/** * @file llviewerobjectbackup.cpp * * $LicenseInfo:firstyear=2007&license=viewergpl$ * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" // system library includes #include #include #include // linden library includes #include "indra_constants.h" #include "llalertdialog.h" #include "llapr.h" #include "llcallbacklist.h" #include "lldir.h" #include "lleconomy.h" #include "llhttpclient.h" #include "llimage.h" #include "llimagej2c.h" #include "lllfsthread.h" #include "llsdserialize.h" #include "llsdutil.h" #include "llsdutil_math.h" #include "lltransactiontypes.h" #include "llinventorydefines.h" // newview includes #include "llagent.h" #include "llappviewer.h" #include "llassetuploadresponders.h" #include "statemachine/aifilepicker.h" #include "llfloateranimpreview.h" #include "llfloaterbuycurrency.h" #include "llfloaterimagepreview.h" #include "llfloaternamedesc.h" #include "llfloatersnapshot.h" #include "llinventorymodel.h" // gInventory #include "llinventoryfunctions.h" #include "llnotificationsutil.h" #include "llresourcedata.h" #include "llselectmgr.h" #include "llstatusbar.h" #include "lltexturecache.h" #include "lltoolplacer.h" #include "lluictrlfactory.h" #include "lluploaddialog.h" #include "llviewercontrol.h" #include "llviewertexturelist.h" #include "llviewerobjectlist.h" #include "llviewermenu.h" #include "llviewerregion.h" #include "llviewerstats.h" #include "llviewerwindow.h" #include "hippogridmanager.h" #include "llviewerobjectbackup.h" LLObjectBackup* LLObjectBackup::sInstance = NULL; // Note: these default textures are initialized with hard coded values to // prevent cheating. When not in SL, the user-configurable values are used // instead (see setDefaultTextures() below). static LLUUID LL_TEXTURE_PLYWOOD = LLUUID("89556747-24cb-43ed-920b-47caed15465f"); static LLUUID LL_TEXTURE_BLANK = LLUUID("5748decc-f629-461c-9a36-a35a221fe21f"); static LLUUID LL_TEXTURE_INVISIBLE = LLUUID("38b86f85-2575-52a9-a531-23108d8da837"); static LLUUID LL_TEXTURE_TRANSPARENT = LLUUID("8dcd4a48-2d37-4909-9f78-f7a9eb4ef903"); static LLUUID LL_TEXTURE_MEDIA = LLUUID("8b5fec65-8d8d-9dc5-cda8-8fdf2716e361"); void setDefaultTextures() { if (!gHippoGridManager->getConnectedGrid()->isSecondLife()) { // When not in SL (no texture perm check needed), we can get these // defaults from the user settings... LL_TEXTURE_PLYWOOD = LLUUID(gSavedSettings.getString("DefaultObjectTexture")); LL_TEXTURE_BLANK = LLUUID(gSavedSettings.getString("UIImgWhiteUUID")); if (gSavedSettings.controlExists("UIImgInvisibleUUID")) { // This control only exists in the Cool VL Viewer (added by the // AllowInvisibleTextureInPicker patch) LL_TEXTURE_INVISIBLE = LLUUID(gSavedSettings.getString("UIImgInvisibleUUID")); } } } class importResponder : public LLNewAgentInventoryResponder { public: importResponder(const LLSD& post_data, const LLUUID& vfile_id, LLAssetType::EType asset_type) : LLNewAgentInventoryResponder(post_data, vfile_id, asset_type) { } //virtual virtual void uploadComplete(const LLSD& content) { LL_DEBUGS("ObjectBackup") << "LLNewAgentInventoryResponder::result from capabilities" << LL_ENDL; LLAssetType::EType asset_type = LLAssetType::lookup(mPostData["asset_type"].asString()); LLInventoryType::EType inventory_type = LLInventoryType::lookup(mPostData["inventory_type"].asString()); // Update L$ and ownership credit information // since it probably changed on the server if (asset_type == LLAssetType::AT_TEXTURE || asset_type == LLAssetType::AT_SOUND || asset_type == LLAssetType::AT_ANIMATION) { gMessageSystem->newMessageFast(_PREHASH_MoneyBalanceRequest); gMessageSystem->nextBlockFast(_PREHASH_AgentData); gMessageSystem->addUUIDFast(_PREHASH_AgentID, gAgent.getID()); gMessageSystem->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID()); gMessageSystem->nextBlockFast(_PREHASH_MoneyData); gMessageSystem->addUUIDFast(_PREHASH_TransactionID, LLUUID::null ); gAgent.sendReliableMessage(); // LLStringUtil::format_map_t