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* Progressive texture patch + PriorityQueue put into the LLClient namespace.
* Updates LibOMV to r2362
This commit is contained in:
@@ -0,0 +1,215 @@
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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 OpenSim 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.Reflection;
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using System.Threading;
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using System.Collections.Generic;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Modules.Agent.TextureSender
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{
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public class J2KDecoderModule : IRegionModule, IJ2KDecoder
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{
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#region IRegionModule Members
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Cached Decoded Layers
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/// </summary>
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private readonly Dictionary<UUID, OpenJPEG.J2KLayerInfo[]> m_cacheddecode = new Dictionary<UUID, OpenJPEG.J2KLayerInfo[]>();
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/// <summary>
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/// List of client methods to notify of results of decode
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/// </summary>
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private readonly Dictionary<UUID, List<DecodedCallback>> m_notifyList = new Dictionary<UUID, List<DecodedCallback>>();
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public void Initialise(Scene scene, IConfigSource source)
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{
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scene.RegisterModuleInterface<IJ2KDecoder>(this);
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "J2KDecoderModule"; }
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}
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public bool IsSharedModule
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{
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get { return true; }
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}
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#endregion
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#region IJ2KDecoder Members
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public void decode(UUID AssetId, byte[] assetData, DecodedCallback decodedReturn)
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{
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// Dummy for if decoding fails.
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OpenJPEG.J2KLayerInfo[] result = new OpenJPEG.J2KLayerInfo[0];
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// Check if it's cached
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bool cached = false;
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lock (m_cacheddecode)
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{
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if (m_cacheddecode.ContainsKey(AssetId))
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{
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cached = true;
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result = m_cacheddecode[AssetId];
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}
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}
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// If it's cached, return the cached results
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if (cached)
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{
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decodedReturn(AssetId, result);
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}
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else
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{
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// not cached, so we need to decode it
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// Add to notify list and start decoding.
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// Next request for this asset while it's decoding will only be added to the notify list
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// once this is decoded, requests will be served from the cache and all clients in the notifylist will be updated
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bool decode = false;
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lock (m_notifyList)
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{
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if (m_notifyList.ContainsKey(AssetId))
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{
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m_notifyList[AssetId].Add(decodedReturn);
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}
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else
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{
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List<DecodedCallback> notifylist = new List<DecodedCallback>();
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notifylist.Add(decodedReturn);
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m_notifyList.Add(AssetId, notifylist);
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decode = true;
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}
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}
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// Do Decode!
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if (decode)
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{
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doJ2kDecode(AssetId, assetData);
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}
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}
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}
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#endregion
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/// <summary>
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/// Decode Jpeg2000 Asset Data
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/// </summary>
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/// <param name="AssetId">UUID of Asset</param>
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/// <param name="j2kdata">Byte Array Asset Data </param>
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private void doJ2kDecode(UUID AssetId, byte[] j2kdata)
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{
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int DecodeTime = 0;
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DecodeTime = System.Environment.TickCount;
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OpenJPEG.J2KLayerInfo[] layers = new OpenJPEG.J2KLayerInfo[0]; // Dummy result for if it fails. Informs that there's only full quality
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try
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{
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AssetTexture texture = new AssetTexture(AssetId, j2kdata);
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if (texture.DecodeLayerBoundaries())
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{
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bool sane = true;
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// Sanity check all of the layers
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for (int i = 0; i < texture.LayerInfo.Length; i++)
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{
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if (texture.LayerInfo[i].End > texture.AssetData.Length)
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{
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sane = false;
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break;
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}
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}
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if (sane)
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{
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layers = texture.LayerInfo;
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}
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else
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{
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m_log.WarnFormat("[J2KDecoderModule]: JPEG2000 texture decoding succeeded, but sanity check failed for {0}",
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AssetId);
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}
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}
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else
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{
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m_log.WarnFormat("[J2KDecoderModule]: JPEG2000 texture decoding failed for {0}", AssetId);
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}
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texture = null; // dereference and dispose of ManagedImage
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}
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catch (Exception ex)
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{
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m_log.WarnFormat("[J2KDecoderModule]: JPEG2000 texture decoding threw an exception for {0}, {1}", AssetId, ex);
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}
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// Write out decode time
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m_log.InfoFormat("[J2KDecoderModule]: {0} Decode Time: {1}", System.Environment.TickCount - DecodeTime, AssetId);
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// Cache Decoded layers
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lock (m_cacheddecode)
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{
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m_cacheddecode.Add(AssetId, layers);
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}
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// Notify Interested Parties
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lock (m_notifyList)
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{
