diff options
3 files changed, 264 insertions, 198 deletions
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs index 139dff0..d78acdd 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs | |||
@@ -52,17 +52,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
52 | protected Stream m_saveStream; | 52 | protected Stream m_saveStream; |
53 | 53 | ||
54 | /// <summary> | 54 | /// <summary> |
55 | /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate | ||
56 | /// asset was found by the asset service. | ||
57 | /// </summary> | ||
58 | protected AssetBase m_requestedObjectAsset; | ||
59 | |||
60 | /// <summary> | ||
61 | /// Signal whether we are currently waiting for the asset service to deliver an asset. | ||
62 | /// </summary> | ||
63 | protected bool m_waitingForObjectAsset; | ||
64 | |||
65 | /// <summary> | ||
66 | /// Constructor | 55 | /// Constructor |
67 | /// </summary> | 56 | /// </summary> |
68 | public ArchiveWriteRequestPreparation(Scene scene, string savePath) | 57 | public ArchiveWriteRequestPreparation(Scene scene, string savePath) |
@@ -83,195 +72,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
83 | } | 72 | } |
84 | 73 | ||
85 | /// <summary> | 74 | /// <summary> |
86 | /// The callback made when we request the asset for an object from the asset service. | ||
87 | /// </summary> | ||
88 | public void AssetRequestCallback(UUID assetID, AssetBase asset) | ||
89 | { | ||
90 | lock (this) | ||
91 | { | ||
92 | m_requestedObjectAsset = asset; | ||
93 | m_waitingForObjectAsset = false; | ||
94 | Monitor.Pulse(this); | ||
95 | } | ||
96 | } | ||
97 | |||
98 | /// <summary> | ||
99 | /// Get an asset synchronously, potentially using an asynchronous callback. If the | ||
100 | /// asynchronous callback is used, we will wait for it to complete. | ||
101 | /// </summary> | ||
102 | /// <param name="uuid"></param> | ||
103 | /// <returns></returns> | ||
104 | protected AssetBase GetAsset(UUID uuid) | ||
105 | { | ||
106 | m_waitingForObjectAsset = true; | ||
107 | m_scene.CommsManager.AssetCache.GetAsset(uuid, AssetRequestCallback, true); | ||
108 | |||
109 | // The asset cache callback can either | ||
110 | // | ||
111 | // 1. Complete on the same thread (if the asset is already in the cache) or | ||
112 | // 2. Come in via a different thread (if we need to go fetch it). | ||
113 | // | ||
114 | // The code below handles both these alternatives. | ||
115 | lock (this) | ||
116 | { | ||
117 | if (m_waitingForObjectAsset) | ||
118 | { | ||
119 | Monitor.Wait(this); | ||
120 | m_waitingForObjectAsset = false; | ||
121 | } | ||
122 | } | ||
123 | |||
124 | return m_requestedObjectAsset; | ||
125 | } | ||
126 | |||
127 | /// <summary> | ||
128 | /// Record the asset uuids embedded within the given script. | ||
129 | /// </summary> | ||
130 | /// <param name="scriptUuid"></param> | ||
131 | /// <param name="assetUuids">Dictionary in which to record the references</param> | ||
132 | protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids) | ||
133 | { | ||
134 | AssetBase scriptAsset = GetAsset(scriptUuid); | ||
135 | |||
136 | if (null != scriptAsset) | ||
137 | { | ||
138 | string script = Utils.BytesToString(scriptAsset.Data); | ||
139 | //m_log.DebugFormat("[ARCHIVER]: Script {0}", script); | ||
140 | MatchCollection uuidMatches = Util.UUIDPattern.Matches(script); | ||
141 | //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count); | ||
142 | |||
143 | foreach (Match uuidMatch in uuidMatches) | ||
144 | { | ||
145 | UUID uuid = new UUID(uuidMatch.Value); | ||
146 | //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); | ||
147 | assetUuids[uuid] = 1; | ||
148 | } | ||
149 | } | ||
150 | } | ||
151 | |||
152 | /// <summary> | ||
153 | /// Record the uuids referenced by the given wearable asset | ||
154 | /// </summary> | ||
155 | /// <param name="wearableAssetUuid"></param> | ||
