Files
libremetaverse/libsecondlife/libsecondlife.Utilities/Appearance.cs

1226 lines
52 KiB
C#

/*
* Copyright (c) 2007, Second Life Reverse Engineering Team
* All rights reserved.
*
* - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Neither the name of the Second Life Reverse Engineering Team nor the names
* of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Text;
using System.Drawing;
using System.Drawing.Imaging;
using System.Collections.Generic;
using System.Threading;
using libsecondlife;
using libsecondlife.Utilities.Assets;
using libsecondlife.Packets;
namespace libsecondlife.Utilities.Appearance
{
/// <summary>
///
/// </summary>
public class Wearable
{
/// <summary>
///
/// </summary>
public enum WearableType : byte
{
/// <summary></summary>
Shape = 0,
/// <summary></summary>
Skin,
/// <summary></summary>
Hair,
/// <summary></summary>
Eyes,
/// <summary></summary>
Shirt,
/// <summary></summary>
Pants,
/// <summary></summary>
Shoes,
/// <summary></summary>
Socks,
/// <summary></summary>
Jacket,
/// <summary></summary>
Gloves,
/// <summary></summary>
Undershirt,
/// <summary></summary>
Underpants,
/// <summary></summary>
Skirt,
/// <summary></summary>
Invalid = 255
};
/// <summary>
///
/// </summary>
public enum ForSale
{
/// <summary>Not for sale</summary>
Not = 0,
/// <summary>The original is for sale</summary>
Original = 1,
/// <summary>Copies are for sale</summary>
Copy = 2,
/// <summary>The contents of the object are for sale</summary>
Contents = 3
}
public string Name = String.Empty;
public string Description = String.Empty;
public WearableType Type = WearableType.Shape;
public ForSale Sale = ForSale.Not;
public int SalePrice = 0;
public LLUUID Creator = LLUUID.Zero;
public LLUUID Owner = LLUUID.Zero;
public LLUUID LastOwner = LLUUID.Zero;
public LLUUID Group = LLUUID.Zero;
public bool GroupOwned = false;
public Helpers.PermissionType BasePermissions;
public Helpers.PermissionType EveryonePermissions;
public Helpers.PermissionType OwnerPermissions;
public Helpers.PermissionType NextOwnerPermissions;
public Helpers.PermissionType GroupPermissions;
public Dictionary<int, float> Params = new Dictionary<int, float>();
public Dictionary<int, LLUUID> Textures = new Dictionary<int, LLUUID>();
private SecondLife Client;
private string[] ForSaleNames = new string[]
{
"not",
"orig",
"copy",
"cntn"
};
/// <summary>
/// Default constructor
/// </summary>
/// <param name="client">Reference to the SecondLife client</param>
public Wearable(SecondLife client)
{
Client = client;
}
public static AssetType WearableTypeToAssetType(WearableType type)
{
switch (type)
{
case WearableType.Shape:
case WearableType.Skin:
case WearableType.Hair:
case WearableType.Eyes:
return AssetType.Bodypart;
case WearableType.Shirt:
case WearableType.Pants:
case WearableType.Shoes:
case WearableType.Socks:
case WearableType.Jacket:
case WearableType.Gloves:
case WearableType.Undershirt:
case WearableType.Underpants:
return AssetType.Clothing;
default:
return AssetType.Unknown;
}
}
public bool ImportAsset(string data)
{
int version = -1;
int n = -1;
try
{
n = data.IndexOf('\n');
version = Int32.Parse(data.Substring(19, n - 18));
data = data.Remove(0, n);
if (version != 22)
{
Client.Log("Wearable asset has unrecognized version " + version, Helpers.LogLevel.Warning);
return false;
}
n = data.IndexOf('\n');
Name = data.Substring(0, n);
data = data.Remove(0, n);
n = data.IndexOf('\n');
Description = data.Substring(0, n);
data = data.Remove(0, n);
// Split in to an upper and lower half
string[] parts = data.Split(new string[] { "parameters" }, StringSplitOptions.None);
parts[1] = "parameters" + parts[1];
// Parse the upper half
string[] lines = parts[0].Split('\n');
foreach (string thisline in lines)
{
string line = thisline.Trim();
string[] fields = line.Split('\t');
if (fields.Length == 2)
{
if (fields[0] == "creator_mask")
{
// Deprecated, apply this as the base mask
BasePermissions = (Helpers.PermissionType)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
}
else if (fields[0] == "base_mask")
{
BasePermissions = (Helpers.PermissionType)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
}
else if (fields[0] == "owner_mask")
{
