corrade-vassal – Rev 16
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using System;
using System.Collections.Generic;
using System.Threading;
using System.IO;
using System.Drawing;
using System.Globalization;
using OpenMetaverse;
using OpenMetaverse.Http;
using OpenMetaverse.Imaging;
namespace importprimscript
{
class Sculpt
{
public string Name;
public string TextureFile;
public UUID TextureID;
public string SculptFile;
public UUID SculptID;
public Vector3 Scale;
public Vector3 Offset;
}
class importprimscript
{
static GridClient Client = new GridClient();
static Sculpt CurrentSculpt = null;
static AutoResetEvent RezzedEvent = new AutoResetEvent(false);
static Vector3 RootPosition = Vector3.Zero;
static List<uint> RezzedPrims = new List<uint>();
static UUID UploadFolderID = UUID.Zero;
static void Main(string[] args)
{
if (args.Length != 8 && args.Length != 9)
{
Console.WriteLine("Usage: importprimscript.exe [firstname] [lastname] [password] " +
"[loginuri] [Simulator] [x] [y] [z] [input.primscript]" +
Environment.NewLine + "Example: importprimscript.exe My Bot password " +
"Hooper 128 128 40 maya-export" + Path.DirectorySeparatorChar + "ant.primscript" +
Environment.NewLine + "(the loginuri is optional and only used for logging in to another grid)");
Environment.Exit(-1);
}
// Strip quotes from any arguments
for (int i = 0; i < args.Length; i++)
args[i] = args[i].Trim(new char[] { '"' });
// Parse the primscript file
string scriptfilename = args[args.Length - 1];
string error;
List<Sculpt> sculpties = ParsePrimscript(scriptfilename, out error);
scriptfilename = Path.GetFileNameWithoutExtension(scriptfilename);
// Check for parsing errors
if (error != String.Empty)
{
Console.WriteLine("An error was encountered reading the input file: " + error);
Environment.Exit(-2);
}
else if (sculpties.Count == 0)
{
Console.WriteLine("No primitives were read from the input file");
Environment.Exit(-3);
}
// Add callback handlers for asset uploads finishing. new prims spotted, and logging
Client.Objects.ObjectUpdate += new EventHandler<PrimEventArgs>(Objects_OnNewPrim);
Logger.OnLogMessage += new Logger.LogCallback(Client_OnLogMessage);
// Optimize the connection for our purposes
Client.Self.Movement.Camera.Far = 64f;
Client.Settings.MULTIPLE_SIMS = false;
Client.Settings.SEND_AGENT_UPDATES = true;
Settings.LOG_LEVEL = Helpers.LogLevel.None;
Client.Settings.ALWAYS_REQUEST_OBJECTS = true;
Client.Settings.ALWAYS_DECODE_OBJECTS = true;
Client.Settings.THROTTLE_OUTGOING_PACKETS = false;
Client.Throttle.Land = 0;
Client.Throttle.Wind = 0;
Client.Throttle.Cloud = 0;
// Not sure if Asset or Texture will help with uploads, but it won't hurt
Client.Throttle.Asset = 220000.0f;
Client.Throttle.Texture = 446000.0f;
Client.Throttle.Task = 446000.0f;
// Create a handler for the event queue connecting, so we know when
// it is safe to start uploading
AutoResetEvent eventQueueEvent = new AutoResetEvent(false);
EventHandler<EventQueueRunningEventArgs> eventQueueCallback =
delegate(object sender, EventQueueRunningEventArgs e)
{
if (e.Simulator == Client.Network.CurrentSim)
eventQueueEvent.Set();
};
Client.Network.EventQueueRunning += eventQueueCallback;
int x = Int32.Parse(args[args.Length - 4]);
int y = Int32.Parse(args[args.Length - 3]);
int z = Int32.Parse(args[args.Length - 2]);
string start = NetworkManager.StartLocation(args[args.Length - 5], x, y, z);
LoginParams loginParams = Client.Network.DefaultLoginParams(args[0], args[1], args[2],
"importprimscript", "1.4.0");
loginParams.Start = start;
if (args.Length == 9) loginParams.URI = args[3];
// Attempt to login
if (!Client.Network.Login(loginParams))
{