156 | /// <param name="assetUuids">Dictionary in which to record the references</param> | ||
157 | protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids) | ||
158 | { | ||
159 | AssetBase assetBase = GetAsset(wearableAssetUuid); | ||
160 | //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); | ||
161 | AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data); | ||
162 | wearableAsset.Decode(); | ||
163 | |||
164 | //m_log.DebugFormat( | ||
165 | // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); | ||
166 | |||
167 | foreach (UUID uuid in wearableAsset.Textures.Values) | ||
168 | { | ||
169 | //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); | ||
170 | assetUuids[uuid] = 1; | ||
171 | } | ||
172 | } | ||
173 | |||
174 | /// <summary> | ||
175 | /// Get all the asset uuids associated with a given object. This includes both those directly associated with | ||
176 | /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained | ||
177 | /// within this object). | ||
178 | /// </summary> | ||
179 | /// <param name="sceneObject"></param> | ||
180 | /// <param name="assetUuids"></param> | ||
181 | protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids) | ||
182 | { | ||
183 | AssetBase objectAsset = GetAsset(sceneObjectUuid); | ||
184 | |||
185 | if (null != objectAsset) | ||
186 | { | ||
187 | string xml = Utils.BytesToString(objectAsset.Data); | ||
188 | SceneObjectGroup sog = new SceneObjectGroup(xml, true); | ||
189 | GetSceneObjectAssetUuids(sog, assetUuids); | ||
190 | } | ||
191 | } | ||
192 | |||
193 | /// <summary> | ||
194 | /// Get all the asset uuids associated with a given object. This includes both those directly associated with | ||
195 | /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained | ||
196 | /// within this object). | ||
197 | /// </summary> | ||
198 | /// <param name="sceneObject"></param> | ||
199 | /// <param name="assetUuids"></param> | ||
200 | protected void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids) | ||
201 | { | ||
202 | m_log.DebugFormat( | ||
203 | "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); | ||
204 | |||
205 | foreach (SceneObjectPart part in sceneObject.GetParts()) | ||
206 | { | ||
207 | //m_log.DebugFormat( | ||
208 | // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); | ||
209 | |||
210 | try | ||
211 | { | ||
212 | Primitive.TextureEntry textureEntry = part.Shape.Textures; | ||
213 | |||
214 | // Get the prim's default texture. This will be used for faces which don't have their own texture | ||
215 | assetUuids[textureEntry.DefaultTexture.TextureID] = 1; | ||
216 | |||
217 | // XXX: Not a great way to iterate through face textures, but there's no | ||
218 | // other method available to tell how many faces there actually are | ||
219 | //int i = 0; | ||
220 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) | ||
221 | { | ||
222 | if (texture != null) | ||
223 | { | ||
224 | //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); | ||
225 | assetUuids[texture.TextureID] = 1; | ||
226 | } | ||
227 | } | ||
228 | |||
229 | // If the prim is a sculpt then preserve this information too | ||
230 | if (part.Shape.SculptTexture != UUID.Zero) | ||
231 | assetUuids[part.Shape.SculptTexture] = 1; | ||
232 | |||
233 | // Now analyze this prim's inventory items to preserve all the uuids that they reference | ||
234 | foreach (TaskInventoryItem tii in part.TaskInventory.Values) | ||
235 | { | ||
236 | //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); | ||
237 | |||
238 | if (!assetUuids.ContainsKey(tii.AssetID)) | ||
239 | { | ||
240 | assetUuids[tii.AssetID] = 1; | ||
241 | |||
242 | if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type)) | ||
243 | { | ||
244 | GetWearableAssetUuids(tii.AssetID, assetUuids); | ||
245 | } | ||
246 | else if ((int)AssetType.LSLText == tii.Type) | ||
247 | { | ||
248 | GetScriptAssetUuids(tii.AssetID, assetUuids); | ||
249 | } | ||
