public void run(object o) { for (int i = 0; i < arrassets.Length; i++) { AssetBase ab = sn.CommsManager.AssetCache.GetAsset(arrassets[i], true); if (ab != null && ab.Data != null) { j2kdecode.syncdecode(arrassets[i], ab.Data); } } ThreadTracker.Remove(thisthread); }
public void run(object o) { for (int i = 0; i < arrassets.Length; i++) { AssetBase ab = sn.AssetService.Get(arrassets[i].ToString()); if (ab != null && ab.Data != null) { j2kdecode.syncdecode(arrassets[i], ab.Data); } } ThreadTracker.Remove(thisthread); }
/// <summary> /// Called once new texture data has been received for this updater. /// </summary> public void DataReceived(byte[] data, Scene scene) { SceneObjectPart part = scene.GetSceneObjectPart(PrimID); if (data == null) { 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; } byte[] assetData; AssetBase oldAsset = null; if (BlendWithOldTexture) { UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID; oldAsset = scene.CommsManager.AssetCache.GetAsset(lastTextureID, true); if (oldAsset != null) { assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha); } else { assetData = new byte[data.Length]; Array.Copy(data, assetData, data.Length); } } else { assetData = new byte[data.Length]; Array.Copy(data, assetData, data.Length); } // Create a new asset for user AssetBase asset = new AssetBase(); asset.FullID = UUID.Random(); asset.Data = assetData; asset.Name = "DynamicImage" + Util.RandomClass.Next(1, 10000); asset.Type = 0; asset.Description = "dynamic image"; asset.Local = false; asset.Temporary = true; scene.CommsManager.AssetCache.AddAsset(asset); LastAssetID = asset.FullID; IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface <IJ2KDecoder>(); if (cacheLayerDecode != null) { cacheLayerDecode.syncdecode(asset.FullID, asset.Data); } cacheLayerDecode = null; // mostly keep the values from before Primitive.TextureEntry tmptex = part.Shape.Textures; // remove the old asset from the cache UUID oldID = tmptex.DefaultTexture.TextureID; tmptex.DefaultTexture.TextureID = asset.FullID; // 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.Shape.Textures = tmptex; part.ScheduleFullUpdate(); scene.CommsManager.AssetCache.ExpireAsset(oldID); }
/// <summary> /// Called once new texture data has been received for this updater. /// </summary> public void 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; } byte[] assetData; AssetBase oldAsset = null; if (BlendWithOldTexture) { UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID; oldAsset = scene.AssetService.Get(lastTextureID.ToString()); if (oldAsset != null) { assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha); } else { assetData = new byte[data.Length]; Array.Copy(data, assetData, data.Length); } } else { assetData = new byte[data.Length]; Array.Copy(data, assetData, data.Length); } // Create a new asset for user AssetBase asset = new AssetBase(); asset.FullID = UUID.Random(); asset.Data = assetData; asset.Name = "DynamicImage" + Util.RandomClass.Next(1, 10000); asset.Type = 0; asset.Description = String.Format("URL image : {0}", Url); asset.Local = false; asset.Temporary = ((Disp & DISP_TEMP) != 0); scene.AssetService.Store(asset); // scene.CommsManager.AssetCache.AddAsset(asset); IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface <IJ2KDecoder>(); if (cacheLayerDecode != null) { cacheLayerDecode.syncdecode(asset.FullID, asset.Data); cacheLayerDecode = null; LastAssetID = asset.FullID; } UUID oldID = UUID.Zero; lock (part) { // mostly keep the values from before Primitive.TextureEntry tmptex = part.Shape.Textures; // remove the old asset from the cache oldID = tmptex.DefaultTexture.TextureID; if (Face == ALL_SIDES) { tmptex.DefaultTexture.TextureID = asset.FullID; } else { try { Primitive.TextureEntryFace texface = tmptex.CreateFace((uint)Face); texface.TextureID = asset.FullID; tmptex.FaceTextures[Face] = texface; } catch (Exception) { tmptex.DefaultTexture.TextureID = asset.FullID; } } // 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.UpdateTexture(tmptex); } if (oldID != UUID.Zero && ((Disp & DISP_EXPIRE) != 0)) { // scene.CommsManager.AssetCache.ExpireAsset(oldID); scene.AssetService.Delete(oldID.ToString()); } }