mirror of
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synced 2026-08-05 08:55:56 +08:00
Merge branch 'master' into varregion
This commit is contained in:
@@ -51,10 +51,17 @@ namespace OpenSim.Region.Framework.Interfaces
|
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UUID = 5
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||||
}
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|
||||
public struct JsonStoreStats
|
||||
{
|
||||
public int StoreCount;
|
||||
}
|
||||
|
||||
public delegate void TakeValueCallback(string s);
|
||||
|
||||
public interface IJsonStoreModule
|
||||
{
|
||||
JsonStoreStats GetStoreStats();
|
||||
|
||||
bool AttachObjectStore(UUID objectID);
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bool CreateStore(string value, ref UUID result);
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bool DestroyStore(UUID storeID);
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@@ -3930,32 +3930,52 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// m_log.DebugFormat(
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// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
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// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
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|
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// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
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if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
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RegionInfo.EstateSettings.AllowDirectTeleport == false &&
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!viahome && !godlike)
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{
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SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
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// Can have multiple SpawnPoints
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List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
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if (spawnpoints.Count > 1)
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|
||||
if (telehub != null)
|
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{
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// We have multiple SpawnPoints, Route the agent to a random or sequential one
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if (SpawnPointRouting == "random")
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acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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||||
);
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// Can have multiple SpawnPoints
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List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
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if (spawnpoints.Count > 1)
|
||||
{
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// We have multiple SpawnPoints, Route the agent to a random or sequential one
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||||
if (SpawnPointRouting == "random")
|
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acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
|
||||
telehub.AbsolutePosition,
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telehub.GroupRotation
|
||||
);
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||||
else
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acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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}
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else if (spawnpoints.Count == 1)
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{
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// We have a single SpawnPoint and will route the agent to it
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acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
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}
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else
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acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
|
||||
telehub.AbsolutePosition,
|
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telehub.GroupRotation
|
||||
);
|
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{
|
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m_log.DebugFormat(
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"[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
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RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
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||||
}
|
||||
}
|
||||
else
|
||||
{
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||||
// We have a single SpawnPoint and will route the agent to it
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||||
acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
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m_log.DebugFormat(
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"[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
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RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
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}
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return true;
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119
OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
Normal file
119
OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
Normal file
@@ -0,0 +1,119 @@
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||||
/*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
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||||
using Nini.Config;
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||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
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using OpenSim.Framework;
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||||
using OpenSim.Region.CoreModules.World.Estate;
|
||||
using OpenSim.Region.Framework.Scenes;
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||||
using OpenSim.Region.Framework.Interfaces;
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||||
using OpenSim.Services.Interfaces;
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||||
using OpenSim.Tests.Common;
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||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// Scene telehub tests
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// TODO: Tests which run through normal functionality. Currently, the only test is one that checks behaviour
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/// in the case of an error condition
|
||||
/// </remarks>
|
||||
[TestFixture]
|
||||
public class SceneTelehubTests : OpenSimTestCase
|
||||
{
|
||||
/// <summary>
|
||||
/// Test for desired behaviour when a telehub has no spawn points
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestNoTelehubSpawnPoints()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
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|
||||
EstateManagementModule emm = new EstateManagementModule();
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SceneHelpers sh = new SceneHelpers();
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Scene scene = sh.SetupScene();
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SceneHelpers.SetupSceneModules(scene, emm);
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|
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UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
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SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
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||||
|
||||
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
|
||||
scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
|
||||
|
||||
// Must still be possible to successfully log in
|
||||
UUID loggingInUserId = TestHelpers.ParseTail(0x2);
|
||||
|
||||
UserAccount ua
|
||||
= UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
|
||||
|
||||
SceneHelpers.AddScenePresence(scene, ua);
|
||||
|
||||
Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test for desired behaviour when the scene object nominated as a telehub object does not exist.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestNoTelehubSceneObject()
|
||||
{
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||||
TestHelpers.InMethod();
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||||
// TestHelpers.EnableLogging();
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||||
|
||||
EstateManagementModule emm = new EstateManagementModule();
|
||||
|
||||
SceneHelpers sh = new SceneHelpers();
|
||||
Scene scene = sh.SetupScene();
|
||||
SceneHelpers.SetupSceneModules(scene, emm);
|
||||
|
||||
UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
|
||||
|
||||
SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
|
||||
SceneObjectGroup spawnPointSo = SceneHelpers.AddSceneObject(scene, "spawnpointObject", telehubSceneObjectOwner);
|
||||
|
||||
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
|
||||
emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "spawnpoint add", spawnPointSo.LocalId);
|
||||
scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
|
||||
|
||||
scene.DeleteSceneObject(telehubSo, false);
|
||||
|
||||
// Must still be possible to successfully log in
|
||||
UUID loggingInUserId = TestHelpers.ParseTail(0x2);
|
||||
|
||||
UserAccount ua
|
||||
= UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
|
||||
|
||||
SceneHelpers.AddScenePresence(scene, ua);
|
||||
|
||||
Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -62,8 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
= AssetHelpers.CreateAsset(corruptAssetUuid, AssetType.Notecard, "CORRUPT ASSET", UUID.Zero);
|
||||
m_assetService.Store(corruptAsset);
|
||||
|
||||
IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
|
||||
m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, AssetType.Object, foundAssetUuids);
|
||||
IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
|
||||
m_uuidGatherer.GatherAssetUuids(corruptAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
|
||||
|
||||
// We count the uuid as gathered even if the asset itself is corrupt.
