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Moved DataSnapshot feature to OptionalModules too.
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264
OpenSim/Region/OptionalModules/DataSnapshot/ObjectSnapshot.cs
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264
OpenSim/Region/OptionalModules/DataSnapshot/ObjectSnapshot.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.DataSnapshot.Interfaces;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.DataSnapshot.Providers
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{
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public class ObjectSnapshot : IDataSnapshotProvider
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{
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private Scene m_scene = null;
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// private DataSnapshotManager m_parent = null;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_stale = true;
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private static UUID m_DefaultImage = new UUID("89556747-24cb-43ed-920b-47caed15465f");
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private static UUID m_BlankImage = new UUID("5748decc-f629-461c-9a36-a35a221fe21f");
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public void Initialize(Scene scene, DataSnapshotManager parent)
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{
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m_scene = scene;
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// m_parent = parent;
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//To check for staleness, we must catch all incoming client packets.
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m_scene.EventManager.OnNewClient += OnNewClient;
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m_scene.EventManager.OnParcelPrimCountAdd += delegate(SceneObjectGroup obj) { this.Stale = true; };
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}
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public void OnNewClient(IClientAPI client)
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{
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//Detect object data changes by hooking into the IClientAPI.
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//Very dirty, and breaks whenever someone changes the client API.
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client.OnAddPrim += delegate (UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot,
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PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID,
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byte RayEndIsIntersection) { this.Stale = true; };
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client.OnLinkObjects += delegate (IClientAPI remoteClient, uint parent, List<uint> children)
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{ this.Stale = true; };
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client.OnDelinkObjects += delegate(List<uint> primIds, IClientAPI clientApi) { this.Stale = true; };
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client.OnGrabUpdate += delegate(UUID objectID, Vector3 offset, Vector3 grapPos,
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IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs) { this.Stale = true; };
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client.OnObjectAttach += delegate(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt,
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bool silent) { this.Stale = true; };
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client.OnObjectDuplicate += delegate(uint localID, Vector3 offset, uint dupeFlags, UUID AgentID,
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UUID GroupID) { this.Stale = true; };
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client.OnObjectDuplicateOnRay += delegate(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID,
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UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, bool BypassRaycast,
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bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) { this.Stale = true; };
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client.OnObjectIncludeInSearch += delegate(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
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{ this.Stale = true; };
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client.OnObjectPermissions += delegate(IClientAPI controller, UUID agentID, UUID sessionID,
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byte field, uint localId, uint mask, byte set) { this.Stale = true; };
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client.OnRezObject += delegate(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd,
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Vector3 RayStart, UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
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bool RezSelected,
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bool RemoveItem, UUID fromTaskID) { this.Stale = true; };
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}
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public Scene GetParentScene
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{
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get { return m_scene; }
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}
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public XmlNode RequestSnapshotData(XmlDocument nodeFactory)
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{
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m_log.Debug("[DATASNAPSHOT]: Generating object data for scene " + m_scene.RegionInfo.RegionName);
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XmlNode parent = nodeFactory.CreateNode(XmlNodeType.Element, "objectdata", "");
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XmlNode node;
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EntityBase[] entities = m_scene.Entities.GetEntities();
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foreach (EntityBase entity in entities)
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{
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// only objects, not avatars
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if (entity is SceneObjectGroup)
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{
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SceneObjectGroup obj = (SceneObjectGroup)entity;
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// m_log.Debug("[DATASNAPSHOT]: Found object " + obj.Name + " in scene");
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// libomv will complain about PrimFlags.JointWheel
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// being obsolete, so we...
