaterialsDemoModule from UuidGatherer
This code is now triggered via EventManager.OnGatherUuids which modules can subscribe to.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/EventManager.cs | 31 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 69 |
2 files changed, 33 insertions, 67 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index a246319..720bfa9 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs | |||
@@ -1021,6 +1021,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1021 | /// </remarks> | 1021 | /// </remarks> |
1022 | public event TeleportFail OnTeleportFail; | 1022 | public event TeleportFail OnTeleportFail; |
1023 | 1023 | ||
1024 | public delegate void GatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids); | ||
1025 | |||
1026 | /// <summary> | ||
1027 | /// Triggered when UUIDs referenced by a scene object are being gathered for archiving, hg transfer, etc. | ||
1028 | /// </summary> | ||
1029 | /// <remarks> | ||
1030 | /// The listener should add references to the IDictionary<UUID, AssetType> as appropriate. | ||
1031 | /// </remarks> | ||
1032 | public event GatherUuids OnGatherUuids; | ||
1033 | |||
1024 | public class MoneyTransferArgs : EventArgs | 1034 | public class MoneyTransferArgs : EventArgs |
1025 | { | 1035 | { |
1026 | public UUID sender; | 1036 | public UUID sender; |
@@ -3237,5 +3247,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
3237 | } | 3247 | } |
3238 | } | 3248 | } |
3239 | } | 3249 | } |
3250 | |||
3251 | public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids) | ||
3252 | { | ||
3253 | GatherUuids handler = OnGatherUuids; | ||
3254 | |||
3255 | if (handler != null) | ||
3256 | { | ||
3257 | foreach (GatherUuids d in handler.GetInvocationList()) | ||
3258 | { | ||
3259 | try | ||
3260 | { | ||
3261 | d(sop, assetUuids); | ||
3262 | } | ||
3263 | catch (Exception e) | ||
3264 | { | ||
3265 | m_log.ErrorFormat("[EVENT MANAGER]: Delegate for TriggerUuidGather failed - continuing {0} - {1}", | ||
3266 | e.Message, e.StackTrace); | ||
3267 | } | ||
3268 | } | ||
3269 | } | ||
3270 | } | ||
3240 | } | 3271 | } |
3241 | } | 3272 | } |
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 586b59d..3492813 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -186,8 +186,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
186 | GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); | 186 | GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); |
187 | } | 187 | } |
188 | 188 | ||
189 | // get any texture UUIDs used for materials such as normal and specular maps | 189 | part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); |
190 | GatherMaterialsUuids(part, assetUuids); | ||
191 | } | 190 | } |
192 | catch (Exception e) | 191 | catch (Exception e) |
193 | { | 192 | { |
@@ -211,71 +210,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
211 | // Monitor.Pulse(this); | 210 | // Monitor.Pulse(this); |
212 | // } | 211 | // } |
213 | // } | 212 | // } |
214 | 213 | ||
215 | /// <summary> | ||
216 | /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps | ||
217 | /// </summary> | ||
218 | /// <param name="part"></param> | ||
219 | /// <param name="assetUuids"></param> | ||
220 | public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids) | ||
221 | { | ||
222 | // scan thru the dynAttrs map of this part for any textures used as materials | ||
223 | OSD osdMaterials = null; | ||
224 | |||
225 | lock (part.DynAttrs) | ||
226 | { | ||
227 | if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) | ||
228 | { | ||
229 | OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); | ||
230 | materialsStore.TryGetValue("Materials", out osdMaterials); | ||
231 | } | ||
232 | |||
233 | if (osdMaterials != null) | ||
234 | { | ||
235 | //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd)); | ||
236 | |||
237 | if (osdMaterials is OSDArray) | ||
238 | { | ||
239 | OSDArray matsArr = osdMaterials as OSDArray; | ||
240 | foreach (OSDMap matMap in matsArr) | ||
241 | { | ||
242 | try | ||
243 | { | ||
244 | if (matMap.ContainsKey("Material")) | ||
245 | { | ||
246 | OSDMap mat = matMap["Material"] as OSDMap; | ||
247 | if (mat.ContainsKey("NormMap")) | ||
248 | { | ||
249 | UUID normalMapId = mat["NormMap"].AsUUID(); | ||
250 | if (normalMapId != UUID.Zero) | ||
251 | { | ||
252 | assetUuids[normalMapId] = AssetType.Texture; | ||
253 | //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString()); | ||
254 | } | ||
255 | } | ||
256 | if (mat.ContainsKey("SpecMap")) | ||
257 | { | ||
258 | UUID specularMapId = mat["SpecMap"].AsUUID(); | ||
259 | if (specularMapId != UUID.Zero) | ||
260 | { | ||
261 | assetUuids[specularMapId] = AssetType.Texture; | ||
262 | //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString()); | ||
263 | } | ||
264 | } | ||
265 | } | ||
266 | |||
267 | } | ||
268 | catch (Exception e) | ||
269 | { | ||
270 | m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message); | ||
271 | } | ||
272 | } | ||
273 | } | ||
274 | } | ||
275 | } | ||
276 | } | ||
277 | |||
278 | |||
279 | /// <summary> | 214 | /// <summary> |
280 | /// Get an asset synchronously, potentially using an asynchronous callback. If the | 215 | /// Get an asset synchronously, potentially using an asynchronous callback. If the |
281 | /// asynchronous callback is used, we will wait for it to complete. | 216 | /// asynchronous callback is used, we will wait for it to complete. |