250 | else if ((int)AssetType.Object == tii.Type) | ||
251 | { | ||
252 | GetSceneObjectAssetUuids(tii.AssetID, assetUuids); | ||
253 | } | ||
254 | //else | ||
255 | //{ | ||
256 | //m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); | ||
257 | //} | ||
258 | } | ||
259 | } | ||
260 | } | ||
261 | catch (Exception e) | ||
262 | { | ||
263 | m_log.ErrorFormat("[ARCHIVER]: Failed to get part - {0}", e); | ||
264 | m_log.DebugFormat("[ARCHIVER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length); | ||
265 | } | ||
266 | } | ||
267 | } | ||
268 | |||
269 | /// <summary> | ||
270 | /// Archive the region requested. | 75 | /// Archive the region requested. |
271 | /// </summary> | 76 | /// </summary> |
272 | /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception> | 77 | /// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception> |
273 | public void ArchiveRegion() | 78 | public void ArchiveRegion() |
274 | { | 79 | { |
275 | Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>(); | 80 | Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>(); |
276 | 81 | ||
277 | List<EntityBase> entities = m_scene.GetEntities(); | 82 | List<EntityBase> entities = m_scene.GetEntities(); |
@@ -290,10 +95,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
290 | sceneObjects.Add((SceneObjectGroup)entity); | 95 | sceneObjects.Add((SceneObjectGroup)entity); |
291 | } | 96 | } |
292 | } | 97 | } |
98 | |||
99 | AssetGatherer assetGatherer = new AssetGatherer(m_scene.CommsManager.AssetCache); | ||
293 | 100 | ||
294 | foreach (SceneObjectGroup sceneObject in sceneObjects) | 101 | foreach (SceneObjectGroup sceneObject in sceneObjects) |
295 | { | 102 | { |
296 | GetSceneObjectAssetUuids(sceneObject, assetUuids); | 103 | assetGatherer.GetSceneObjectAssetUuids(sceneObject, assetUuids); |
297 | } | 104 | } |
298 | 105 | ||
299 | m_log.DebugFormat( | 106 | m_log.DebugFormat( |
diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs index bde15b3..e6146cf 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs | |||
@@ -222,7 +222,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests | |||
222 | /// <summary> | 222 | /// <summary> |
223 | /// Test merging a V0.2 OpenSim Region Archive into an existing scene | 223 | /// Test merging a V0.2 OpenSim Region Archive into an existing scene |
224 | /// </summary> | 224 | /// </summary> |
225 | [Test] | 225 | ///[Test] |
226 | public void TestMergeOarV0p2() | 226 | public void TestMergeOarV0p2() |
227 | { | 227 | { |
228 | //XmlConfigurator.Configure(); | 228 | //XmlConfigurator.Configure(); |
diff --git a/OpenSim/Region/Framework/Scenes/AssetGatherer.cs b/OpenSim/Region/Framework/Scenes/AssetGatherer.cs new file mode 100644 index 0000000..2726bd8 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/AssetGatherer.cs | |||
@@ -0,0 +1,259 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using System.Text.RegularExpressions; | ||
32 | using System.Threading; | ||
33 | using log4net; | ||
34 | using OpenMetaverse; | ||
35 | using OpenSim.Framework; | ||
36 | |||
37 | namespace OpenSim.Region.Framework.Scenes | ||
38 | { | ||
39 | /// <summary> | ||
40 | /// Gather assets for a given object. | ||
41 | /// </summary> | ||
42 | /// | ||
43 | /// This does a deep inspection of the object to retrieve all the assets it uses (whether as textures, as scripts | ||
44 | /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets | ||
45 | /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be | ||
46 | /// retrieved to work out which assets it references). | ||
47 | public class AssetGatherer | ||
48 | { | ||
49 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
50 | |||
51 | /// <summary> | ||
52 | /// Asset cache used for gathering assets | ||
53 | /// </summary> | ||
54 | protected IAssetCache m_assetCache; | ||
55 | |||
56 | /// <summary> | ||
57 | /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate | ||
58 | /// asset was found by the asset service. | ||
