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-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs38
2 files changed, 48 insertions, 16 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index 24de56e..d9fe87c 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -85,5 +85,31 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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));
87 } 87 }
88
89 [Test]
90 public void TestNotecardAsset()
91 {
92 TestHelpers.InMethod();
93// log4net.Config.XmlConfigurator.Configure();
94
95 UUID ownerId = TestHelpers.ParseTail(0x10);
96 UUID soAssetId = TestHelpers.ParseTail(0x20);
97 UUID ncAssetId = TestHelpers.ParseTail(0x30);
98
99 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId);
100 AssetBase soAsset = AssetHelpers.CreateAsset(soAssetId, so);
101 m_assetService.Store(soAsset);
102
103 AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString());
104 m_assetService.Store(ncAsset);
105
106 IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
107 m_uuidGatherer.GatherAssetUuids(ncAssetId, AssetType.Notecard, foundAssetUuids);
108
109 // We count the uuid as gathered even if the asset itself is corrupt.
110 Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
111 Assert.That(foundAssetUuids.ContainsKey(ncAssetId));
112 Assert.That(foundAssetUuids.ContainsKey(soAssetId));
113 }
88 } 114 }
89} 115}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 8d41f00..313dc99 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -62,12 +62,12 @@ namespace OpenSim.Region.Framework.Scenes
62 /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate 62 /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
63 /// asset was found by the asset service. 63 /// asset was found by the asset service.
64 /// </summary> 64 /// </summary>
65 protected AssetBase m_requestedObjectAsset; 65 private AssetBase m_requestedObjectAsset;
66 66
67 /// <summary> 67 /// <summary>
68 /// Signal whether we are currently waiting for the asset service to deliver an asset. 68 /// Signal whether we are currently waiting for the asset service to deliver an asset.
69 /// </summary> 69 /// </summary>
70 protected bool m_waitingForObjectAsset; 70 private bool m_waitingForObjectAsset;
71 71
72 public UuidGatherer(IAssetService assetCache) 72 public UuidGatherer(IAssetService assetCache)
73 { 73 {
@@ -99,9 +99,13 @@ namespace OpenSim.Region.Framework.Scenes
99 { 99 {
100 GetGestureAssetUuids(assetUuid, assetUuids); 100 GetGestureAssetUuids(assetUuid, assetUuids);
101 } 101 }
102 else if (AssetType.Notecard == assetType)
103 {
104 GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
105 }
102 else if (AssetType.LSLText == assetType) 106 else if (AssetType.LSLText == assetType)
103 { 107 {
104 GetScriptAssetUuids(assetUuid, assetUuids); 108 GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
105 } 109 }
106 else if (AssetType.Object == assetType) 110 else if (AssetType.Object == assetType)
107 { 111 {
@@ -190,7 +194,7 @@ namespace OpenSim.Region.Framework.Scenes
190 /// <summary> 194 /// <summary>
191 /// The callback made when we request the asset for an object from the asset service. 195 /// The callback made when we request the asset for an object from the asset service.
192 /// </summary> 196 /// </summary>
193 protected void AssetReceived(string id, Object sender, AssetBase asset) 197 private void AssetReceived(string id, Object sender, AssetBase asset)
194 { 198 {
195 lock (this) 199 lock (this)
196 { 200 {
@@ -234,23 +238,25 @@ namespace OpenSim.Region.Framework.Scenes
234 /// </summary> 238 /// </summary>
235 /// <param name="scriptUuid"></param> 239 /// <param name="scriptUuid"></param>
236 /// <param name="assetUuids">Dictionary in which to record the references</param> 240 /// <param name="assetUuids">Dictionary in which to record the references</param>
237 protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, AssetType> assetUuids) 241 private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids)
238 { 242 {
239 AssetBase scriptAsset = GetAsset(scriptUuid); 243 m_log.DebugFormat("[ASSET GATHERER]: Getting assets for asset {0}", embeddingAssetId);
244
245 AssetBase embeddingAsset = GetAsset(embeddingAssetId);
240 246
241 if (null != scriptAsset) 247 if (null != embeddingAsset)
242 { 248 {
243 string script = Utils.BytesToString(scriptAsset.Data); 249 string script = Utils.BytesToString(embeddingAsset.Data);
244 //m_log.DebugFormat("[ARCHIVER]: Script {0}", script); 250 m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
245 MatchCollection uuidMatches = Util.UUIDPattern.Matches(script); 251 MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
246 //m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count); 252 m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
247 253
248 foreach (Match uuidMatch in uuidMatches) 254 foreach (Match uuidMatch in uuidMatches)
249 { 255 {
250 UUID uuid = new UUID(uuidMatch.Value); 256 UUID uuid = new UUID(uuidMatch.Value);
251 //m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid); 257 m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
252 258
253 // Assume AssetIDs embedded in scripts are textures 259 // Assume AssetIDs embedded are textures.
254 assetUuids[uuid] = AssetType.Texture; 260 assetUuids[uuid] = AssetType.Texture;
255 } 261 }
256 } 262 }
@@ -261,7 +267,7 @@ namespace OpenSim.Region.Framework.Scenes
261 /// </summary> 267 /// </summary>
262 /// <param name="wearableAssetUuid"></param> 268 /// <param name="wearableAssetUuid"></param>
263 /// <param name="assetUuids">Dictionary in which to record the references</param> 269 /// <param name="assetUuids">Dictionary in which to record the references</param>
264 protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids) 270 private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
265 { 271 {
266 AssetBase assetBase = GetAsset(wearableAssetUuid); 272 AssetBase assetBase = GetAsset(wearableAssetUuid);
267 273
@@ -288,7 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
288 /// </summary> 294 /// </summary>
289 /// <param name="sceneObject"></param> 295 /// <param name="sceneObject"></param>
290 /// <param name="assetUuids"></param> 296 /// <param name="assetUuids"></param>
291 protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids) 297 private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
292 { 298 {
293 AssetBase objectAsset = GetAsset(sceneObjectUuid); 299 AssetBase objectAsset = GetAsset(sceneObjectUuid);
294 300
@@ -317,7 +323,7 @@ namespace OpenSim.Region.Framework.Scenes
317 /// </summary> 323 /// </summary>
318 /// <param name="gestureUuid"></param> 324 /// <param name="gestureUuid"></param>
319 /// <param name="assetUuids"></param> 325 /// <param name="assetUuids"></param>
320 protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids) 326 private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
321 { 327 {
322 AssetBase assetBase = GetAsset(gestureUuid); 328 AssetBase assetBase = GetAsset(gestureUuid);
323 if (null == assetBase) 329 if (null == assetBase)