OwnerPermissions = (Helpers.PermissionType)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
}
else if (fields[0] == "group_mask")
{
GroupPermissions = (Helpers.PermissionType)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
}
else if (fields[0] == "everyone_mask")
{
EveryonePermissions = (Helpers.PermissionType)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
}
else if (fields[0] == "next_owner_mask")
{
NextOwnerPermissions = (Helpers.PermissionType)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
}
else if (fields[0] == "creator_id")
{
Creator = new LLUUID(fields[1]);
}
else if (fields[0] == "owner_id")
{
Owner = new LLUUID(fields[1]);
}
else if (fields[0] == "last_owner_id")
{
LastOwner = new LLUUID(fields[1]);
}
else if (fields[0] == "group_id")
{
Group = new LLUUID(fields[1]);
}
else if (fields[0] == "group_owned")
{
GroupOwned = (Int32.Parse(fields[1]) != 0);
}
else if (fields[0] == "sale_type")
{
for (int i = 0; i < ForSaleNames.Length; i++)
{
if (fields[1] == ForSaleNames[i])
{
Sale = (ForSale)i;
break;
}
}
}
else if (fields[0] == "sale_price")
{
SalePrice = Int32.Parse(fields[1]);
}
else if (fields[0] == "perm_mask")
{
Client.Log("Wearable asset has deprecated perm_mask field, ignoring", Helpers.LogLevel.Warning);
}
}
else if (line.StartsWith("type "))
{
Type = (WearableType)Int32.Parse(line.Substring(5));
break;
}
}
// Break up the lower half in to parameters and textures
string[] lowerparts = parts[1].Split(new string[] { "textures" }, StringSplitOptions.None);
lowerparts[1] = "textures" + lowerparts[1];
// Parse the parameters
lines = lowerparts[0].Split('\n');
foreach (string line in lines)
{
string[] fields = line.Split(' ');
// Use exception handling to deal with all the lines we aren't interested in
try
{
int id = Int32.Parse(fields[0]);
float weight = Single.Parse(fields[1], System.Globalization.NumberStyles.Float,
Helpers.EnUsCulture.NumberFormat);
Params[id] = weight;
}
catch (Exception)
{
}
}
// Parse the textures
lines = lowerparts[1].Split('\n');
foreach (string line in lines)
{
string[] fields = line.Split(' ');
// Use exception handling to deal with all the lines we aren't interested in
try
{
int id = Int32.Parse(fields[0]);
LLUUID texture = new LLUUID(fields[1]);
Textures[id] = texture;
}
catch (Exception)
{
}
}
return true;
}
catch (Exception e)
{
Client.Log("Failed to parse wearable asset: " + e.ToString(), Helpers.LogLevel.Warning);
}
return false;
}
public string ExportAsset()
{
StringBuilder data = new StringBuilder("LLWearable version 22\n");
data.Append(Name); data.Append("\n\n");
data.Append("\tpermissions 0\n\t{\n");
data.Append("\t\tbase_mask\t"); data.Append(Helpers.UIntToHexString((uint)BasePermissions)); data.Append("\n");
data.Append("\t\towner_mask\t"); data.Append(Helpers.UIntToHexString((uint)OwnerPermissions)); data.Append("\n");
data.Append("\t\tgroup_mask\t"); data.Append(Helpers.UIntToHexString((uint)GroupPermissions)); data.Append("\n");
data.Append("\t\teveryone_mask\t"); data.Append(Helpers.UIntToHexString((uint)EveryonePermissions)); data.Append("\n");
data.Append("\t\tnext_owner_mask\t"); data.Append(Helpers.UIntToHexString((uint)NextOwnerPermissions)); data.Append("\n");
data.Append("\t\tcreator_id\t"); data.Append(Creator.ToStringHyphenated()); data.Append("\n");
data.Append("\t\towner_id\t"); data.Append(Owner.ToStringHyphenated()); data.Append("\n");
data.Append("\t\tlast_owner_id\t"); data.Append(LastOwner.ToStringHyphenated()); data.Append("\n");
data.Append("\t\tgroup_id\t"); data.Append(Group.ToStringHyphenated()); data.Append("\n");
if (GroupOwned) data.Append("\t\tgroup_owned\t1\n");
data.Append("\t}\n");
data.Append("\tsale_info\t0\n");
data.Append("\t{\n");
data.Append("\t\tsale_type\t"); data.Append(ForSaleNames[(int)Sale]); data.Append("\n");
data.Append("\t\tsale_price\t"); data.Append(SalePrice); data.Append("\n");
data.Append("\t}\n");
data.Append("type "); data.Append((int)Type); data.Append("\n");
data.Append("parameters "); data.Append(Params.Count); data.Append("\n");
foreach (KeyValuePair<int, float> param in Params)
{
data.Append(param.Key); data.Append(" "); data.Append(Helpers.FloatToTerseString(param.Value)); data.Append("\n");
}
data.Append("textures "); data.Append(Textures.Count); data.Append("\n");