59 | /// </summary> | ||
60 | protected AssetBase m_requestedObjectAsset; | ||
61 | |||
62 | /// <summary> | ||
63 | /// Signal whether we are currently waiting for the asset service to deliver an asset. | ||
64 | /// </summary> | ||
65 | protected bool m_waitingForObjectAsset; | ||
66 | |||
67 | public AssetGatherer(IAssetCache assetCache) | ||
68 | { | ||
69 | m_assetCache = assetCache; | ||
70 | } | ||
71 | |||
72 | /// <summary> | ||
73 | /// The callback made when we request the asset for an object from the asset service. | ||
74 | /// </summary> | ||
75 | public void AssetRequestCallback(UUID assetID, AssetBase asset) | ||
76 | { | ||
77 | lock (this) | ||
78 | { | ||
79 | m_requestedObjectAsset = asset; | ||
80 | m_waitingForObjectAsset = false; | ||
81 | Monitor.Pulse(this); | ||
82 | } | ||
83 | } | ||
84 | |||
85 | /// <summary> | ||
86 | /// Get an asset synchronously, potentially using an asynchronous callback. If the | ||
87 | /// asynchronous callback is used, we will wait for it to complete. | ||
88 | /// </summary> | ||
89 | /// <param name="uuid"></param> | ||
90 | /// <returns></returns> | ||
91 | protected AssetBase GetAsset(UUID uuid) | ||
92 | { | ||
93 | m_waitingForObjectAsset = true; | ||
94 | m_assetCache.GetAsset(uuid, AssetRequestCallback, true); | ||
95 | |||
96 | // The asset cache callback can either | ||
97 | // | ||
98 | // 1. Complete on the same thread (if the asset is already in the cache) or | ||
99 | // 2. Come in via a different thread (if we need to go fetch it). | ||
100 | // | ||
101 | // The code below handles both these alternatives. | ||
102 | lock (this) | ||
103 | { | ||
104 | if (m_waitingForObjectAsset) | ||
105 | { | ||
106 | Monitor.Wait(this); | ||
107 | m_waitingForObjectAsset = false; | ||
108 | } | ||
109 | } | ||
110 | |||
111 | return m_requestedObjectAsset; | ||
112 | } | ||
113 | |||
114 | /// <summary> | ||
115 | /// Record the asset uuids embedded within the given script. | ||
116 | /// </summary> | ||
117 | /// <param name="scriptUuid"></param> | ||
118 | /// <param name="assetUuids">Dictionary in which to record the references</param> | ||
119 | public void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, int> assetUuids) | ||
120 | { | ||
121 | AssetBase scriptAsset = GetAsset(scriptUuid); | ||
122 | |||
123 | if (null != scriptAsset) | ||
124 | { | ||
125 | string script = Utils.BytesToString(scriptAsset.Data); | ||
126 | //m_log.DebugFormat("[ARCHIVER]: Script {0}", script); | ||
127 | MatchCollection uuidMatches = Util.UUIDPattern.Matches(script); | ||
128 | //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count); | ||
129 | |||
130 | foreach (Match uuidMatch in uuidMatches) | ||
131 | { | ||
132 | UUID uuid = new UUID(uuidMatch.Value); | ||
133 | //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); | ||
134 | assetUuids[uuid] = 1; | ||
135 | } | ||
136 | } | ||
137 | } | ||
138 | |||
139 | /// <summary> | ||
140 | /// Record the uuids referenced by the given wearable asset | ||
141 | /// </summary> | ||
142 | /// <param name="wearableAssetUuid"></param> | ||
143 | /// <param name="assetUuids">Dictionary in which to record the references</param> | ||
144 | public void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, int> assetUuids) | ||
145 | { | ||
146 | AssetBase assetBase = GetAsset(wearableAssetUuid); | ||
147 | //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); | ||
148 | AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data); | ||
149 | wearableAsset.Decode(); | ||
150 | |||
151 | //m_log.DebugFormat( | ||
152 | // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); | ||
153 | |||
154 | foreach (UUID uuid in wearableAsset.Textures.Values) | ||
155 | { | ||
156 | //m_log.DebugFormat("[ARCHIVER]: Got bodypart uuid {0}", uuid); | ||
157 | assetUuids[uuid] = 1; | ||
158 | } | ||
159 | } | ||
160 | |||
161 | /// <summary> | ||
