Example #1
0
        // Given a BScene, write out a GLTF version and return a handle to the version.
        private async Task <LHandle> WriteOutLevel(BHash pLevelHash, BScene pBScene, AssetManager pAssetManager)
        {
            Gltf gltf;

            try {
                gltf = new Gltf(_scene.Name, LContext.log, LContext.parms);
                gltf.LoadScene(pBScene);
            }
            catch (Exception e) {
                string emsg = String.Format("{0} Exeception loading scene into Gltf: {1}", _logHeader, e);
                LContext.log.ErrorFormat(emsg);
                throw new Exception(emsg);
            }

            string topLevelFilename = pLevelHash.ToString() + ".gltf";

            LContext.log.DebugFormat("{0}: writing top level region GLTF to {1}", _logHeader, topLevelFilename);
            try {
                using (var outm = new MemoryStream()) {
                    using (StreamWriter outt = new StreamWriter(outm)) {
                        gltf.ToJSON(outt);
                    }
                    await pAssetManager.AssetStorage.Store(topLevelFilename, outm.ToArray());
                }
                gltf.WriteBinaryFiles(pAssetManager.AssetStorage);
                gltf.WriteImages(pAssetManager.AssetStorage);
            }
            catch (Exception e) {
                string emsg = String.Format("{0} Exeception writing top level GLTF files: {1}", _logHeader, e);
                LContext.log.ErrorFormat(emsg);
                throw new Exception(emsg);
            }
            return(new LHandle(pLevelHash, topLevelFilename));
        }
Example #2
0
        // Convert the region into the optimizable and convertable BScene.
        private async Task <BScene> ConvertSceneToBScene(AssetManager pAssetManager)
        {
            BScene bScene = null;

            try {
                BConverterOS converter = new BConverterOS(LContext.log, LContext.parms);
                bScene = await converter.ConvertRegionToBScene(_scene, pAssetManager);
            }
            catch (Exception e) {
                LContext.log.ErrorFormat("{0} Exeception converting region to BScene: {1}", _logHeader, e);
            }
            return(bScene);
        }
Example #3
0
        private async Task ConvertRegionAssets()
        {
            _assetTools = new LodenAssets(_scene, LContext);

            // Subscribe to changes in the region so we know when to start rebuilding
            // TODO:

            BHash regionHash = LodenRegion.CreateRegionHash(_scene);

            LContext.log.DebugFormat("{0} SOGs in region: {1}", _logHeader, _scene.GetSceneObjectGroups().Count);
            LContext.log.DebugFormat("{0} Computed region hash: {1}", _logHeader, regionHash.ToString());

            // Cleaned up region identifier
            string regionIdentifier = _scene.RegionInfo.RegionID.ToString().Replace("-", "");

            using (AssetManager assetManager = new AssetManager(_scene.AssetService, LContext.log, LContext.parms)) {
                string specFilename = regionIdentifier + ".json";
                RegionTopLevelSpecURL = CreateFileURI(regionIdentifier + ".json", LContext.parms);

                // See if region specification file has been built
                bool buildRegion = true;
                try {
                    string regionSpec = await assetManager.AssetStorage.FetchText(specFilename);

                    if (!String.IsNullOrEmpty(regionSpec))
                    {
                        // Read in the spec file
                        TileSet regionTiles = TileSet.FromString(regionSpec);
                        if (regionTiles.root.content.extras.ContainsKey("contentHash"))
                        {
                            // If the content hash matches, the region doesn't need rebuilding
                            if ((string)regionTiles.root.content.extras["contentHash"] == regionHash.ToString())
                            {
                                LContext.log.DebugFormat("{0} Content hash matches. Not rebuilding", _logHeader);
                                buildRegion = false;
                            }
                            else
                            {
                                LContext.log.DebugFormat("{0} Content hash does not match. Rebuilding", _logHeader);
                            }
                        }
                    }
                }
                catch (Exception e) {
                    LContext.log.ErrorFormat("{0} Exception reading region spec file: {1}", _logHeader, e);
                    buildRegion = true;
                }
                if (buildRegion)
                {
                    // The region has not been built.
                    LContext.log.DebugFormat("{0}: region does not match. Rebuilding", _logHeader);

                    // Convert the OpenSimulator scene to BScene object for manipulation
                    BScene bScene = await ConvertSceneToBScene(assetManager);

                    // Write out the 'top level' (highest quality) version of the region
                    LHandle topLevelHandle = await WriteOutLevel(regionHash, bScene, assetManager);

                    // Create the region specification which defines the top of the region LOD tree
                    LHandle regionSpecFile = await WriteRegionSpec(assetManager, regionHash, specFilename, topLevelHandle.Filename);
                }
                else
                {
                    LContext.log.DebugFormat("{0}: region spec file exists.", _logHeader);
                }
            }

            // Partition region and verify all partitions have been created and not different.
            // TODO:

            // Walk up the LOD chain and verify existance or build each LOD level
            // TODO:

            // Wait for changes and do rebuilds of necessary
            // TODO:
        }