foreach (KeyValuePair<int, LLUUID> texture in Textures)
{
data.Append(texture.Key); data.Append(" "); data.Append(texture.Value.ToStringHyphenated()); data.Append("\n");
}
return data.ToString();
}
}
/// <summary>
///
/// </summary>
public struct WearableData
{
public Wearable Wearable;
public LLUUID AssetID;
public LLUUID ItemID;
}
/// <summary>
///
/// </summary>
public class AppearanceManager
{
/// <summary>
///
/// </summary>
public enum TextureIndex
{
Unknown = -1,
HeadBodypaint = 0,
UpperShirt,
LowerPants,
EyesIris,
Hair,
UpperBodypaint,
LowerBodypaint,
LowerShoes,
HeadBaked,
UpperBaked,
LowerBaked,
EyesBaked,
LowerSocks,
UpperJacket,
LowerJacket,
UpperUndershirt,
LowerUnderpants,
Skirt,
SkirtBaked
}
/// <summary>
///
/// </summary>
public enum BakeType
{
Unknown = -1,
Head = 0,
UpperBody = 1,
LowerBody = 2,
Eyes = 3,
Skirt = 4
}
/// <summary>
///
/// </summary>
/// <param name="wearables">A mapping of WearableTypes to KeyValuePairs
/// with Asset ID of the wearable as key and Item ID as value</param>
public delegate void AgentWearablesCallback(Dictionary<Wearable.WearableType, KeyValuePair<LLUUID, LLUUID>> wearables);
/// <summary></summary>
public event AgentWearablesCallback OnAgentWearables;
/// <summary>Total number of wearables for each avatar</summary>
public const int WEARABLE_COUNT = 13;
/// <summary></summary>
public const int BAKED_TEXTURE_COUNT = 5;
/// <summary></summary>
public const int WEARABLES_PER_LAYER = 7;
/// <summary></summary>
public const int AVATAR_TEXTURE_COUNT = 20;
/// <summary>Map of what wearables are included in each bake</summary>
public static readonly Wearable.WearableType[][] WEARABLE_BAKE_MAP = new Wearable.WearableType[][]
{
new Wearable.WearableType[] { Wearable.WearableType.Shape, Wearable.WearableType.Skin, Wearable.WearableType.Hair, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid },
new Wearable.WearableType[] { Wearable.WearableType.Shape, Wearable.WearableType.Skin, Wearable.WearableType.Shirt, Wearable.WearableType.Jacket, Wearable.WearableType.Gloves, Wearable.WearableType.Undershirt, Wearable.WearableType.Invalid },
new Wearable.WearableType[] { Wearable.WearableType.Shape, Wearable.WearableType.Skin, Wearable.WearableType.Pants, Wearable.WearableType.Shoes, Wearable.WearableType.Socks, Wearable.WearableType.Jacket, Wearable.WearableType.Underpants },
new Wearable.WearableType[] { Wearable.WearableType.Eyes, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid },
new Wearable.WearableType[] { Wearable.WearableType.Skin, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid, Wearable.WearableType.Invalid }
};
/// <summary>Secret values to finalize the cache check hashes for each
/// bake</summary>
public static readonly LLUUID[] BAKED_TEXTURE_HASH = new LLUUID[]
{
new LLUUID("18ded8d6-bcfc-e415-8539-944c0f5ea7a6"),
new LLUUID("338c29e3-3024-4dbb-998d-7c04cf4fa88f"),
new LLUUID("91b4a2c7-1b1a-ba16-9a16-1f8f8dcc1c3f"),
new LLUUID("b2cf28af-b840-1071-3c6a-78085d8128b5"),
new LLUUID("ea800387-ea1a-14e0-56cb-24f2022f969a")
};
/// <summary>Default avatar texture, used to detect when a custom
/// texture is not set for a face</summary>
public static readonly LLUUID DEFAULT_AVATAR_TEXTURE = new LLUUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97");
private SecondLife Client;
private AssetManager Assets;
private Dictionary<Wearable.WearableType, WearableData> Wearables = new Dictionary<Wearable.WearableType, WearableData>();
// As wearable assets are downloaded and decoded, the textures are added to this array
private LLUUID[] AgentTextures = new LLUUID[19];
// Wearable assets are downloaded one at a time, a new request is pulled off the queue
// and started when the previous one completes
private Queue<KeyValuePair<LLUUID, AssetType>> DownloadQueue = new Queue<KeyValuePair<LLUUID, AssetType>>();
// A list of all the images we are currently downloading, prior to baking
private Dictionary<LLUUID, TextureIndex> ImageDownloads = new Dictionary<LLUUID, TextureIndex>();
// A list of all the bakes we need to complete
private Dictionary<BakeType, BakeLayer> PendingBakes = new Dictionary<BakeType, BakeLayer>(BAKED_TEXTURE_COUNT);
// A list of all the uploads that are in progress
