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:
Justin Clark-Casey (justincc)
2011-10-22 02:16:46 +01:00
parent 30320505fa
commit ffdf59a57c
5 changed files with 68 additions and 24 deletions

View File

@@ -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));
}
}
}

View File

@@ -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)