Console.WriteLine("Login failed: " + Client.Network.LoginMessage);
Environment.Exit(-4);
}
// Need to be connected to the event queue before we can upload
Console.WriteLine("Login succeeded, waiting for the event handler to connect...");
if (!eventQueueEvent.WaitOne(1000 * 90, false))
{
Console.WriteLine("Event queue connection timed out, disconnecting...");
Client.Network.Logout();
Environment.Exit(-5);
}
// Don't need this anymore
Client.Network.EventQueueRunning -= eventQueueCallback;
// Set the root position for the import
RootPosition = Client.Self.SimPosition;
RootPosition.Z += 3.0f;
// TODO: Check if our account balance is high enough to upload everything
//
// Create a folder to hold all of our texture uploads
UploadFolderID = Client.Inventory.CreateFolder(Client.Inventory.Store.RootFolder.UUID, scriptfilename);
// Loop through each sculpty and do what we need to do
for (int i = 0; i < sculpties.Count; i++)
{
// Upload the sculpt map and texture
sculpties[i].SculptID = UploadImage(sculpties[i].SculptFile, true);
sculpties[i].TextureID = UploadImage(sculpties[i].TextureFile, false);
// Check for failed uploads
if (sculpties[i].SculptID == UUID.Zero)
{
Console.WriteLine("Sculpt map " + sculpties[i].SculptFile + " failed to upload, skipping " + sculpties[i].Name);
continue;
}
else if (sculpties[i].TextureID == UUID.Zero)
{
Console.WriteLine("Texture " + sculpties[i].TextureFile + " failed to upload, skipping " + sculpties[i].Name);
continue;
}
// Create basic spherical volume parameters. It will be set to
// a scultpy in the callback for new objects being created
Primitive.ConstructionData volume = new Primitive.ConstructionData();
volume.PCode = PCode.Prim;
volume.Material = Material.Wood;
volume.PathScaleY = 0.5f;
volume.PathCurve = PathCurve.Circle;
volume.ProfileCurve = ProfileCurve.Circle;
// Rez this prim
CurrentSculpt = sculpties[i];
Client.Objects.AddPrim(Client.Network.CurrentSim, volume, UUID.Zero,
RootPosition + CurrentSculpt.Offset, CurrentSculpt.Scale, Quaternion.Identity);
// Wait for the prim to rez and the properties be set for it
if (!RezzedEvent.WaitOne(1000 * 10, false))
{
Console.WriteLine("Timed out waiting for prim " + CurrentSculpt.Name + " to rez, skipping");
continue;
}
}
CurrentSculpt = null;
lock (RezzedPrims)
{
// Set full permissions for all of the objects
Client.Objects.SetPermissions(Client.Network.CurrentSim, RezzedPrims, PermissionWho.All,
PermissionMask.All, true);
// Link the entire object together
Client.Objects.LinkPrims(Client.Network.CurrentSim, RezzedPrims);
}
Console.WriteLine("Rezzed, textured, and linked " + RezzedPrims.Count + " sculpted prims, logging out...");
Client.Network.Logout();
}
static void Client_OnLogMessage(object message, Helpers.LogLevel level)
{
if (level >= Helpers.LogLevel.Warning)
Console.WriteLine(level + ": " + message);
}
static UUID UploadImage(string filename, bool lossless)
{
UUID newAssetID = UUID.Zero;
byte[] jp2data = null;
try
{
Bitmap image = (Bitmap)Bitmap.FromFile(filename);
jp2data = OpenJPEG.EncodeFromImage(image, lossless);
}
catch (Exception ex)
{
Console.WriteLine("Failed to encode image file " + filename + ": " + ex.ToString());
return UUID.Zero;
}
AutoResetEvent uploadEvent = new AutoResetEvent(false);
Client.Inventory.RequestCreateItemFromAsset(jp2data, Path.GetFileNameWithoutExtension(filename),
"Uploaded with importprimscript", AssetType.Texture, InventoryType.Texture, UploadFolderID,
delegate(bool success, string status, UUID itemID, UUID assetID)
{
if (success)
{
Console.WriteLine("Finished uploading image " + filename + ", AssetID: " + assetID.ToString());
newAssetID = assetID;
}
else
{
Console.WriteLine("Failed to upload image file " + filename + ": " + status);