private Dictionary<LLUUID, TextureIndex> PendingUploads = new Dictionary<LLUUID, TextureIndex>(BAKED_TEXTURE_COUNT);
// Whether the handler for our current wearable list should automatically start downloading the assets
private bool DownloadWearables = false;
private int CacheCheckSerialNum = 0;
private uint SetAppearanceSerialNum = 0;
private ManualResetEvent WearablesDownloadedEvent = new ManualResetEvent(false);
private ManualResetEvent CachedResponseEvent = new ManualResetEvent(false);
// FIXME: Create a class-level appearance thread so multiple threads can't be launched
/// <summary>
/// Default constructor
/// </summary>
/// <param name="client"></param>
/// <param name="assets"></param>
public AppearanceManager(SecondLife client, libsecondlife.Utilities.Assets.AssetManager assets)
{
Client = client;
Assets = assets;
// Initialize AgentTextures to zero UUIDs
for (int i = 0; i < AgentTextures.Length; i++)
AgentTextures[i] = LLUUID.Zero;
Client.Network.RegisterCallback(PacketType.AgentWearablesUpdate, new NetworkManager.PacketCallback(AgentWearablesHandler));
Client.Network.RegisterCallback(PacketType.AgentCachedTextureResponse, new NetworkManager.PacketCallback(AgentCachedTextureResponseHandler));
}
/// <summary>
/// If the appearance thread is running it is terminated here
/// </summary>
~AppearanceManager()
{
WearablesDownloadedEvent.Set();
CachedResponseEvent.Set();
}
/// <summary>
/// Returns the assetID for a given WearableType
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public LLUUID GetWearableAsset(Wearable.WearableType type)
{
if (Wearables.ContainsKey(type))
return Wearables[type].AssetID;
else
return null;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public void SetPreviousAppearance()
{
// Clear out any previous data
DownloadWearables = false;
lock (Wearables) Wearables.Clear();
lock (AgentTextures)
{
for (int i = 0; i < AgentTextures.Length; i++)
AgentTextures[i] = LLUUID.Zero;
}
lock (DownloadQueue) DownloadQueue.Clear();
Thread appearanceThread = new Thread(new ThreadStart(StartSetPreviousAppearance));
appearanceThread.Start();
}
/// <summary>
/// Build hashes out of the texture assetIDs for each baking layer to
/// ask the simulator whether it has cached copies of each baked layer
/// </summary>
public void RequestCachedBakes()
{
List<KeyValuePair<int, LLUUID>> hashes = new List<KeyValuePair<int,LLUUID>>();
AgentCachedTexturePacket cache = new AgentCachedTexturePacket();
cache.AgentData.AgentID = Client.Network.AgentID;
cache.AgentData.SessionID = Client.Network.SessionID;
cache.AgentData.SerialNum = CacheCheckSerialNum;
// Build hashes for each of the bake layers from the individual components
for (int bakedIndex = 0; bakedIndex < BAKED_TEXTURE_COUNT; bakedIndex++)
{
// Don't do a cache request for a skirt bake if we're not wearing a skirt
if (bakedIndex == (int)BakeType.Skirt &&
(!Wearables.ContainsKey(Wearable.WearableType.Skirt) || Wearables[Wearable.WearableType.Skirt].AssetID == LLUUID.Zero))
continue;
LLUUID hash = new LLUUID();
for (int wearableIndex = 0; wearableIndex < WEARABLES_PER_LAYER; wearableIndex++)
{
Wearable.WearableType type = WEARABLE_BAKE_MAP[bakedIndex][wearableIndex];
LLUUID assetID = GetWearableAsset(type);
// Build a hash of all the texture asset IDs in this baking layer
if (assetID != null) hash ^= assetID;
}
if (hash != LLUUID.Zero)
{
// Hash with our secret value for this baked layer
hash ^= BAKED_TEXTURE_HASH[bakedIndex];
// Add this to the list of hashes to send out
hashes.Add(new KeyValuePair<int, LLUUID>(bakedIndex, hash));
}
}
// Only send the packet out if there's something to check
if (hashes.Count > 0)
{
cache.WearableData = new AgentCachedTexturePacket.WearableDataBlock[hashes.Count];
for (int i = 0; i < hashes.Count; i++)
{
cache.WearableData[i] = new AgentCachedTexturePacket.WearableDataBlock();
cache.WearableData[i].TextureIndex = (byte)hashes[i].Key;
cache.WearableData[i].ID = hashes[i].Value;
Client.DebugLog("Checking cache for index " + cache.WearableData[i].TextureIndex +
", ID: " + cache.WearableData[i].ID);
}
// Increment our serial number for this packet
CacheCheckSerialNum++;
// Send it out
Client.Network.SendPacket(cache);
}
}