|
||||
Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
|
||||
@@ -78,9 +78,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
TestHelpers.InMethod();
|
||||
|
||||
UUID missingAssetUuid = UUID.Parse("00000000-0000-0000-0000-000000000666");
|
||||
IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
|
||||
IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
|
||||
|
||||
m_uuidGatherer.GatherAssetUuids(missingAssetUuid, AssetType.Object, foundAssetUuids);
|
||||
m_uuidGatherer.GatherAssetUuids(missingAssetUuid, (sbyte)AssetType.Object, foundAssetUuids);
|
||||
|
||||
// We count the uuid as gathered even if the asset itself is missing.
|
||||
Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
|
||||
@@ -103,8 +103,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
AssetBase ncAsset = AssetHelpers.CreateNotecardAsset(ncAssetId, soAssetId.ToString());
|
||||
m_assetService.Store(ncAsset);
|
||||
|
||||
IDictionary<UUID, AssetType> foundAssetUuids = new Dictionary<UUID, AssetType>();
|
||||
m_uuidGatherer.GatherAssetUuids(ncAssetId, AssetType.Notecard, foundAssetUuids);
|
||||
IDictionary<UUID, sbyte> foundAssetUuids = new Dictionary<UUID, sbyte>();
|
||||
m_uuidGatherer.GatherAssetUuids(ncAssetId, (sbyte)AssetType.Notecard, foundAssetUuids);
|
||||
|
||||
// We count the uuid as gathered even if the asset itself is corrupt.
|
||||
Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
|
||||
|
||||
@@ -38,6 +38,7 @@ using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes.Serialization;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
|
||||
/// <param name="assetType">The type of the asset for the uuid given</param>
|
||||
/// <param name="assetUuids">The assets gathered</param>
|
||||
public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
|
||||
public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
// avoid infinite loops
|
||||
if (assetUuids.ContainsKey(assetUuid))
|
||||
@@ -93,23 +94,27 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
assetUuids[assetUuid] = assetType;
|
||||
|
||||
if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
|
||||
if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType)
|
||||
{
|
||||
GetWearableAssetUuids(assetUuid, assetUuids);
|
||||
}
|
||||
else if (AssetType.Gesture == assetType)
|
||||
else if ((sbyte)AssetType.Gesture == assetType)
|
||||
{
|
||||
GetGestureAssetUuids(assetUuid, assetUuids);
|
||||
}
|
||||
else if (AssetType.Notecard == assetType)
|
||||
else if ((sbyte)AssetType.Notecard == assetType)
|
||||
{
|
||||
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
|
||||
}
|
||||
else if (AssetType.LSLText == assetType)
|
||||
else if ((sbyte)AssetType.LSLText == assetType)
|
||||
{
|
||||
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
|
||||
}
|
||||
else if (AssetType.Object == assetType)
|
||||
else if ((sbyte)OpenSimAssetType.Material == assetType)
|
||||
{
|
||||
GetMaterialAssetUuids(assetUuid, assetUuids);
|
||||
}
|
||||
else if ((sbyte)AssetType.Object == assetType)
|
||||
{
|
||||
GetSceneObjectAssetUuids(assetUuid, assetUuids);
|
||||
}
|
||||
@@ -136,7 +141,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
|
||||
/// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
|
||||
/// </param>
|
||||
public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids)
|
||||
public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
|
||||
@@ -156,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
// Get the prim's default texture. This will be used for faces which don't have their own texture
|
||||
if (textureEntry.DefaultTexture != null)
|
||||
assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
|
||||
assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture;
|
||||
|
||||
if (textureEntry.FaceTextures != null)
|
||||
{
|
||||
@@ -164,20 +169,20 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
|
||||
{
|
||||
if (texture != null)
|
||||
assetUuids[texture.TextureID] = AssetType.Texture;
|
||||
assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If the prim is a sculpt then preserve this information too
|
||||
if (part.Shape.SculptTexture != UUID.Zero)
|
||||
assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
|
||||
assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture;
|
||||
|
||||
if (part.Shape.ProjectionTextureUUID != UUID.Zero)
|
||||
assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture;
|
||||
assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture;
|
||||
|
||||
if (part.CollisionSound != UUID.Zero)
|
||||
assetUuids[part.CollisionSound] = AssetType.Sound;
|
||||
assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound;
|
||||
|
||||
if (part.ParticleSystem.Length > 0)
|
||||
{
|
||||
@@ -185,7 +190,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
|
||||
if (ps.Texture != UUID.Zero)
|
||||
assetUuids[ps.Texture] = AssetType.Texture;
|
||||
assetUuids[ps.Texture] = (sbyte)AssetType.Texture;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@@ -205,7 +210,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
// tii.Name, tii.Type, part.Name, part.UUID);
|
||||
|
||||
if (!assetUuids.ContainsKey(tii.AssetID))
|
||||
GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids);
|
||||
GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids);
|
||||
}
|
||||
|
||||
// FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed
|
||||
@@ -214,7 +219,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
// Scene.EventManager is present.