}
uploadEvent.Set();
}
);
// The images are small, 60 seconds should be plenty
uploadEvent.WaitOne(1000 * 60, false);
return newAssetID;
}
static void Objects_OnNewPrim(object sender, PrimEventArgs e)
{
Primitive prim = e.Prim;
if (CurrentSculpt != null && (prim.Flags & PrimFlags.CreateSelected) != 0 &&
!RezzedPrims.Contains(prim.LocalID))
{
lock (RezzedPrims) RezzedPrims.Add(prim.LocalID);
Console.WriteLine("Rezzed prim " + CurrentSculpt.Name + ", setting properties");
// Deselect the prim
Client.Objects.DeselectObject(Client.Network.CurrentSim, prim.LocalID);
// Set the prim position
Client.Objects.SetPosition(Client.Network.CurrentSim, prim.LocalID,
RootPosition + CurrentSculpt.Offset);
// Set the texture
Primitive.TextureEntry textures = new Primitive.TextureEntry(CurrentSculpt.TextureID);
Client.Objects.SetTextures(Client.Network.CurrentSim, prim.LocalID, textures);
// Turn it in to a sculpted prim
Primitive.SculptData sculpt = new Primitive.SculptData();
sculpt.SculptTexture = CurrentSculpt.SculptID;
sculpt.Type = SculptType.Sphere;
Client.Objects.SetSculpt(Client.Network.CurrentSim, prim.LocalID, sculpt);
// Set the prim name
if (!String.IsNullOrEmpty(CurrentSculpt.Name))
Client.Objects.SetName(Client.Network.CurrentSim, prim.LocalID, CurrentSculpt.Name);
RezzedEvent.Set();
}
}
static List<Sculpt> ParsePrimscript(string primscriptfile, out string error)
{
string line;
Sculpt current = null;
List<Sculpt> sculpties = new List<Sculpt>();
error = String.Empty;
StreamReader primscript = null;
// Parse a directory out of the primscriptfile string, if one exists
string path = Path.GetDirectoryName(primscriptfile);
if (!String.IsNullOrEmpty(path))
path += Path.DirectorySeparatorChar;
else
path = String.Empty;
try
{
primscript = File.OpenText(primscriptfile);
while ((line = primscript.ReadLine()) != null)
{
string[] words = line.Split(new char[] { ' ' });
if (words.Length > 0)
{
if (current != null)
{
switch (words[0])
{
case "newPrim":
if (current.Scale != Vector3.Zero &&
!String.IsNullOrEmpty(current.SculptFile) &&
!String.IsNullOrEmpty(current.TextureFile))
{
// Add the previous prim to the list as it is now finalized
sculpties.Add(current);
}
// Start a new prim
current = new Sculpt();
break;
case "prim":
// The only useful bit of information here is the prim name
if (words.Length >= 3)
current.Name = words[2];
break;
case "shape":
// This line has the name of the sculpt texture
if (words.Length >= 3)
current.SculptFile = path + words[2] + ".bmp";
break;
case "texture":
// This line has the name of the actual texture
if (words.Length >= 3)
current.TextureFile = path + words[2] + ".bmp";
break;
case "transform":
// Get some primitive params
if (words.Length >= 9)
{
float x, y, z;
x = Single.Parse(words[2], CultureInfo.InvariantCulture);
y = Single.Parse(words[3], CultureInfo.InvariantCulture);
z = Single.Parse(words[4], CultureInfo.InvariantCulture);
current.Scale = new Vector3(x, y, z);
x = Single.Parse(words[6], CultureInfo.InvariantCulture);
y = Single.Parse(words[7], CultureInfo.InvariantCulture);
z = Single.Parse(words[8], CultureInfo.InvariantCulture);
current.Offset = new Vector3(x, y, z);
}
break;
}
}
else if (words[0] == "newPrim")
{
// Start a new prim
current = new Sculpt();
}
}
}
// Add the final prim
if (current != null && current.Scale != Vector3.Zero &&
!String.IsNullOrEmpty(current.SculptFile) &&
!String.IsNullOrEmpty(current.TextureFile))
{
// Add the previous prim to the list as it is now finalized
sculpties.Add(current);
}
}
catch (Exception ex)
{
error = ex.ToString();
}
finally
{
if (primscript != null)
primscript.Close();
}
return sculpties;
}
}
}