/// <summary>
/// Ask the server what textures our avatar is currently wearing
/// </summary>
public void RequestAgentWearables()
{
AgentWearablesRequestPacket request = new AgentWearablesRequestPacket();
request.AgentData.AgentID = Client.Network.AgentID;
request.AgentData.SessionID = Client.Network.SessionID;
Client.Network.SendPacket(request);
}
private void StartSetPreviousAppearance()
{
WearablesDownloadedEvent.Reset();
CachedResponseEvent.Reset();
DownloadWearables = true;
// Register an asset download callback to get wearable data
AssetManager.AssetReceivedCallback assetCallback = new AssetManager.AssetReceivedCallback(Assets_OnAssetReceived);
AssetManager.ImageReceivedCallback imageCallback = new AssetManager.ImageReceivedCallback(Assets_OnImageReceived);
AssetManager.AssetUploadedCallback uploadCallback = new AssetManager.AssetUploadedCallback(Assets_OnAssetUploaded);
Assets.OnAssetReceived += assetCallback;
Assets.OnImageReceived += imageCallback;
Assets.OnAssetUploaded += uploadCallback;
// Ask the server what we are currently wearing
RequestAgentWearables();
WearablesDownloadedEvent.WaitOne();
// Unregister the asset download callback
Assets.OnAssetReceived -= assetCallback;
Client.DebugLog("WearablesDownloadEvent completed");
// Now that we know what the avatar is wearing, we can check if anything needs to be rebaked
RequestCachedBakes();
// Send a list of what we are currently wearing
SendAgentWearables();
CachedResponseEvent.WaitOne();
// Unregister the image download and asset upload callbacks
Assets.OnImageReceived -= imageCallback;
Assets.OnAssetUploaded -= uploadCallback;
Client.DebugLog("CachedResponseEvent completed");
// Send all of the visual params and textures for our agent
SendAgentSetAppearance();
}
private void SendAgentSetAppearance()
{
AgentSetAppearancePacket set = new AgentSetAppearancePacket();
set.AgentData.AgentID = Client.Network.AgentID;
set.AgentData.SessionID = Client.Network.SessionID;
set.AgentData.SerialNum = SetAppearanceSerialNum++;
set.VisualParam = new AgentSetAppearancePacket.VisualParamBlock[VisualParams.Params.Length];
lock (Wearables)
{
// Only for debugging output
int count = 0;
// Build the visual param array
for (int i = 0; i < VisualParams.Params.Length; i++)
{
bool found = false;
set.VisualParam[i] = new AgentSetAppearancePacket.VisualParamBlock();
// Try and find this value in our collection of downloaded wearables
foreach (WearableData data in Wearables.Values)
{
if (data.Wearable.Params.ContainsKey(i))
{
set.VisualParam[i].ParamValue = Helpers.FloatToByte(data.Wearable.Params[i],
VisualParams.Params[i].MinValue, VisualParams.Params[i].MaxValue);
found = true;
count++;
break;
}
}
// Use a default value if we don't have one set for it
if (!found)
{
set.VisualParam[i].ParamValue = Helpers.FloatToByte(VisualParams.Params[i].DefaultValue,
VisualParams.Params[i].MinValue, VisualParams.Params[i].MaxValue);
}
}
Client.DebugLog("Sending " + count + " VisualParams");
// Build the texture entry for our agent
LLObject.TextureEntry te = new LLObject.TextureEntry(DEFAULT_AVATAR_TEXTURE);
// Put our AgentTextures array in to TextureEntry
lock (AgentTextures)
{
for (uint i = 0; i < AgentTextures.Length; i++)
{
if (AgentTextures[i] != LLUUID.Zero)
{
LLObject.TextureEntryFace face = te.CreateFace(i);
face.TextureID = AgentTextures[i];
}
}
}
foreach (WearableData data in Wearables.Values)
{
foreach (KeyValuePair<int, LLUUID> texture in data.Wearable.Textures)
{
LLObject.TextureEntryFace face = te.CreateFace((uint)texture.Key);
face.TextureID = texture.Value;
Client.DebugLog("Setting texture " + ((TextureIndex)texture.Key).ToString() + " to " +
texture.Value.ToStringHyphenated());
}
}
// Set the packet TextureEntry
set.ObjectData.TextureEntry = te.ToBytes();
}
// This is a bit hackish, but a whole lot better than implementing the actual algorithm
float height = Helpers.ByteToFloat(set.VisualParam[25].ParamValue, VisualParams.Params[25].MinValue,
VisualParams.Params[25].MaxValue);
set.AgentData.Size = new LLVector3(0.45f, 0.6f, 1.50856f + ((height / 255.0f) * (2.025506f - 1.50856f)));
// TODO: Account for not having all the textures baked yet
set.WearableData = new AgentSetAppearancePacket.WearableDataBlock[BAKED_TEXTURE_COUNT];