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#pragma warning disable 0612
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if ((obj.RootPart.Flags & PrimFlags.JointWheel) == PrimFlags.JointWheel)
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{
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SceneObjectPart m_rootPart = obj.RootPart;
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ILandObject land = m_scene.LandChannel.GetLandObject(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y);
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XmlNode xmlobject = nodeFactory.CreateNode(XmlNodeType.Element, "object", "");
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node = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", "");
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node.InnerText = obj.UUID.ToString();
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "title", "");
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node.InnerText = m_rootPart.Name;
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "description", "");
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node.InnerText = m_rootPart.Description;
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "flags", "");
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node.InnerText = String.Format("{0:x}", (uint)m_rootPart.Flags);
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "regionuuid", "");
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node.InnerText = m_scene.RegionInfo.RegionSettings.RegionUUID.ToString();
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xmlobject.AppendChild(node);
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if (land != null && land.LandData != null)
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{
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node = nodeFactory.CreateNode(XmlNodeType.Element, "parceluuid", "");
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node.InnerText = land.LandData.GlobalID.ToString();
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xmlobject.AppendChild(node);
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}
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else
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{
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// Something is wrong with this object. Let's not list it.
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m_log.WarnFormat("[DATASNAPSHOT]: Bad data for object {0} ({1}) in region {2}", obj.Name, obj.UUID, m_scene.RegionInfo.RegionName);
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continue;
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}
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node = nodeFactory.CreateNode(XmlNodeType.Element, "location", "");
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Vector3 loc = obj.AbsolutePosition;
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node.InnerText = loc.X.ToString() + "/" + loc.Y.ToString() + "/" + loc.Z.ToString();
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xmlobject.AppendChild(node);
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string bestImage = GuessImage(obj);
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if (bestImage != string.Empty)
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{
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node = nodeFactory.CreateNode(XmlNodeType.Element, "image", "");
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node.InnerText = bestImage;
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xmlobject.AppendChild(node);
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}
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parent.AppendChild(xmlobject);
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}
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#pragma warning disable 0612
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}
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}
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this.Stale = false;
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return parent;
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}
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public String Name
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{
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get { return "ObjectSnapshot"; }
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}
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public bool Stale
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{
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get
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{
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return m_stale;
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}
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set
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{
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m_stale = value;
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if (m_stale)
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OnStale(this);
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}
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}
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public event ProviderStale OnStale;
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/// <summary>
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/// Guesses the best image, based on a simple heuristic. It guesses only for boxes.
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/// We're optimizing for boxes, because those are the most common objects
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/// marked "Show in search" -- boxes with content inside.For other shapes,
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/// it's really hard to tell which texture should be grabbed.
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/// </summary>
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/// <param name="sog"></param>
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/// <returns></returns>
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private string GuessImage(SceneObjectGroup sog)
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{
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string bestguess = string.Empty;
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Dictionary<UUID, int> counts = new Dictionary<UUID, int>();
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PrimitiveBaseShape shape = sog.RootPart.Shape;
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if (shape != null && shape.ProfileShape == ProfileShape.Square)
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{
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Primitive.TextureEntry textures = shape.Textures;
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if (textures != null)
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{
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if (textures.DefaultTexture != null &&
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textures.DefaultTexture.TextureID != UUID.Zero &&
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textures.DefaultTexture.TextureID != m_DefaultImage &&
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textures.DefaultTexture.TextureID != m_BlankImage &&
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textures.DefaultTexture.RGBA.A < 50f)
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{
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counts[textures.DefaultTexture.TextureID] = 8;
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}
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if (textures.FaceTextures != null)
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{
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foreach (Primitive.TextureEntryFace tentry in textures.FaceTextures)
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{
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if (tentry != null)
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{
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if (tentry.TextureID != UUID.Zero && tentry.TextureID != m_DefaultImage && tentry.TextureID != m_BlankImage && tentry.RGBA.A < 50)
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{
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int c = 0;
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counts.TryGetValue(tentry.TextureID, out c);
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counts[tentry.TextureID] = c + 1;
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// decrease the default texture count
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if (counts.ContainsKey(textures.DefaultTexture.TextureID))
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counts[textures.DefaultTexture.TextureID] = counts[textures.DefaultTexture.TextureID] - 1;
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}
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}
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}
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}
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// Let's pick the most unique texture
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int min = 9999;
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foreach (KeyValuePair<UUID, int> kv in counts)
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{
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if (kv.Value < min && kv.Value >= 1)
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{
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bestguess = kv.Key.ToString();
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min = kv.Value;
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}
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}
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}
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}
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return bestguess;
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}
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}
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}
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