From 28723beb0ccec654ac24ee1632b137b424fd3360 Mon Sep 17 00:00:00 2001 From: dahlia Date: Mon, 20 Jan 2014 02:57:08 -0800 Subject: Add code to convert legacy materials stored in DynAttrs to new asset format and store them as assets --- .../OptionalModules/Materials/MaterialsModule.cs | 122 +++++++++++++++++---- 1 file changed, 102 insertions(+), 20 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs index 4b635d8..1b5a7a3 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs @@ -149,12 +149,87 @@ namespace OpenSim.Region.OptionalModules.Materials } /// + /// Searches the part for any legacy materials stored in DynAttrs and converts them to assets, replacing + /// the MaterialIDs in the TextureEntries for the part. + /// Deletes the legacy materials from the part as they are no longer needed. + /// + /// + private void ConvertLegacyMaterialsInPart(SceneObjectPart part) + { + if (part.DynAttrs == null) + return; + + var te = new Primitive.TextureEntry(part.Shape.TextureEntry, 0, part.Shape.TextureEntry.Length); + if (te == null) + return; + + OSD OSMaterials = null; + OSDArray matsArr = null; + + lock (part.DynAttrs) + { + if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) + { + OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); + + if (materialsStore == null) + return; + + materialsStore.TryGetValue("Materials", out OSMaterials); + } + + if (OSMaterials != null && OSMaterials is OSDArray) + matsArr = OSMaterials as OSDArray; + else + return; + } + + if (matsArr == null) + return; + + foreach (OSD elemOsd in matsArr) + { + if (elemOsd != null && elemOsd is OSDMap) + { + OSDMap matMap = elemOsd as OSDMap; + if (matMap.ContainsKey("ID") && matMap.ContainsKey("Material")) + { + UUID id = matMap["ID"].AsUUID(); + OSDMap material = (OSDMap)matMap["Material"]; + bool used = false; + + foreach (var face in te.FaceTextures) + if (face.MaterialID == id) + used = true; + + if (used) + { // store legacy material in new asset format, and update the part texture entry with the new hashed UUID + + var newId = StoreMaterialAsAsset(part.CreatorID, material, part); + foreach (var face in te.FaceTextures) + if (face.MaterialID == id) + face.MaterialID = newId; + } + } + } + } + + part.Shape.TextureEntry = te.GetBytes(); + + lock (part.DynAttrs) + part.DynAttrs.RemoveStore("OpenSim", "Materials"); + } + + /// /// Find the materials used in the SOP, and add them to 'm_regionMaterials'. /// private void GetStoredMaterialsInPart(SceneObjectPart part) { if (part.Shape == null) return; + + ConvertLegacyMaterialsInPart(part); + var te = new Primitive.TextureEntry(part.Shape.TextureEntry, 0, part.Shape.TextureEntry.Length); if (te == null) return; @@ -324,26 +399,7 @@ namespace OpenSim.Region.OptionalModules.Materials } else { - // Material UUID = hash of the material's data. - // This makes materials deduplicate across the entire grid (but isn't otherwise required). - byte[] data = System.Text.Encoding.ASCII.GetBytes(OSDParser.SerializeLLSDXmlString(mat)); - using (var md5 = MD5.Create()) - id = new UUID(md5.ComputeHash(data), 0); - - lock (m_regionMaterials) - { - if (!m_regionMaterials.ContainsKey(id)) - { - m_regionMaterials[id] = mat; - - // This asset might exist already, but it's ok to try to store it again - string name = "Material " + ChooseMaterialName(mat, sop); - name = name.Substring(0, Math.Min(64, name.Length)).Trim(); - AssetBase asset = new AssetBase(id, name, (sbyte)OpenSimAssetType.Material, agentID.ToString()); - asset.Data = data; - m_scene.AssetService.Store(asset); - } - } + id = StoreMaterialAsAsset(agentID, mat, sop); } @@ -404,6 +460,32 @@ namespace OpenSim.Region.OptionalModules.Materials return response; } + private UUID StoreMaterialAsAsset(UUID agentID, OSDMap mat, SceneObjectPart sop) + { + UUID id; + // Material UUID = hash of the material's data. + // This makes materials deduplicate across the entire grid (but isn't otherwise required). + byte[] data = System.Text.Encoding.ASCII.GetBytes(OSDParser.SerializeLLSDXmlString(mat)); + using (var md5 = MD5.Create()) + id = new UUID(md5.ComputeHash(data), 0); + + lock (m_regionMaterials) + { + if (!m_regionMaterials.ContainsKey(id)) + { + m_regionMaterials[id] = mat; + + // This asset might exist already, but it's ok to try to store it again + string name = "Material " + ChooseMaterialName(mat, sop); + name = name.Substring(0, Math.Min(64, name.Length)).Trim(); + AssetBase asset = new AssetBase(id, name, (sbyte)OpenSimAssetType.Material, agentID.ToString()); + asset.Data = data; + m_scene.AssetService.Store(asset); + } + } + return id; + } + /// /// Use heuristics to choose a good name for the material. /// -- cgit v1.1