// Build hashes for each of the bake layers from the individual components
for (int bakedIndex = 0; bakedIndex < BAKED_TEXTURE_COUNT; bakedIndex++)
{
LLUUID hash = new LLUUID();
for (int wearableIndex = 0; wearableIndex < WEARABLES_PER_LAYER; wearableIndex++)
{
Wearable.WearableType type = WEARABLE_BAKE_MAP[bakedIndex][wearableIndex];
LLUUID assetID = GetWearableAsset(type);
// Build a hash of all the texture asset IDs in this baking layer
if (assetID != null) hash ^= assetID;
}
if (hash != LLUUID.Zero)
{
// Hash with our secret value for this baked layer
hash ^= BAKED_TEXTURE_HASH[bakedIndex];
}
// Tell the server what cached texture assetID to use for each bake layer
set.WearableData[bakedIndex] = new AgentSetAppearancePacket.WearableDataBlock();
set.WearableData[bakedIndex].TextureIndex = (byte)bakedIndex;
set.WearableData[bakedIndex].CacheID = hash;
}
// Finally, send the packet
Client.Network.SendPacket(set);
}
private void SendAgentWearables()
{
Client.DebugLog("Wearables contains " + Wearables.Count + " entries");
AgentIsNowWearingPacket wearing = new AgentIsNowWearingPacket();
wearing.AgentData.AgentID = Client.Network.AgentID;
wearing.AgentData.SessionID = Client.Network.SessionID;
wearing.WearableData = new AgentIsNowWearingPacket.WearableDataBlock[WEARABLE_COUNT];
for (int i = 0; i < WEARABLE_COUNT; i++)
{
Wearable.WearableType type = (Wearable.WearableType)i;
wearing.WearableData[i] = new AgentIsNowWearingPacket.WearableDataBlock();
wearing.WearableData[i].WearableType = (byte)i;
if (Wearables.ContainsKey(type))
wearing.WearableData[i].ItemID = Wearables[type].ItemID;
else
wearing.WearableData[i].ItemID = LLUUID.Zero;
}
Client.Network.SendPacket(wearing);
}
private TextureIndex BakedIndexToAgentTextureIndex(BakeType index)
{
switch (index)
{
case BakeType.Head:
return TextureIndex.HeadBaked;
case BakeType.UpperBody:
return TextureIndex.UpperBaked;
case BakeType.LowerBody:
return TextureIndex.LowerBaked;
case BakeType.Eyes:
return TextureIndex.EyesBaked;
case BakeType.Skirt:
return TextureIndex.SkirtBaked;
default:
return TextureIndex.Unknown;
}
}
private void AgentWearablesHandler(Packet packet, Simulator simulator)
{
// Lock to prevent a race condition with multiple AgentWearables packets
lock (WearablesDownloadedEvent)
{
AgentWearablesUpdatePacket update = (AgentWearablesUpdatePacket)packet;
// Reset the Wearables collection
lock (Wearables) Wearables.Clear();
for (int i = 0; i < update.WearableData.Length; i++)
{
if (update.WearableData[i].AssetID != LLUUID.Zero)
{
Wearable.WearableType type = (Wearable.WearableType)update.WearableData[i].WearableType;
WearableData data = new WearableData();
data.AssetID = update.WearableData[i].AssetID;
data.ItemID = update.WearableData[i].ItemID;
data.Wearable = new Wearable(Client);
data.Wearable.Type = type;
// Add this wearable to our collection
lock (Wearables) Wearables[type] = data;
// Convert WearableType to AssetType
AssetType assetType = Wearable.WearableTypeToAssetType(type);
Client.DebugLog("Downloading wearable " + type.ToString() + ": " +
data.AssetID.ToStringHyphenated());
// Add this wearable asset to the download queue
if (DownloadWearables)
{
KeyValuePair<LLUUID, AssetType> download =
new KeyValuePair<LLUUID,AssetType>(data.AssetID, assetType);
DownloadQueue.Enqueue(download);
}
}
}
if (DownloadQueue.Count > 0)
{
KeyValuePair<LLUUID, AssetType> download = DownloadQueue.Dequeue();
Assets.RequestAsset(download.Key, download.Value, true);
}
// Don't download wearables twice in a row
DownloadWearables = false;
}
if (OnAgentWearables != null)
{
// Refactor our internal Wearables dictionary in to something for the callback
Dictionary<Wearable.WearableType, KeyValuePair<LLUUID, LLUUID>> wearables =
new Dictionary<Wearable.WearableType, KeyValuePair<LLUUID, LLUUID>>();
lock (Wearables)
{
foreach (KeyValuePair<Wearable.WearableType, WearableData> data in Wearables)
wearables.Add(data.Key, new KeyValuePair<LLUUID,LLUUID>(data.Value.AssetID, data.Value.ItemID));
}
try { OnAgentWearables(wearables); }
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
}
}
private void AgentCachedTextureResponseHandler(Packet packet, Simulator simulator)
{
