Files
opensim/OpenSim/Region/Environment/Modules/DynamicTextureModule.cs
MW c29df824c2 Converted the LSL scripting engine into a IRegionModule, so now all "modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back).
Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having. 
Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance. 
Some early work to prepare for improving the way clients are updated (about prims etc).
2007-09-08 07:50:31 +00:00

160 lines
5.6 KiB
C#

using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.IO;
using System.Collections.Generic;
using libsecondlife;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Utilities;
using OpenSim.Framework.Console;
using OpenSim.Framework.Types;
namespace OpenSim.Region.Environment.Modules
{
public class DynamicTextureModule :IRegionModule, IDynamicTextureManager
{
private Dictionary<LLUUID, Scene> RegisteredScenes = new Dictionary<LLUUID, Scene>();
private Dictionary<string, IDynamicTextureRender> RenderPlugins= new Dictionary<string, IDynamicTextureRender>();
private Dictionary<LLUUID, DynamicTextureUpdater> Updaters = new Dictionary<LLUUID, DynamicTextureUpdater>();
public void Initialise(Scene scene)
{
if (!RegisteredScenes.ContainsKey(scene.RegionInfo.SimUUID))
{
RegisteredScenes.Add(scene.RegionInfo.SimUUID, scene);
scene.RegisterModuleInterface<IDynamicTextureManager>(this);
}
}
public void PostInitialise()
{
}
public void CloseDown()
{
}
public string GetName()
{
return "DynamicTextureModule";
}
public bool IsSharedModule()
{
return true;
}
public void RegisterRender(string handleType, IDynamicTextureRender render)
{
if (!RenderPlugins.ContainsKey(handleType))
{
RenderPlugins.Add(handleType, render);
}
}
public void ReturnData(LLUUID id, byte[] data)
{
if (Updaters.ContainsKey(id))
{
DynamicTextureUpdater updater = Updaters[id];
if (RegisteredScenes.ContainsKey(updater.SimUUID))
{
Scene scene = RegisteredScenes[updater.SimUUID];
updater.DataReceived(data, scene);
}
}
}
public LLUUID AddDynamicTextureURL(LLUUID simID, LLUUID primID, string contentType, string url, string extraParams, int updateTimer)
{
System.Console.WriteLine("dynamic texture being created: " + url + " of type " + contentType);
if (this.RenderPlugins.ContainsKey(contentType))
{
DynamicTextureUpdater updater = new DynamicTextureUpdater();
updater.SimUUID = simID;
updater.PrimID = primID;
updater.ContentType = contentType;
updater.Url = url;
updater.UpdateTimer = updateTimer;
updater.UpdaterID = LLUUID.Random();
updater.Params = extraParams;
if (!this.Updaters.ContainsKey(updater.UpdaterID))
{
Updaters.Add(updater.UpdaterID, updater);
}
RenderPlugins[contentType].AsyncConvertUrl(updater.UpdaterID, url, extraParams);
return updater.UpdaterID;
}
return LLUUID.Zero;
}
public LLUUID AddDynamicTextureData(LLUUID simID, LLUUID primID, string contentType, string data, string extraParams, int updateTimer)
{
if (this.RenderPlugins.ContainsKey(contentType))
{
DynamicTextureUpdater updater = new DynamicTextureUpdater();
updater.SimUUID = simID;
updater.PrimID = primID;
updater.ContentType = contentType;
updater.BodyData = data;
updater.UpdateTimer = updateTimer;
updater.UpdaterID = LLUUID.Random();
updater.Params = extraParams;
if (!this.Updaters.ContainsKey(updater.UpdaterID))
{
Updaters.Add(updater.UpdaterID, updater);
}
RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
return updater.UpdaterID;
}
return LLUUID.Zero;
}
public class DynamicTextureUpdater
{
public LLUUID SimUUID;
public LLUUID UpdaterID;
public string ContentType;
public string Url;
public string BodyData;
public LLUUID PrimID;
public int UpdateTimer;
public LLUUID LastAssetID;
public string Params;
public DynamicTextureUpdater()
{
LastAssetID = LLUUID.Zero;
UpdateTimer = 0;
BodyData = null;
}
public void DataReceived(byte[] data, Scene scene)
{
//TODO delete the last asset(data), if it was a dynamic texture
AssetBase asset = new AssetBase();
asset.FullID = LLUUID.Random();
asset.Data = data;
asset.Name = "DynamicImage" + Util.RandomClass.Next(1, 10000);
asset.Type = 0;
scene.commsManager.AssetCache.AddAsset(asset);
this.LastAssetID = asset.FullID;
SceneObjectPart part = scene.GetSceneObjectPart(PrimID);
part.Shape.TextureEntry = new LLObject.TextureEntry(asset.FullID).ToBytes();
part.ScheduleFullUpdate();
}
}
}
}