using System; using System.Collections.Generic; using libsecondlife; using OpenSim.Framework.Types; using OpenSim.Framework.Utilities; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; 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 Close() { } public string Name { get { return "DynamicTextureModule"; } } public bool IsSharedModule { get { 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) { Console.WriteLine("dynamic texture being created: " + url + " of type " + contentType); if (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 (!Updaters.ContainsKey(updater.UpdaterID)) { Updaters.Add(updater.UpdaterID, updater); } RenderPlugins[contentType].AsyncConvertUrl(updater.UpdaterID, url, extraParams); return updater.UpdaterID; } return LLUUID.Zero; } public LLUUID AddDynamicTextureData(LLUUID simID, LLUUID primID, string contentType, string data, string extraParams, int updateTimer) { if (RenderPlugins.ContainsKey(contentType)) { DynamicTextureUpdater updater = new DynamicTextureUpdater(); updater.SimUUID = simID; updater.PrimID = primID; updater.ContentType = contentType; updater.BodyData = data; updater.UpdateTimer = updateTimer; updater.UpdaterID = LLUUID.Random(); updater.Params = extraParams; if (!Updaters.ContainsKey(updater.UpdaterID)) { Updaters.Add(updater.UpdaterID, updater); } RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams); return updater.UpdaterID; } return LLUUID.Zero; } public class DynamicTextureUpdater { public LLUUID SimUUID; public LLUUID UpdaterID; public string ContentType; public string Url; public string BodyData; public LLUUID PrimID; public int UpdateTimer; public LLUUID LastAssetID; public string Params; public DynamicTextureUpdater() { LastAssetID = LLUUID.Zero; UpdateTimer = 0; BodyData = 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); LastAssetID = asset.FullID; SceneObjectPart part = scene.GetSceneObjectPart(PrimID); part.Shape.TextureEntry = new LLObject.TextureEntry(asset.FullID).ToBytes(); part.ScheduleFullUpdate(); } } } }