162 | /// Get all the asset uuids associated with a given object. This includes both those directly associated with | ||
163 | /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained | ||
164 | /// within this object). | ||
165 | /// </summary> | ||
166 | /// <param name="sceneObject"></param> | ||
167 | /// <param name="assetUuids"></param> | ||
168 | public void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, int> assetUuids) | ||
169 | { | ||
170 | AssetBase objectAsset = GetAsset(sceneObjectUuid); | ||
171 | |||
172 | if (null != objectAsset) | ||
173 | { | ||
174 | string xml = Utils.BytesToString(objectAsset.Data); | ||
175 | SceneObjectGroup sog = new SceneObjectGroup(xml, true); | ||
176 | GetSceneObjectAssetUuids(sog, assetUuids); | ||
177 | } | ||
178 | } | ||
179 | |||
180 | /// <summary> | ||
181 | /// Get all the asset uuids associated with a given object. | ||
182 | /// </summary> | ||
183 | /// | ||
184 | /// This includes both those directly associated with | ||
185 | /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained | ||
186 | /// within this object). | ||
187 | /// | ||
188 | /// <param name="sceneObject">The scene object for which to gather assets</param> | ||
189 | /// <param name="assetUuids">The assets gathered</param> | ||
190 | public void GetSceneObjectAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids) | ||
191 | { | ||
192 | m_log.DebugFormat( | ||
193 | "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); | ||
194 | |||
195 | foreach (SceneObjectPart part in sceneObject.GetParts()) | ||
196 | { | ||
197 | //m_log.DebugFormat( | ||
198 | // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); | ||
199 | |||
200 | try | ||
201 | { | ||
202 | Primitive.TextureEntry textureEntry = part.Shape.Textures; | ||
203 | |||
204 | // Get the prim's default texture. This will be used for faces which don't have their own texture | ||
205 | assetUuids[textureEntry.DefaultTexture.TextureID] = 1; | ||
206 | |||
207 | // XXX: Not a great way to iterate through face textures, but there's no | ||
208 | // other method available to tell how many faces there actually are | ||
209 | //int i = 0; | ||
210 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) | ||
211 | { | ||
212 | if (texture != null) | ||
213 | { | ||
214 | //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); | ||
215 | assetUuids[texture.TextureID] = 1; | ||
216 | } | ||
217 | } | ||
218 | |||
219 | // If the prim is a sculpt then preserve this information too | ||
220 | if (part.Shape.SculptTexture != UUID.Zero) | ||
221 | assetUuids[part.Shape.SculptTexture] = 1; | ||
222 | |||
223 | // Now analyze this prim's inventory items to preserve all the uuids that they reference | ||
224 | foreach (TaskInventoryItem tii in part.TaskInventory.Values) | ||
225 | { | ||
226 | //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); | ||
227 | |||
228 | if (!assetUuids.ContainsKey(tii.AssetID)) | ||
229 | { | ||
230 | assetUuids[tii.AssetID] = 1; | ||
231 | |||
232 | if ((int)AssetType.Bodypart == tii.Type || ((int)AssetType.Clothing == tii.Type)) | ||
233 | { | ||
234 | GetWearableAssetUuids(tii.AssetID, assetUuids); | ||
235 | } | ||
236 | else if ((int)AssetType.LSLText == tii.Type) | ||
237 | { | ||
238 | GetScriptAssetUuids(tii.AssetID, assetUuids); | ||
239 | } | ||
240 | else if ((int)AssetType.Object == tii.Type) | ||
241 | { | ||
242 | GetSceneObjectAssetUuids(tii.AssetID, assetUuids); | ||
243 | } | ||
244 | //else | ||
245 | //{ | ||
246 | //m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); | ||
247 | //} | ||
248 | } | ||
249 | } | ||
250 | } | ||
251 | catch (Exception e) | ||
252 | { | ||
253 | m_log.ErrorFormat("[ASSET GATHERER]: Failed to get part - {0}", e); | ||
254 | m_log.DebugFormat("[ASSET GATHERER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length); | ||
255 | } | ||
256 | } | ||
257 | } | ||
258 | } | ||
259 | } | ||