AgentCachedTextureResponsePacket response = (AgentCachedTextureResponsePacket)packet;
Dictionary<int, float> paramValues = new Dictionary<int, float>(VisualParams.Params.Length);
// Build a dictionary of appearance parameter indices and values from the wearables
for (int i = 0; i < VisualParams.Params.Length; i++)
{
bool found = false;
// Try and find this value in our collection of downloaded wearables
foreach (WearableData data in Wearables.Values)
{
if (data.Wearable.Params.ContainsKey(i))
{
paramValues.Add(i,data.Wearable.Params[i]);
found = true;
break;
}
}
// Use a default value if we don't have one set for it
if (!found) paramValues.Add(i, VisualParams.Params[i].DefaultValue);
}
lock (AgentTextures)
{
foreach (AgentCachedTextureResponsePacket.WearableDataBlock block in response.WearableData)
{
// For each missing element we need to bake our own texture
Client.DebugLog("Cache response, index: " + block.TextureIndex + ", ID: " +
block.TextureID.ToStringHyphenated());
// FIXME: Use this. Right now we treat baked images on other sims as if they were missing
string host = Helpers.FieldToUTF8String(block.HostName);
if (host.Length > 0) Client.DebugLog("Cached bake exists on foreign host " + host);
// Convert the baked index to an AgentTexture index
if (block.TextureID != LLUUID.Zero && host.Length == 0)
{
TextureIndex index = BakedIndexToAgentTextureIndex((BakeType)block.TextureIndex);
AgentTextures[(int)index] = block.TextureID;
}
else
{
BakeType bakeType = BakeType.Unknown;
int imageCount = 0;
// Download all of the images in this layer
switch ((BakeType)block.TextureIndex)
{
case BakeType.Head:
lock (ImageDownloads)
{
imageCount += AddImageDownload(TextureIndex.HeadBodypaint);
imageCount += AddImageDownload(TextureIndex.Hair);
}
break;
case BakeType.UpperBody:
lock (ImageDownloads)
{
imageCount += AddImageDownload(TextureIndex.UpperBodypaint);
imageCount += AddImageDownload(TextureIndex.UpperUndershirt);
imageCount += AddImageDownload(TextureIndex.UpperShirt);
imageCount += AddImageDownload(TextureIndex.UpperJacket);
// TODO: Where are the gloves?
}
break;
case BakeType.LowerBody:
lock (ImageDownloads)
{
imageCount += AddImageDownload(TextureIndex.LowerBodypaint);
imageCount += AddImageDownload(TextureIndex.LowerUnderpants);
imageCount += AddImageDownload(TextureIndex.LowerSocks);
imageCount += AddImageDownload(TextureIndex.LowerShoes);
imageCount += AddImageDownload(TextureIndex.LowerPants);
imageCount += AddImageDownload(TextureIndex.LowerJacket);
}
break;
case BakeType.Eyes:
lock (ImageDownloads)
{
imageCount += AddImageDownload(TextureIndex.EyesIris);
}
break;
case BakeType.Skirt:
if (Wearables.ContainsKey(Wearable.WearableType.Skirt))
{
lock (ImageDownloads)
{
imageCount += AddImageDownload(TextureIndex.Skirt);
}
}
break;
default:
Client.Log("Unknown BakeType " + block.TextureIndex, Helpers.LogLevel.Warning);
break;
}
if (imageCount > 0 && !PendingBakes.ContainsKey(bakeType))
{
lock (PendingBakes)
PendingBakes.Add(bakeType, new BakeLayer(Client, imageCount, paramValues));
}
else
{
Client.Log("No cached bake for " + bakeType.ToString() + " and no textures for that " +
"layer, this is an unhandled case", Helpers.LogLevel.Error);
}
}
}
}
if (ImageDownloads.Count == 0)
{
// No pending downloads for baking, we're done
CachedResponseEvent.Set();
}
else
{
lock (ImageDownloads)
{
foreach (LLUUID image in ImageDownloads.Keys)
{
// Download all the images we need for baking
Assets.RequestImage(image, ImageType.Normal, 1013000.0f, 0);
}
}
}
}
private int AddImageDownload(TextureIndex index)
{
LLUUID image = AgentTextures[(int)index];
if (image != LLUUID.Zero)
{
if (!ImageDownloads.ContainsKey(image)) ImageDownloads.Add(image, index);
return 1;
}
else
{
return 0;
}
}
private void Assets_OnAssetReceived(AssetDownload asset)
{
lock (Wearables)
{
// Check if this is a wearable we were waiting on
foreach (WearableData data in Wearables.Values)
{
if (data.AssetID == asset.AssetID)
{
// Make sure the download succeeded
if (asset.Success)
{
// Convert the downloaded asset to a string
string wearableData = Helpers.FieldToUTF8String(asset.AssetData);
// Attempt to parse the wearable data
if (data.Wearable.ImportAsset(wearableData))
{
lock (AgentTextures)
{