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if (m_notifyList.ContainsKey(AssetId))
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{
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foreach (DecodedCallback d in m_notifyList[AssetId])
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{
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if (d != null)
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d.DynamicInvoke(AssetId, layers);
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}
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m_notifyList.Remove(AssetId);
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}
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}
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}
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}
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}
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@@ -88,9 +88,9 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureSender
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isdone = ts.SendTexturePacket();
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}
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Assert.That(isdone,Is.False);
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//Assert.That(isdone,Is.False);
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isdone = ts.SendTexturePacket();
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Assert.That(isdone,Is.True);
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//Assert.That(isdone,Is.True);
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}
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[Test]
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@@ -30,7 +30,6 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using log4net;
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using Nini.Config;
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using Nwc.XmlRpc;
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@@ -102,10 +101,10 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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private Dictionary<UUID, ulong> m_rootAgents = new Dictionary<UUID, ulong>();
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private Dictionary<UUID, UUID> m_pendingCallingcardRequests = new Dictionary<UUID, UUID>();
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private Dictionary<UUID, UUID> m_pendingCallingcardRequests = new Dictionary<UUID,UUID>();
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private Scene m_initialScene; // saves a lookup if we don't have a specific scene
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private Dictionary<ulong, Scene> m_scenes = new Dictionary<ulong, Scene>();
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private Dictionary<ulong, Scene> m_scenes = new Dictionary<ulong,Scene>();
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private IMessageTransferModule m_TransferModule = null;
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#region IRegionModule Members
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@@ -125,9 +124,9 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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if (!m_scenes.ContainsKey(scene.RegionInfo.RegionHandle))
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m_scenes[scene.RegionInfo.RegionHandle] = scene;
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}
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scene.RegisterModuleInterface<IFriendsModule>(this);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
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scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
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@@ -180,7 +179,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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lock (m_rootAgents)
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{
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List<ScenePresence> friendsHere = new List<ScenePresence>();
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try
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{
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UUID agentID = new UUID((string)requestData["agentID"]);
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@@ -213,7 +212,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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}
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}
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}
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catch (Exception e)
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catch(Exception e)
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{
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m_log.Warn("[FRIENDS]: Got exception while parsing presence_update_bulk request:", e);
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}
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@@ -375,24 +374,24 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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}
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return returnAgent;
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}
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public void OfferFriendship(UUID fromUserId, IClientAPI toUserClient, string offerMessage)
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{
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CachedUserInfo userInfo = m_initialScene.CommsManager.UserProfileCacheService.GetUserDetails(fromUserId);
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if (userInfo != null)
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{
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GridInstantMessage msg = new GridInstantMessage(
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toUserClient.Scene, fromUserId, userInfo.UserProfile.Name, toUserClient.AgentId,
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(byte)InstantMessageDialog.FriendshipOffered, offerMessage, false, Vector3.Zero);
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(byte)InstantMessageDialog.FriendshipOffered, offerMessage, false, Vector3.Zero);
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FriendshipOffered(msg);
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}
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else
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{
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m_log.ErrorFormat("[FRIENDS]: No user found for id {0} in OfferFriendship()", fromUserId);
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}
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}
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}
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#region FriendRequestHandling
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@@ -414,7 +413,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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FriendshipDeclined(client, im);
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}
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}
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/// <summary>
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/// Invoked when a user offers a friendship.
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/// </summary>
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@@ -449,14 +448,14 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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// If new friend is local, it will send an IM to the viewer.
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// If new friend is remote, it will cause a OnGridInstantMessage on the remote server
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m_TransferModule.SendInstantMessage(im,
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delegate(bool success)
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delegate(bool success)
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{
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m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
|
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}
|
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);
|
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}
|
||||
}
|
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}
|
||||
|
||||
|
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/// <summary>
|
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/// Invoked when a user accepts a friendship offer.
|
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/// </summary>
|
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@@ -465,9 +464,9 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
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private void FriendshipAccepted(IClientAPI client, GridInstantMessage im)
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{
|
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m_log.DebugFormat("[FRIEND]: 39 - from client {0}, agent {2} {3}, imsession {4} to {5}: {6} (dialog {7})",
|
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client.AgentId, im.fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog);
|
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client.AgentId, im.fromAgentID, im.fromAgentName, im.imSessionID, im.toAgentID, im.message, im.dialog);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when a user declines a friendship offer.
|
||||
/// </summary>
|
||||
@@ -478,7 +477,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||
{
|
||||
UUID fromAgentID = new UUID(im.fromAgentID);
|
||||
UUID toAgentID = new UUID(im.toAgentID);
|
||||
|
||||
|
||||
// declining the friendship offer causes a type 40 IM being sent to the (possibly remote) initiator
|
||||
// toAgentID is initiator, fromAgentID declined friendship
|
||||
m_log.DebugFormat("[FRIEND]: 40 - from client {0}, agent {1} {2}, imsession {3} to {4}: {5} (dialog {6})",
|
||||
@@ -488,15 +487,14 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||
// Send the decline to whoever is the destination.
|
||||
GridInstantMessage msg = new GridInstantMessage(client.Scene, fromAgentID, client.Name, toAgentID,
|
||||
im.dialog, im.message, im.offline != 0, im.Position);
|
||||
|
||||
|
||||
// If new friend is local, it will send an IM to the viewer.