|
||||
// part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids);
|
||||
|
||||
GatherMaterialsUuids(part, assetUuids);
|
||||
|
||||
// still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs
|
||||
GatherMaterialsUuids(part, assetUuids);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@@ -225,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// /// <summary>
|
||||
// /// The callback made when we request the asset for an object from the asset service.
|
||||
// /// </summary>
|
||||
@@ -241,10 +248,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
/// <summary>
|
||||
/// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps
|
||||
/// stored in legacy format in part.DynAttrs
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
/// <param name="assetUuids"></param>
|
||||
public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids)
|
||||
//public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids)
|
||||
public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
// scan thru the dynAttrs map of this part for any textures used as materials
|
||||
OSD osdMaterials = null;
|
||||
@@ -280,7 +289,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
UUID normalMapId = mat["NormMap"].AsUUID();
|
||||
if (normalMapId != UUID.Zero)
|
||||
{
|
||||
assetUuids[normalMapId] = AssetType.Texture;
|
||||
assetUuids[normalMapId] = (sbyte)AssetType.Texture;
|
||||
//m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString());
|
||||
}
|
||||
}
|
||||
@@ -289,7 +298,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
UUID specularMapId = mat["SpecMap"].AsUUID();
|
||||
if (specularMapId != UUID.Zero)
|
||||
{
|
||||
assetUuids[specularMapId] = AssetType.Texture;
|
||||
assetUuids[specularMapId] = (sbyte)AssetType.Texture;
|
||||
//m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString());
|
||||
}
|
||||
}
|
||||
@@ -344,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary>
|
||||
/// <param name="scriptUuid"></param>
|
||||
/// <param name="assetUuids">Dictionary in which to record the references</param>
|
||||
private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId);
|
||||
|
||||
@@ -364,7 +373,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
// Embedded asset references (if not false positives) could be for many types of asset, so we will
|
||||
// label these as unknown.
|
||||
assetUuids[uuid] = AssetType.Unknown;
|
||||
assetUuids[uuid] = (sbyte)AssetType.Unknown;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -374,7 +383,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary>
|
||||
/// <param name="wearableAssetUuid"></param>
|
||||
/// <param name="assetUuids">Dictionary in which to record the references</param>
|
||||
private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
AssetBase assetBase = GetAsset(wearableAssetUuid);
|
||||
|
||||
@@ -389,7 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
foreach (UUID uuid in wearableAsset.Textures.Values)
|
||||
{
|
||||
assetUuids[uuid] = AssetType.Texture;
|
||||
assetUuids[uuid] = (sbyte)AssetType.Texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -401,7 +410,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary>
|
||||
/// <param name="sceneObject"></param>
|
||||
/// <param name="assetUuids"></param>
|
||||
private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
AssetBase objectAsset = GetAsset(sceneObjectUuid);
|
||||
|
||||
@@ -430,7 +439,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary>
|
||||
/// <param name="gestureUuid"></param>
|
||||
/// <param name="assetUuids"></param>
|
||||
private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
AssetBase assetBase = GetAsset(gestureUuid);
|
||||
if (null == assetBase)
|
||||
@@ -464,9 +473,29 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
// If it can be parsed as a UUID, it is an asset ID
|
||||
UUID uuid;
|
||||
if (UUID.TryParse(id, out uuid))
|
||||
assetUuids[uuid] = AssetType.Animation;
|
||||
assetUuids[uuid] = (sbyte)AssetType.Animation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the asset uuid's referenced in a material.
|
||||
/// </summary>
|
||||
private void GetMaterialAssetUuids(UUID materialUuid, IDictionary<UUID, sbyte> assetUuids)
|
||||
{
|
||||
AssetBase assetBase = GetAsset(materialUuid);
|
||||
if (null == assetBase)
|
||||
return;
|
||||
|
||||
OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(assetBase.Data);
|
||||
|
||||
UUID normMap = mat["NormMap"].AsUUID();
|
||||
if (normMap != UUID.Zero)
|
||||
assetUuids[normMap] = (sbyte)AssetType.Texture;
|
||||
|
||||
UUID specMap = mat["SpecMap"].AsUUID();
|
||||
if (specMap != UUID.Zero)
|
||||
assetUuids[specMap] = (sbyte)AssetType.Texture;
|
||||
}
|
||||
}
|
||||
|
||||
public class HGUuidGatherer : UuidGatherer
|
||||
|
||||
Reference in New Issue
Block a user