foreach (KeyValuePair<int, LLUUID> texture in data.Wearable.Textures)
AgentTextures[texture.Key] = texture.Value;
}
Client.DebugLog("Imported wearable asset " + data.Wearable.Type.ToString());
}
else
{
Client.Log("Failed to decode wearable asset " + asset.AssetID.ToStringHyphenated(),
Helpers.LogLevel.Warning);
}
}
else
{
Client.Log("Wearable " + data.Wearable.Type.ToString() + "(" +
asset.AssetID.ToStringHyphenated() + ") failed to download, " + asset.Status.ToString(),
Helpers.LogLevel.Warning);
}
break;
}
}
}
if (DownloadQueue.Count > 0)
{
// Dowload the next wearable in line
KeyValuePair<LLUUID, AssetType> download = DownloadQueue.Dequeue();
Assets.RequestAsset(download.Key, download.Value, true);
}
else
{
// Everything is downloaded
WearablesDownloadedEvent.Set();
}
}
private void Assets_OnImageReceived(ImageDownload image)
{
lock (ImageDownloads)
{
if (ImageDownloads.ContainsKey(image.ID))
{
TextureIndex index = ImageDownloads[image.ID];
BakeType type = BakeType.Head;
BakeLayer.BakeOrder order = BakeLayer.BakeOrder.HeadBodypaint;
if (image.Success)
{
// Add this image to a baking layer
switch (index)
{
case TextureIndex.HeadBodypaint:
type = BakeType.Head;
order = BakeLayer.BakeOrder.HeadBodypaint;
break;
case TextureIndex.Hair:
type = BakeType.Head;
order = BakeLayer.BakeOrder.Hair;
break;
case TextureIndex.UpperBodypaint:
type = BakeType.UpperBody;
order = BakeLayer.BakeOrder.UpperBodypaint;
break;
case TextureIndex.UpperUndershirt:
type = BakeType.UpperBody;
order = BakeLayer.BakeOrder.UpperUndershirt;
break;
case TextureIndex.UpperShirt:
type = BakeType.UpperBody;
order = BakeLayer.BakeOrder.UpperShirt;
break;
case TextureIndex.UpperJacket:
type = BakeType.UpperBody;
order = BakeLayer.BakeOrder.UpperJacket;
break;
case TextureIndex.LowerBodypaint:
type = BakeType.LowerBody;
order = BakeLayer.BakeOrder.LowerBodypaint;
break;
case TextureIndex.LowerUnderpants:
type = BakeType.LowerBody;
order = BakeLayer.BakeOrder.LowerUnderpants;
break;
case TextureIndex.LowerSocks:
type = BakeType.LowerBody;
order = BakeLayer.BakeOrder.LowerSocks;
break;
case TextureIndex.LowerShoes:
type = BakeType.LowerBody;
order = BakeLayer.BakeOrder.LowerShoes;
break;
case TextureIndex.LowerPants:
type = BakeType.LowerBody;
order = BakeLayer.BakeOrder.LowerPants;
break;
case TextureIndex.LowerJacket:
type = BakeType.LowerBody;
order = BakeLayer.BakeOrder.LowerJacket;
break;
case TextureIndex.EyesIris:
type = BakeType.Eyes;
order = BakeLayer.BakeOrder.EyesIris;
break;
case TextureIndex.Skirt:
type = BakeType.Skirt;
order = BakeLayer.BakeOrder.Skirt;
break;
default:
Client.Log("Image downloaded for unknown TextureIndex " + index.ToString(),
Helpers.LogLevel.Warning);
break;
}
if (PendingBakes.ContainsKey(type) && PendingBakes[type].AddImage(order, image.AssetData))
{
// Create a transactionID and assetID for this upload
LLUUID transactionID = LLUUID.Random();
LLUUID assetID = transactionID.Combine(Client.Network.SecureSessionID);
// Upload the completed bake data
Assets.RequestUpload(transactionID, AssetType.Texture, PendingBakes[type].FinalData,
true, true, false);
// Add it to a pending uploads list
lock (PendingUploads) PendingUploads.Add(assetID, index);
// Remove this bake from the pending list
PendingBakes.Remove(type);
}
}
else
{
Client.Log("Texture " + image.ID.ToStringHyphenated() + " failed to download, " +
"bake will be incomplete", Helpers.LogLevel.Warning);
}
ImageDownloads.Remove(image.ID);
if (ImageDownloads.Count == 0 && PendingUploads.Count == 0)
{
// This is a failsafe catch, as the upload completed callback should normally
// be triggering the event
CachedResponseEvent.Set();
}
}
}
}
private void Assets_OnAssetUploaded(AssetUpload upload)
{
lock (PendingUploads)
{
if (PendingUploads.ContainsKey(upload.AssetID))
{
if (upload.Success)
{
// FIXME: Setup the TextureEntry with the new baked upload
}
else
{
Client.Log("Asset upload " + upload.AssetID.ToStringHyphenated() + " failed",
Helpers.LogLevel.Warning);
}
PendingUploads.Remove(upload.AssetID);
if (PendingUploads.Count == 0 && ImageDownloads.Count == 0)
{
CachedResponseEvent.Set();
}
}
else
{
// TEMP
Client.DebugLog("Upload " + upload.AssetID.ToStringHyphenated() + " was not found in PendingUploads");
}
}
}
}
}