opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Reflection; |
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31 | using System.Xml; |
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32 | using log4net; |
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33 | using OpenMetaverse; |
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34 | using OpenSim.Framework; |
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35 | using OpenSim.Region.DataSnapshot.Interfaces; |
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36 | using OpenSim.Region.Framework.Interfaces; |
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37 | using OpenSim.Region.Framework.Scenes; |
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38 | |||
39 | namespace OpenSim.Region.DataSnapshot.Providers |
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40 | { |
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41 | public class ObjectSnapshot : IDataSnapshotProvider |
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42 | { |
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43 | private Scene m_scene = null; |
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44 | // private DataSnapshotManager m_parent = null; |
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45 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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46 | private bool m_stale = true; |
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47 | |||
48 | private static UUID m_DefaultImage = new UUID("89556747-24cb-43ed-920b-47caed15465f"); |
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49 | private static UUID m_BlankImage = new UUID("5748decc-f629-461c-9a36-a35a221fe21f"); |
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50 | |||
51 | |||
52 | public void Initialize(Scene scene, DataSnapshotManager parent) |
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53 | { |
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54 | m_scene = scene; |
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55 | // m_parent = parent; |
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56 | |||
57 | //To check for staleness, we must catch all incoming client packets. |
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58 | m_scene.EventManager.OnNewClient += OnNewClient; |
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59 | m_scene.EventManager.OnParcelPrimCountAdd += delegate(SceneObjectGroup obj) { this.Stale = true; }; |
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60 | } |
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61 | |||
62 | public void OnNewClient(IClientAPI client) |
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63 | { |
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64 | //Detect object data changes by hooking into the IClientAPI. |
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65 | //Very dirty, and breaks whenever someone changes the client API. |
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66 | |||
67 | client.OnAddPrim += delegate (UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, |
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68 | PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, |
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69 | byte RayEndIsIntersection) { this.Stale = true; }; |
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70 | client.OnLinkObjects += delegate (IClientAPI remoteClient, uint parent, List<uint> children) |
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71 | { this.Stale = true; }; |
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72 | client.OnDelinkObjects += delegate(List<uint> primIds, IClientAPI clientApi) { this.Stale = true; }; |
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73 | client.OnGrabUpdate += delegate(UUID objectID, Vector3 offset, Vector3 grapPos, |
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74 | IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs) { this.Stale = true; }; |
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75 | client.OnObjectAttach += delegate(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, |
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76 | bool silent) { this.Stale = true; }; |
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77 | client.OnObjectDuplicate += delegate(uint localID, Vector3 offset, uint dupeFlags, UUID AgentID, |
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78 | UUID GroupID) { this.Stale = true; }; |
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79 | client.OnObjectDuplicateOnRay += delegate(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, |
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80 | UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, bool BypassRaycast, |
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81 | bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) { this.Stale = true; }; |
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82 | client.OnObjectIncludeInSearch += delegate(IClientAPI remoteClient, bool IncludeInSearch, uint localID) |
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83 | { this.Stale = true; }; |
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84 | client.OnObjectPermissions += delegate(IClientAPI controller, UUID agentID, UUID sessionID, |
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85 | byte field, uint localId, uint mask, byte set) { this.Stale = true; }; |
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86 | client.OnRezObject += delegate(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, |
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87 | Vector3 RayStart, UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, |
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88 | bool RezSelected, |
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89 | bool RemoveItem, UUID fromTaskID) { this.Stale = true; }; |
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90 | } |
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91 | |||
92 | public Scene GetParentScene |
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93 | { |
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94 | get { return m_scene; } |
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95 | } |
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96 | |||
97 | public XmlNode RequestSnapshotData(XmlDocument nodeFactory) |
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98 | { |
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99 | m_log.Debug("[DATASNAPSHOT]: Generating object data for scene " + m_scene.RegionInfo.RegionName); |
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100 | |||
101 | XmlNode parent = nodeFactory.CreateNode(XmlNodeType.Element, "objectdata", ""); |
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102 | XmlNode node; |
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103 | |||
104 | EntityBase[] entities = m_scene.Entities.GetEntities(); |
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105 | foreach (EntityBase entity in entities) |
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106 | { |
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107 | // only objects, not avatars |
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108 | if (entity is SceneObjectGroup) |
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109 | { |
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110 | SceneObjectGroup obj = (SceneObjectGroup)entity; |
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111 | |||
112 | // m_log.Debug("[DATASNAPSHOT]: Found object " + obj.Name + " in scene"); |
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113 | |||
114 | // libomv will complain about PrimFlags.JointWheel |
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115 | // being obsolete, so we... |
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116 | #pragma warning disable 0612 |
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117 | if ((obj.RootPart.Flags & PrimFlags.JointWheel) == PrimFlags.JointWheel) |
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118 | { |
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119 | SceneObjectPart m_rootPart = obj.RootPart; |
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120 | |||
121 | ILandObject land = m_scene.LandChannel.GetLandObject(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y); |
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122 | |||
123 | XmlNode xmlobject = nodeFactory.CreateNode(XmlNodeType.Element, "object", ""); |
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124 | node = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", ""); |
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125 | node.InnerText = obj.UUID.ToString(); |
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126 | xmlobject.AppendChild(node); |
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127 | |||
128 | node = nodeFactory.CreateNode(XmlNodeType.Element, "title", ""); |
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129 | node.InnerText = m_rootPart.Name; |
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130 | xmlobject.AppendChild(node); |
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131 | |||
132 | node = nodeFactory.CreateNode(XmlNodeType.Element, "description", ""); |
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133 | node.InnerText = m_rootPart.Description; |
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134 | xmlobject.AppendChild(node); |
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135 | |||
136 | node = nodeFactory.CreateNode(XmlNodeType.Element, "flags", ""); |
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137 | node.InnerText = String.Format("{0:x}", (uint)m_rootPart.Flags); |
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138 | xmlobject.AppendChild(node); |