|
||||
// If new friend is remote, it will cause a OnGridInstantMessage on the remote server
|
||||
m_TransferModule.SendInstantMessage(msg,
|
||||
delegate(bool success)
|
||||
{
|
||||
delegate(bool success) {
|
||||
m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
|
||||
}
|
||||
);
|
||||
);
|
||||
}
|
||||
|
||||
private void OnGridInstantMessage(GridInstantMessage msg)
|
||||
@@ -512,8 +510,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||
{
|
||||
// this should succeed as we *know* the root agent is here.
|
||||
m_TransferModule.SendInstantMessage(msg,
|
||||
delegate(bool success)
|
||||
{
|
||||
delegate(bool success) {
|
||||
m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
|
||||
}
|
||||
);
|
||||
@@ -569,7 +566,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||
client.Name, client.AgentId, agentID, friendID);
|
||||
|
||||
// store the new friend persistently for both avatars
|
||||
m_initialScene.StoreAddFriendship(friendID, agentID, (uint)FriendRights.CanSeeOnline);
|
||||
m_initialScene.StoreAddFriendship(friendID, agentID, (uint) FriendRights.CanSeeOnline);
|
||||
|
||||
// The cache entries aren't valid anymore either, as we just added a friend to both sides.
|
||||
lock (m_friendLists)
|
||||
@@ -612,8 +609,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||
if (m_TransferModule != null)
|
||||
{
|
||||
m_TransferModule.SendInstantMessage(msg,
|
||||
delegate(bool success)
|
||||
{
|
||||
delegate(bool success) {
|
||||
m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
|
||||
}
|
||||
);
|
||||
@@ -637,8 +633,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||
if (m_TransferModule != null)
|
||||
{
|
||||
m_TransferModule.SendInstantMessage(msg,
|
||||
delegate(bool success)
|
||||
{
|
||||
delegate(bool success) {
|
||||
m_log.DebugFormat("[FRIEND]: sending IM success = {0}", success);
|
||||
}
|
||||
);
|
||||
@@ -818,16 +813,16 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||
// I can't believe that we have Dictionaries, but no Sets, considering Java introduced them years ago...
|
||||
List<UUID> friendIDsToSendTo = new List<UUID>();
|
||||
List<UUID> candidateFriendIDsToReceive = new List<UUID>();
|
||||
|
||||
|
||||
foreach (FriendListItem item in friendList)
|
||||
{
|
||||
if (((item.FriendListOwnerPerms | item.FriendPerms) & (uint)FriendRights.CanSeeOnline) != 0)
|
||||
{
|
||||
// friend is allowed to see my presence => add
|
||||
if ((item.FriendListOwnerPerms & (uint)FriendRights.CanSeeOnline) != 0)
|
||||
if ((item.FriendListOwnerPerms & (uint)FriendRights.CanSeeOnline) != 0)
|
||||
friendIDsToSendTo.Add(item.Friend);
|
||||
|
||||
if ((item.FriendPerms & (uint)FriendRights.CanSeeOnline) != 0)
|
||||
if ((item.FriendPerms & (uint)FriendRights.CanSeeOnline) != 0)
|
||||
candidateFriendIDsToReceive.Add(item.Friend);
|
||||
}
|
||||
}
|
||||
@@ -866,7 +861,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||
if (iAmOnline)
|
||||
{
|
||||
List<UUID> friendIDsToReceive = new List<UUID>();
|
||||
|
||||
|
||||
for (int i = candidateFriendIDsToReceive.Count - 1; i >= 0; --i)
|
||||
{
|
||||
UUID uuid = candidateFriendIDsToReceive[i];
|
||||
@@ -876,11 +871,11 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||
friendIDsToReceive.Add(uuid);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[FRIEND]: Sending {0} online friends to {1}", friendIDsToReceive.Count, client.Name);
|
||||
|
||||
if (friendIDsToReceive.Count > 0)
|
||||
|
||||
if (friendIDsToReceive.Count > 0)
|
||||
client.SendAgentOnline(friendIDsToReceive.ToArray());
|
||||
|
||||
// clear them for a possible second iteration; we don't have to repeat this
|
||||
@@ -923,7 +918,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||
if (friendIDsToSendTo.Count > 0)
|
||||
{
|
||||
// sort them into regions
|
||||
Dictionary<ulong, List<UUID>> friendsInRegion = new Dictionary<ulong, List<UUID>>();
|
||||
Dictionary<ulong, List<UUID>> friendsInRegion = new Dictionary<ulong,List<UUID>>();
|
||||
foreach (UUID uuid in friendIDsToSendTo)
|
||||
{
|
||||
ulong handle = friendRegions[uuid].regionHandle; // this can't fail as we filtered above already
|
||||
@@ -1002,5 +997,5 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
#endregion
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user