/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * 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. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.Collections.Generic; using System.Drawing; using System.Drawing.Imaging; using Nini.Config; using OpenMetaverse; using OpenMetaverse.Imaging; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using log4net; using System.Reflection; using Mono.Addins; namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DynamicTextureModule")] public class DynamicTextureModule : ISharedRegionModule, IDynamicTextureManager { // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private const int ALL_SIDES = -1; public const int DISP_EXPIRE = 1; public const int DISP_TEMP = 2; /// /// If true then where possible dynamic textures are reused. /// public bool ReuseTextures { get; set; } /// /// If false, then textures which have a low data size are not reused when ReuseTextures = true. /// /// /// LL viewers 3.3.4 and before appear to not fully render textures pulled from the viewer cache if those /// textures have a relatively high pixel surface but a small data size. Typically, this appears to happen /// if the data size is smaller than the viewer's discard level 2 size estimate. So if this is setting is /// false, textures smaller than the calculation in IsSizeReuseable are always regenerated rather than reused /// to work around this problem. public bool ReuseLowDataTextures { get; set; } private Dictionary RegisteredScenes = new Dictionary(); private Dictionary RenderPlugins = new Dictionary(); private Dictionary Updaters = new Dictionary(); /// /// Record dynamic textures that we can reuse for a given data and parameter combination rather than /// regenerate. /// /// /// Key is string.Format("{0}{1}", data /// private Cache m_reuseableDynamicTextures; /// /// This constructor is only here because of the Unit Tests... /// Don't use it. /// public DynamicTextureModule() { m_reuseableDynamicTextures = new Cache(CacheMedium.Memory, CacheStrategy.Conservative); m_reuseableDynamicTextures.DefaultTTL = new TimeSpan(24, 0, 0); } #region IDynamicTextureManager Members public void RegisterRender(string handleType, IDynamicTextureRender render) { if (!RenderPlugins.ContainsKey(handleType)) { RenderPlugins.Add(handleType, render); } } /// /// Called by code which actually renders the dynamic texture to supply texture data. /// /// /// public void ReturnData(UUID updaterId, IDynamicTexture texture) { DynamicTextureUpdater updater = null; lock (Updaters) { if (Updaters.ContainsKey(updaterId)) { updater = Updaters[updaterId]; } } if (updater != null) { if (RegisteredScenes.ContainsKey(updater.SimUUID)) { Scene scene = RegisteredScenes[updater.SimUUID]; UUID newTextureID = updater.DataReceived(texture.Data, scene); if (ReuseTextures && !updater.BlendWithOldTexture && texture.IsReuseable && (ReuseLowDataTextures || IsDataSizeReuseable(texture))) { m_reuseableDynamicTextures.Store( GenerateReusableTextureKey(texture.InputCommands, texture.InputParams), newTextureID); } } } if (updater.UpdateTimer == 0) { lock (Updaters) { if (!Updaters.ContainsKey(updater.UpdaterID)) { Updaters.Remove(updater.UpdaterID); } } } } /// /// Determines whether the texture is reuseable based on its data size. /// /// /// This is a workaround for a viewer bug where very small data size textures relative to their pixel size /// are not redisplayed properly when pulled from cache. The calculation here is based on the typical discard /// level of 2, a 'rate' of 0.125 and 4 components (which makes for a factor of 0.5). /// /// private bool IsDataSizeReuseable(IDynamicTexture texture) { // Console.WriteLine("{0} {1}", texture.Size.Width, texture.Size.Height); int discardLevel2DataThreshold = (int)Math.Ceiling((texture.Size.Width >> 2) * (texture.Size.Height >> 2) * 0.5); // m_log.DebugFormat( // "[DYNAMIC TEXTURE MODULE]: Discard level 2 threshold {0}, texture data length {1}", // discardLevel2DataThreshold, texture.Data.Length); return discardLevel2DataThreshold < texture.Data.Length; } public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams, int updateTimer) { return AddDynamicTextureURL(simID, primID, contentType, url, extraParams, updateTimer, false, 255); } public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams, int updateTimer, bool SetBlending, byte AlphaValue) { return AddDynamicTextureURL(simID, primID, contentType, url, extraParams, updateTimer, SetBlending, (int)(DISP_TEMP|DISP_EXPIRE), AlphaValue, ALL_SIDES); } public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face) { if (RenderPlugins.ContainsKey(contentType)) { DynamicTextureUpdater updater = new DynamicTextureUpdater(); updater.SimUUID = simID; updater.PrimID = primID; updater.ContentType = contentType; updater.Url = url; updater.UpdateTimer = updateTimer; updater.UpdaterID = UUID.Random(); updater.Params = extraParams; updater.BlendWithOldTexture = SetBlending; updater.FrontAlpha = AlphaValue; updater.Face = face; updater.Disp = disp; lock (Updaters) { if (!Updaters.ContainsKey(updater.UpdaterID)) { Updaters.Add(updater.UpdaterID, updater); } } RenderPlugins[contentType].AsyncConvertUrl(updater.UpdaterID, url, extraParams); return updater.UpdaterID; } return UUID.Zero; } public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, int updateTimer) { return AddDynamicTextureData(simID, primID, contentType, data, extraParams, updateTimer, false, 255); } public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, int updateTimer, bool SetBlending, byte AlphaValue) { return AddDynamicTextureData(simID, primID, contentType, data, extraParams, updateTimer, SetBlending, (int) (DISP_TEMP|DISP_EXPIRE), AlphaValue, ALL_SIDES); } public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face) { if (!RenderPlugins.ContainsKey(contentType)) return UUID.Zero; Scene scene; RegisteredScenes.TryGetValue(simID, out scene); if (scene == null) return UUID.Zero; SceneObjectPart part = scene.GetSceneObjectPart(primID); if (part == null) return UUID.Zero; // If we want to reuse dynamic textures then we have to ignore any request from the caller to expire // them. if (ReuseTextures) disp = disp & ~DISP_EXPIRE; DynamicTextureUpdater updater = new DynamicTextureUpdater(); updater.SimUUID = simID; updater.PrimID = primID; updater.ContentType = contentType; updater.BodyData = data; updater.UpdateTimer = updateTimer; updater.UpdaterID = UUID.Random(); updater.Params = extraParams; updater.BlendWithOldTexture = SetBlending; updater.FrontAlpha = AlphaValue; updater.Face = face; updater.Url = "Local image"; updater.Disp = disp; object objReusableTextureUUID = null; if (ReuseTextures && !updater.BlendWithOldTexture) { string reuseableTextureKey = GenerateReusableTextureKey(data, extraParams); objReusableTextureUUID = m_reuseableDynamicTextures.Get(reuseableTextureKey); if (objReusableTextureUUID != null) { // If something else has removed this temporary asset from the cache, detect and invalidate // our cached uuid. if (scene.AssetService.GetMetadata(objReusableTextureUUID.ToString()) == null) { m_reuseableDynamicTextures.Invalidate(reuseableTextureKey); objReusableTextureUUID = null; } } } // We cannot reuse a dynamic texture if the data is going to be blended with something already there. if (objReusableTextureUUID == null) { lock (Updaters) { if (!Updaters.ContainsKey(updater.UpdaterID)) { Updaters.Add(updater.UpdaterID, updater); } } // m_log.DebugFormat( // "[DYNAMIC TEXTURE MODULE]: Requesting generation of new dynamic texture for {0} in {1}", // part.Name, part.ParentGroup.Scene.Name); RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams); } else { // m_log.DebugFormat( // "[DYNAMIC TEXTURE MODULE]: Reusing cached texture {0} for {1} in {2}", // objReusableTextureUUID, part.Name, part.ParentGroup.Scene.Name); // No need to add to updaters as the texture is always the same. Not that this functionality // apppears to be implemented anyway. updater.UpdatePart(part, (UUID)objReusableTextureUUID); } return updater.UpdaterID; } private string GenerateReusableTextureKey(string data, string extraParams) { return string.Format("{0}{1}", data, extraParams); } public void GetDrawStringSize(string contentType, string text, string fontName, int fontSize, out double xSize, out double ySize) { xSize = 0; ySize = 0; if (RenderPlugins.ContainsKey(contentType)) { RenderPlugins[contentType].GetDrawStringSize(text, fontName, fontSize, out xSize, out ySize); } } #endregion #region ISharedRegionModule Members public void Initialise(IConfigSource config) { IConfig texturesConfig = config.Configs["Textures"]; if (texturesConfig != null) { ReuseTextures = texturesConfig.GetBoolean("ReuseDynamicTextures", false); ReuseLowDataTextures = texturesConfig.GetBoolean("ReuseDynamicLowDataTextures", false); if (ReuseTextures) { m_reuseableDynamicTextures = new Cache(CacheMedium.Memory, CacheStrategy.Conservative); m_reuseableDynamicTextures.DefaultTTL = new TimeSpan(24, 0, 0); } } } public void PostInitialise() { } public void AddRegion(Scene scene) { if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID)) { RegisteredScenes.Add(scene.RegionInfo.RegionID, scene); scene.RegisterModuleInterface(this); } } public void RegionLoaded(Scene scene) { } public void RemoveRegion(Scene scene) { if (RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID)) RegisteredScenes.Remove(scene.RegionInfo.RegionID); } public void Close() { } public string Name { get { return "DynamicTextureModule"; } } public Type ReplaceableInterface { get { return null; } } #endregion #region Nested type: DynamicTextureUpdater public class DynamicTextureUpdater { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public bool BlendWithOldTexture = false; public string BodyData; public string ContentType; public byte FrontAlpha = 255; public string Params; public UUID PrimID; public bool SetNewFrontAlpha = false; public UUID SimUUID; public UUID UpdaterID; public int UpdateTimer; public int Face; public int Disp; public string Url; public DynamicTextureUpdater() { UpdateTimer = 0; BodyData = null; } /// /// Update the given part with the new texture. /// /// /// The old texture UUID. /// public UUID UpdatePart(SceneObjectPart part, UUID textureID) { UUID oldID; lock (part) { // mostly keep the values from before Primitive.TextureEntry tmptex = part.Shape.Textures; // FIXME: Need to return the appropriate ID if only a single face is replaced. oldID = tmptex.DefaultTexture.TextureID; if (Face == ALL_SIDES) { oldID = tmptex.DefaultTexture.TextureID; tmptex.DefaultTexture.TextureID = textureID; } else { try { Primitive.TextureEntryFace texface = tmptex.CreateFace((uint)Face); texface.TextureID = textureID; tmptex.FaceTextures[Face] = texface; } catch (Exception) { tmptex.DefaultTexture.TextureID = textureID; } } // I'm pretty sure we always want to force this to true // I'm pretty sure noone whats to set fullbright true if it wasn't true before. // tmptex.DefaultTexture.Fullbright = true; part.UpdateTextureEntry(tmptex.GetBytes()); } return oldID; } /// /// Called once new texture data has been received for this updater. /// /// /// /// True if the data given is reuseable. /// The asset UUID given to the incoming data. public UUID DataReceived(byte[] data, Scene scene) { SceneObjectPart part = scene.GetSceneObjectPart(PrimID); if (part == null || data == null || data.Length <= 1) { string msg = String.Format("DynamicTextureModule: Error preparing image using URL {0}", Url); scene.SimChat(Utils.StringToBytes(msg), ChatTypeEnum.Say, 0, part.ParentGroup.RootPart.AbsolutePosition, part.Name, part.UUID, false); return UUID.Zero; } byte[] assetData = null; AssetBase oldAsset = null; if (BlendWithOldTexture) { Primitive.TextureEntryFace defaultFace = part.Shape.Textures.DefaultTexture; if (defaultFace != null) { oldAsset = scene.AssetService.Get(defaultFace.TextureID.ToString()); if (oldAsset != null) assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha); } } if (assetData == null) { assetData = new byte[data.Length]; Array.Copy(data, assetData, data.Length); } // Create a new asset for user AssetBase asset = new AssetBase( UUID.Random(), "DynamicImage" + Util.RandomClass.Next(1, 10000), (sbyte)AssetType.Texture, scene.RegionInfo.RegionID.ToString()); asset.Data = assetData; asset.Description = String.Format("URL image : {0}", Url); if (asset.Description.Length > 128) asset.Description = asset.Description.Substring(0, 128); asset.Local = true; // dynamic images aren't saved in the assets server asset.Temporary = ((Disp & DISP_TEMP) != 0); scene.AssetService.Store(asset); // this will only save the asset in the local asset cache IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface(); if (cacheLayerDecode != null) { if (!cacheLayerDecode.Decode(asset.FullID, asset.Data)) m_log.WarnFormat( "[DYNAMIC TEXTURE MODULE]: Decoding of dynamically generated asset {0} for {1} in {2} failed", asset.ID, part.Name, part.ParentGroup.Scene.Name); } UUID oldID = UpdatePart(part, asset.FullID); if (oldID != UUID.Zero && ((Disp & DISP_EXPIRE) != 0)) { if (oldAsset == null) oldAsset = scene.AssetService.Get(oldID.ToString()); if (oldAsset != null) { if (oldAsset.Temporary) { scene.AssetService.Delete(oldID.ToString()); } } } return asset.FullID; } private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha) { ManagedImage managedImage; Image image; if (!OpenJPEG.DecodeToImage(frontImage, out managedImage, out image) || image == null) return null; Bitmap image1 = new Bitmap(image); image.Dispose(); if (!OpenJPEG.DecodeToImage(backImage, out managedImage, out image) || image == null) { image1.Dispose(); return null; } Bitmap image2 = new Bitmap(image); image.Dispose(); if (setNewAlpha) SetAlpha(ref image1, newAlpha); using(Bitmap joint = MergeBitMaps(image1, image2)) { image1.Dispose(); image2.Dispose(); byte[] result = new byte[0]; try { result = OpenJPEG.EncodeFromImage(joint, true); } catch (Exception e) { m_log.ErrorFormat( "[DYNAMICTEXTUREMODULE]: OpenJpeg Encode Failed. Exception {0}{1}", e.Message, e.StackTrace); } return result; } } public Bitmap MergeBitMaps(Bitmap front, Bitmap back) { Bitmap joint; Graphics jG; joint = new Bitmap(back.Width, back.Height, PixelFormat.Format32bppArgb); using(jG = Graphics.FromImage(joint)) { jG.DrawImage(back, 0, 0, back.Width, back.Height); jG.DrawImage(front, 0, 0, back.Width, back.Height); return joint; } } private void SetAlpha(ref Bitmap b, byte alpha) { for (int w = 0; w < b.Width; w++) { for (int h = 0; h < b.Height; h++) { b.SetPixel(w, h, Color.FromArgb(alpha, b.GetPixel(w, h))); } } } } #endregion } }