mirror of
https://github.com/opensim/opensim.git
synced 2026-08-08 02:05:34 +08:00
Get UUIDGatherer to scan notecards in the graph for asset uuids.
This is to support npc baked texture saving in oars and iars. May address http://opensimulator.org/mantis/view.php?id=5743
This commit is contained in:
@@ -85,5 +85,31 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
// We count the uuid as gathered even if the asset itself is missing.
|
||||
Assert.That(foundAssetUuids.Count, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestNotecardAsset()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
UUID ownerId = TestHelpers.ParseTail(0x10);
|
||||
UUID soAssetId = TestHelpers.ParseTail(0x20);
|
||||
UUID ncAssetId = TestHelpers.ParseTail(0x30);
|
||||
|
||||
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, ownerId);
|
||||
AssetBase soAsset = AssetHelpers.CreateAsset(soAssetId, so);
|
||||
m_assetService.Store(soAsset);
|
||||
|
||||
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);
|
||||
|
||||
// We count the uuid as gathered even if the asset itself is corrupt.
|
||||
Assert.That(foundAssetUuids.Count, Is.EqualTo(2));
|
||||
Assert.That(foundAssetUuids.ContainsKey(ncAssetId));
|
||||
Assert.That(foundAssetUuids.ContainsKey(soAssetId));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -62,12 +62,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
|
||||
/// asset was found by the asset service.
|
||||
/// </summary>
|
||||
protected AssetBase m_requestedObjectAsset;
|
||||
private AssetBase m_requestedObjectAsset;
|
||||
|
||||
/// <summary>
|
||||
/// Signal whether we are currently waiting for the asset service to deliver an asset.
|
||||
/// </summary>
|
||||
protected bool m_waitingForObjectAsset;
|
||||
private bool m_waitingForObjectAsset;
|
||||
|
||||
public UuidGatherer(IAssetService assetCache)
|
||||
{
|
||||
@@ -103,9 +103,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
GetGestureAssetUuids(assetUuid, assetUuids);
|
||||
}
|
||||
else if (AssetType.Notecard == assetType)
|
||||
{
|
||||
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
|
||||
}
|
||||
else if (AssetType.LSLText == assetType)
|
||||
{
|
||||
GetScriptAssetUuids(assetUuid, assetUuids);
|
||||
GetTextEmbeddedAssetUuids(assetUuid, assetUuids);
|
||||
}
|
||||
else if (AssetType.Object == assetType)
|
||||
{
|
||||
@@ -194,7 +198,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// <summary>
|
||||
/// The callback made when we request the asset for an object from the asset service.
|
||||
/// </summary>
|
||||
protected void AssetReceived(string id, Object sender, AssetBase asset)
|
||||
private void AssetReceived(string id, Object sender, AssetBase asset)
|
||||
{
|
||||
lock (this)
|
||||
{
|
||||
@@ -238,23 +242,25 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary>
|
||||
/// <param name="scriptUuid"></param>
|
||||
/// <param name="assetUuids">Dictionary in which to record the references</param>
|
||||
protected void GetScriptAssetUuids(UUID scriptUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary<UUID, AssetType> assetUuids)
|
||||
{
|
||||
AssetBase scriptAsset = GetAsset(scriptUuid);
|
||||
m_log.DebugFormat("[ASSET GATHERER]: Getting assets for asset {0}", embeddingAssetId);
|
||||
|
||||
if (null != scriptAsset)
|
||||
AssetBase embeddingAsset = GetAsset(embeddingAssetId);
|
||||
|
||||
if (null != embeddingAsset)
|
||||
{
|
||||
string script = Utils.BytesToString(scriptAsset.Data);
|
||||
//m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
|
||||
MatchCollection uuidMatches = Util.UUIDPattern.Matches(script);
|
||||
//m_log.DebugFormat("[ARCHIVER]: Found {0} matches in script", uuidMatches.Count);
|
||||
string script = Utils.BytesToString(embeddingAsset.Data);
|
||||
m_log.DebugFormat("[ARCHIVER]: Script {0}", script);
|
||||
MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script);
|
||||
m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count);
|
||||
|
||||
foreach (Match uuidMatch in uuidMatches)
|
||||
{
|
||||
UUID uuid = new UUID(uuidMatch.Value);
|
||||
//m_log.DebugFormat("[ARCHIVER]: Recording {0} in script", uuid);
|
||||
m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
|
||||
|
||||
// Assume AssetIDs embedded in scripts are textures
|
||||
// Assume AssetIDs embedded are textures.
|
||||
assetUuids[uuid] = AssetType.Texture;
|
||||
}
|
||||
}
|
||||
@@ -265,7 +271,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary>
|
||||
/// <param name="wearableAssetUuid"></param>
|
||||
/// <param name="assetUuids">Dictionary in which to record the references</param>
|
||||
protected void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
{
|
||||
AssetBase assetBase = GetAsset(wearableAssetUuid);
|
||||
|
||||
@@ -292,7 +298,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary>
|
||||
/// <param name="sceneObject"></param>
|
||||
/// <param name="assetUuids"></param>
|
||||
protected void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
{
|
||||
AssetBase objectAsset = GetAsset(sceneObjectUuid);
|
||||
|
||||
@@ -321,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary>
|
||||
/// <param name="gestureUuid"></param>
|
||||
/// <param name="assetUuids"></param>
|
||||
protected void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
private void GetGestureAssetUuids(UUID gestureUuid, IDictionary<UUID, AssetType> assetUuids)
|
||||
{
|
||||
AssetBase assetBase = GetAsset(gestureUuid);
|
||||
if (null == assetBase)
|
||||
|
||||
Reference in New Issue
Block a user