Пример #1
0
        // Given a hash for an SOG, return a handle for the SOG entry.
        // If there is no SOG info in the database, return 'null'.
        public async Task <LHandle> GetHandle(BHash pHash)
        {
            LHandle ret      = null;
            string  filename = PersistRules.GetFilename(PersistRules.AssetType.Scene,
                                                        _scene.RegionInfo.RegionName, pHash.ToString(), _context.parms);

            filename = Path.GetFileNameWithoutExtension(filename);
            string dir = PersistRules.StorageDirectory(pHash.ToString(), _context.parms);

            // Heavy handed async stuff but the checks for existance could take a while
            //     if the storage system is remote.
            if (await Task.Run(() => {
                return(Directory.Exists(dir) &&
                       (File.Exists(Path.Combine(dir, pHash + ".gltf")) ||
                        File.Exists(Path.Combine(dir, pHash + ".glb"))));
            }))
            {
                ret = new LHandle(pHash, dir);
            }
            return(ret);
        }
Пример #2
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:
        }