From bfd36e2e836f92539e68bba077104d5016c5bf8b Mon Sep 17 00:00:00 2001 From: MW Date: Tue, 4 Sep 2007 13:43:56 +0000 Subject: Some work on Module loading/management. Some more modules templates classes (hoping that someone will pick some of these and work on implementing them). Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them). Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim. Some work on the console command handling. Added "change-region " and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much) --- .../Environment/Modules/DynamicTextureModule.cs | 136 +++++++++++++++++++++ 1 file changed, 136 insertions(+) create mode 100644 OpenSim/Region/Environment/Modules/DynamicTextureModule.cs (limited to 'OpenSim/Region/Environment/Modules/DynamicTextureModule.cs') diff --git a/OpenSim/Region/Environment/Modules/DynamicTextureModule.cs b/OpenSim/Region/Environment/Modules/DynamicTextureModule.cs new file mode 100644 index 0000000..6edebe7 --- /dev/null +++ b/OpenSim/Region/Environment/Modules/DynamicTextureModule.cs @@ -0,0 +1,136 @@ +using System.Text; +using System.Net; +using System.Net.Sockets; +using System.Threading; +using System.IO; +using System.Collections.Generic; +using libsecondlife; +using OpenJPEGNet; +using OpenSim.Region.Environment.Scenes; +using OpenSim.Region.Environment.Interfaces; +using OpenSim.Framework.Interfaces; +using OpenSim.Framework.Utilities; +using OpenSim.Framework.Console; +using OpenSim.Framework.Types; + +namespace OpenSim.Region.Environment.Modules +{ + public class DynamicTextureModule :IRegionModule, IDynamicTextureManager + { + private Dictionary RegisteredScenes = new Dictionary(); + private Dictionary RenderPlugins= new Dictionary(); + private Dictionary Updaters = new Dictionary(); + + public void Initialise(Scene scene) + { + if (!RegisteredScenes.ContainsKey(scene.RegionInfo.SimUUID)) + { + RegisteredScenes.Add(scene.RegionInfo.SimUUID, scene); + scene.RegisterModuleInterface(this); + } + } + + public void PostInitialise() + { + + } + + public void CloseDown() + { + } + + public string GetName() + { + return "DynamicTextureModule"; + } + + public bool IsSharedModule() + { + return true; + } + + public void RegisterRender(string handleType, IDynamicTextureRender render) + { + if (!RenderPlugins.ContainsKey(handleType)) + { + RenderPlugins.Add(handleType, render); + } + } + + public void ReturnData(LLUUID id, byte[] data) + { + if (Updaters.ContainsKey(id)) + { + DynamicTextureUpdater updater = Updaters[id]; + if (RegisteredScenes.ContainsKey(updater.SimUUID)) + { + Scene scene = RegisteredScenes[updater.SimUUID]; + updater.DataReceived(data, scene); + } + } + } + + public LLUUID AddDynamicTextureURL(LLUUID simID, LLUUID primID, string contentType, string url, string extraParams, int updateTimer) + { + System.Console.WriteLine("dynamic texture being created " + url + " of type " + contentType); + if (this.RenderPlugins.ContainsKey(contentType)) + { + DynamicTextureUpdater updater = new DynamicTextureUpdater(); + updater.SimUUID = simID; + updater.PrimID = primID; + updater.ContentType = contentType; + updater.Url = url; + updater.UpdateTimer = updateTimer; + updater.UpdaterID = LLUUID.Random(); + updater.Params = extraParams; + + if (!this.Updaters.ContainsKey(updater.UpdaterID)) + { + Updaters.Add(updater.UpdaterID, updater); + } + + RenderPlugins[contentType].AsyncConvertUrl(updater.UpdaterID, url, extraParams); + return updater.UpdaterID; + } + return LLUUID.Zero; + } + + public class DynamicTextureUpdater + { + public LLUUID SimUUID; + public LLUUID UpdaterID; + public string ContentType; + public string Url; + public Stream StreamData; + public LLUUID PrimID; + public int UpdateTimer; + public LLUUID LastAssetID; + public string Params; + + public DynamicTextureUpdater() + { + LastAssetID = LLUUID.Zero; + UpdateTimer = 0; + StreamData = null; + } + + public void DataReceived(byte[] data, Scene scene) + { + //TODO delete the last asset(data), if it was a dynamic texture + + AssetBase asset = new AssetBase(); + asset.FullID = LLUUID.Random(); + asset.Data = data; + asset.Name = "DynamicImage" + Util.RandomClass.Next(1, 10000); + asset.Type = 0; + scene.commsManager.AssetCache.AddAsset(asset); + + this.LastAssetID = asset.FullID; + + SceneObjectPart part = scene.GetSceneObjectPart(PrimID); + part.Shape.TextureEntry = new LLObject.TextureEntry(asset.FullID).ToBytes(); + part.ScheduleFullUpdate(); + } + } + } +} -- cgit v1.1