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139 | |||
140 | node = nodeFactory.CreateNode(XmlNodeType.Element, "regionuuid", ""); |
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141 | node.InnerText = m_scene.RegionInfo.RegionSettings.RegionUUID.ToString(); |
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142 | xmlobject.AppendChild(node); |
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143 | |||
144 | if (land != null && land.LandData != null) |
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145 | { |
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146 | node = nodeFactory.CreateNode(XmlNodeType.Element, "parceluuid", ""); |
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147 | node.InnerText = land.LandData.GlobalID.ToString(); |
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148 | xmlobject.AppendChild(node); |
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149 | } |
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150 | else |
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151 | { |
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152 | // Something is wrong with this object. Let's not list it. |
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153 | m_log.WarnFormat("[DATASNAPSHOT]: Bad data for object {0} ({1}) in region {2}", obj.Name, obj.UUID, m_scene.RegionInfo.RegionName); |
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154 | continue; |
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155 | } |
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156 | |||
157 | node = nodeFactory.CreateNode(XmlNodeType.Element, "location", ""); |
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158 | Vector3 loc = obj.AbsolutePosition; |
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159 | node.InnerText = loc.X.ToString() + "/" + loc.Y.ToString() + "/" + loc.Z.ToString(); |
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160 | xmlobject.AppendChild(node); |
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161 | |||
162 | string bestImage = GuessImage(obj); |
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163 | if (bestImage != string.Empty) |
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164 | { |
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165 | node = nodeFactory.CreateNode(XmlNodeType.Element, "image", ""); |
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166 | node.InnerText = bestImage; |
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167 | xmlobject.AppendChild(node); |
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168 | } |
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169 | |||
170 | parent.AppendChild(xmlobject); |
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171 | } |
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172 | #pragma warning disable 0612 |
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173 | } |
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174 | } |
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175 | this.Stale = false; |
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176 | return parent; |
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177 | } |
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178 | |||
179 | public String Name |
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180 | { |
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181 | get { return "ObjectSnapshot"; } |
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182 | } |
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183 | |||
184 | public bool Stale |
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185 | { |
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186 | get |
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187 | { |
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188 | return m_stale; |
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189 | } |
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190 | set |
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191 | { |
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192 | m_stale = value; |
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193 | |||
194 | if (m_stale) |
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195 | OnStale(this); |
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196 | } |
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197 | } |
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198 | |||
199 | public event ProviderStale OnStale; |
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200 | |||
201 | /// <summary> |
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202 | /// Guesses the best image, based on a simple heuristic. It guesses only for boxes. |
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203 | /// We're optimizing for boxes, because those are the most common objects |
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204 | /// marked "Show in search" -- boxes with content inside.For other shapes, |
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205 | /// it's really hard to tell which texture should be grabbed. |
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206 | /// </summary> |
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207 | /// <param name="sog"></param> |
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208 | /// <returns></returns> |
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209 | private string GuessImage(SceneObjectGroup sog) |
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210 | { |
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211 | string bestguess = string.Empty; |
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212 | Dictionary<UUID, int> counts = new Dictionary<UUID, int>(); |
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213 | |||
214 | PrimitiveBaseShape shape = sog.RootPart.Shape; |
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215 | if (shape != null && shape.ProfileShape == ProfileShape.Square) |
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216 | { |
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217 | Primitive.TextureEntry textures = shape.Textures; |
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218 | if (textures != null) |
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219 | { |
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220 | if (textures.DefaultTexture != null && |
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221 | textures.DefaultTexture.TextureID != UUID.Zero && |
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222 | textures.DefaultTexture.TextureID != m_DefaultImage && |
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223 | textures.DefaultTexture.TextureID != m_BlankImage && |
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224 | textures.DefaultTexture.RGBA.A < 50f) |
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225 | { |
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226 | counts[textures.DefaultTexture.TextureID] = 8; |
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227 | } |
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228 | |||
229 | if (textures.FaceTextures != null) |
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230 | { |
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231 | foreach (Primitive.TextureEntryFace tentry in textures.FaceTextures) |
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232 | { |
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233 | if (tentry != null) |
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234 | { |
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235 | if (tentry.TextureID != UUID.Zero && tentry.TextureID != m_DefaultImage && tentry.TextureID != m_BlankImage && tentry.RGBA.A < 50) |
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236 | { |
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237 | int c = 0; |
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238 | counts.TryGetValue(tentry.TextureID, out c); |
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239 | counts[tentry.TextureID] = c + 1; |
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240 | // decrease the default texture count |
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241 | if (counts.ContainsKey(textures.DefaultTexture.TextureID)) |
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242 | counts[textures.DefaultTexture.TextureID] = counts[textures.DefaultTexture.TextureID] - 1; |
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243 | } |
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244 | } |
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245 | } |
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246 | } |
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247 | |||
248 | // Let's pick the most unique texture |
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249 | int min = 9999; |
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250 | foreach (KeyValuePair<UUID, int> kv in counts) |
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251 | { |
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252 | if (kv.Value < min && kv.Value >= 1) |
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253 | { |
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254 | bestguess = kv.Key.ToString(); |
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255 | min = kv.Value; |
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256 | } |
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257 | } |
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258 | } |
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259 | } |
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260 | |||
261 | return bestguess; |
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262 | } |
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263 | } |
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264 | } |