args; // args["[AMOUNT]"] = llformat("%d",LLGlobalEconomy::Singleton::getInstance()->getPriceUpload()); // LLNotifyBox::showXml("UploadPayment", args); } // Actually add the upload to viewer inventory LL_INFOS("ObjectBackup") << "Adding " << content["new_inventory_item"].asUUID() << " " << content["new_asset"].asUUID() << " to inventory." << LL_ENDL; if (mPostData["folder_id"].asUUID().notNull()) { LLPermissions perm; U32 next_owner_perm; perm.init(gAgent.getID(), gAgent.getID(), LLUUID::null, LLUUID::null); if (mPostData["inventory_type"].asString() == "snapshot") { next_owner_perm = PERM_ALL; } else { next_owner_perm = PERM_MOVE | PERM_TRANSFER; } perm.initMasks(PERM_ALL, PERM_ALL, PERM_NONE, PERM_NONE, next_owner_perm); S32 creation_date_now = time_corrected(); LLPointer item = new LLViewerInventoryItem(content["new_inventory_item"].asUUID(), mPostData["folder_id"].asUUID(), perm, content["new_asset"].asUUID(), asset_type, inventory_type, mPostData["name"].asString(), mPostData["description"].asString(), LLSaleInfo::DEFAULT, LLInventoryItemFlags::II_FLAGS_NONE, creation_date_now); gInventory.updateItem(item); gInventory.notifyObservers(); } else { LL_WARNS("ObjectBackup") << "Can't find a folder to put it into" << LL_ENDL; } // remove the "Uploading..." message LLUploadDialog::modalUploadFinished(); LLObjectBackup::getInstance()->updateMap(content["new_asset"].asUUID()); LLObjectBackup::getInstance()->uploadNextAsset(); } /*virtual*/ char const* getName(void) const { return "importResponder"; } }; class CacheReadResponder : public LLTextureCache::ReadResponder { public: CacheReadResponder(const LLUUID& id, LLImageFormatted* image) : mFormattedImage(image), mID(id) { setImage(image); } void setData(U8* data, S32 datasize, S32 imagesize, S32 imageformat, BOOL imagelocal) { if (imageformat == IMG_CODEC_TGA && mFormattedImage->getCodec() == IMG_CODEC_J2C) { LL_WARNS("ObjectBackup") << "FAILED: texture " << mID << " is formatted as TGA. Not saving." << LL_ENDL; LLObjectBackup::getInstance()->mNonExportedTextures |= LLObjectBackup::TEXTURE_BAD_ENCODING; mFormattedImage = NULL; mImageSize = 0; return; } if (mFormattedImage.notNull()) { llassert_always(mFormattedImage->getCodec() == imageformat); mFormattedImage->appendData(data, datasize); } else { mFormattedImage = LLImageFormatted::createFromType(imageformat); mFormattedImage->setData(data, datasize); } mImageSize = imagesize; mImageLocal = imagelocal; } virtual void completed(bool success) { if (success && mFormattedImage.notNull() && mImageSize > 0) { LL_INFOS("ObjectBackup") << "SUCCESS getting texture " << mID << LL_ENDL; std::string name; mID.toString(name); name = LLObjectBackup::getInstance()->getfolder() + "//" + name; LL_INFOS("ObjectBackup") << "Saving to " << name << LL_ENDL; if (!mFormattedImage->save(name)) { LL_WARNS("ObjectBackup") << "FAILED to save texture " << mID << LL_ENDL; LLObjectBackup::getInstance()->mNonExportedTextures |= LLObjectBackup::TEXTURE_SAVED_FAILED; } } else { if (!success) { LL_WARNS("ObjectBackup") << "FAILED to get texture " << mID << LL_ENDL; LLObjectBackup::getInstance()->mNonExportedTextures |= LLObjectBackup::TEXTURE_MISSING; } if (mFormattedImage.isNull()) { LL_WARNS("ObjectBackup") << "FAILED: NULL texture " << mID << LL_ENDL; LLObjectBackup::getInstance()->mNonExportedTextures |= LLObjectBackup::TEXTURE_IS_NULL; } } LLObjectBackup::getInstance()->mNextTextureReady = true; //JUST SAY NO TO APR DEADLOCKING //LLObjectBackup::getInstance()->exportNextTexture(); } private: LLPointer mFormattedImage; LLUUID mID; }; LLObjectBackup::LLObjectBackup() : LLFloater(std::string("Object Backup Floater"), std::string("FloaterObjectBackuptRect"), LLStringUtil::null) { LLUICtrlFactory::getInstance()->buildFloater(this, "floater_object_backup.xml"); mRunning = false; mTexturesList.clear(); mAssetMap.clear(); mCurrentAsset = LLUUID::null; mRetexture = false; close(); } //////////////////////////////////////////////////////////////////////////////// // LLObjectBackup* LLObjectBackup::getInstance() { if (!sInstance) sInstance = new LLObjectBackup(); return sInstance; } LLObjectBackup::~LLObjectBackup() { // save position of floater gSavedSettings.setRect("FloaterObjectBackuptRect", getRect()); sInstance = NULL; } void LLObjectBackup::draw() { LLFloater::draw(); } void LLObjectBackup::show(bool exporting) { // set the title if (exporting) { setTitle("Object export"); } else { setTitle("Object import"); } mCurObject = 1; mCurPrim = 0; mObjects = 0; mPrims = 0; mRezCount = 0; // make floater appear setVisibleAndFrontmost(); } void LLObjectBackup::onClose(bool app_quitting) { setVisible(false); // HACK for fast XML iteration replace with: // destroy(); } void LLObjectBackup::updateExportNumbers() { std::stringstream sstr; LLUICtrl* ctrl = getChild("name_label"); sstr << "Export Progress \n"; sstr << "Remaining Textures " << mTexturesList.size() << "\n"; ctrl->setValue(LLSD("Text") = sstr.str()); } void LLObjectBackup::updateImportNumbers() { std::stringstream sstr; LLUICtrl* ctrl = getChild("name_label"); if (mRetexture) { sstr << " Textures uploads remaining : " << mTexturesList.size() << "\n"; ctrl->setValue(LLSD("Text") = sstr.str()); } else { sstr << " Textures uploads N/A \n"; ctrl->setValue(LLSD("Text") = sstr.str()); } sstr << " Objects " << mCurObject << "/" << mObjects << "\n"; ctrl->setValue(LLSD("Text") = sstr.str()); sstr << " Rez "<< mRezCount << "/" << mPrims; ctrl->setValue(LLSD("Text") = sstr.str()); sstr << " Build " << mCurPrim << "/" << mPrims; ctrl->setValue(LLSD("Text") = sstr.str()); } void LLObjectBackup::exportObject() { mTexturesList.clear(); mLLSD.clear(); mThisGroup.clear(); setDefaultTextures(); LLSelectMgr::getInstance()->getSelection()->ref(); // Open the file save dialog AIFilePicker* filepicker = AIFilePicker::create(); filepicker->open("", FFSAVE_XML); filepicker->run(boost::bind(&LLObjectBackup::exportObject_continued, this, filepicker)); } void LLObjectBackup::exportObject_continued(AIFilePicker* filepicker) { if (!filepicker->hasFilename()) { // User canceled save. LLSelectMgr::getInstance()->getSelection()->unref(); return; } mFileName = filepicker->getFilename(); mFolder = gDirUtilp->getDirName(mFileName); mNonExportedTextures = TEXTURE_OK; mExportState = EXPORT_INIT; gIdleCallbacks.addFunction(exportWorker, NULL); } bool LLObjectBackup::validatePerms(const LLPermissions *item_permissions) { if (gHippoGridManager->getConnectedGrid()->isSecondLife()) { // In Second Life, you must be the creator to be permitted to export the asset. return (gAgent.getID() == item_permissions->getOwner() && gAgent.getID() == item_permissions->getCreator()); } else { // Out of Second Life, simply check that the asset is full perms. return (gAgent.getID() == item_permissions->getOwner() && (item_permissions->getMaskOwner() & PERM_ITEM_UNRESTRICTED) == PERM_ITEM_UNRESTRICTED); } } // So far, only Second Life forces TPVs to verify the creator for textures... // which sucks, because there is no other way to check for the texture // permissions or creator than to try and find the asset(s) corresponding to // the texture in the inventory and check the permissions/creator on the said // asset(s), meaning that if you created the texture and subsequently deleted // it from your inventory, you will not be able to export it any more !!! // The "must be creator" stuff also goes against the usage in Linden Lab's own // official viewers, since those allow you to save full perm textures (such as // the textures in the Library), whoever is the actual creator... Go figure ! LLUUID LLObjectBackup::validateTextureID(LLUUID asset_id) { if (!gHippoGridManager->getConnectedGrid()->isSecondLife()) { // If we are not in Second Life, don't bother. return asset_id; } LLUUID texture = LL_TEXTURE_PLYWOOD; if (asset_id == texture || asset_id == LL_TEXTURE_BLANK || asset_id == LL_TEXTURE_INVISIBLE || asset_id == LL_TEXTURE_TRANSPARENT || asset_id == LL_TEXTURE_MEDIA) { // Allow to export a few default SL textures. return asset_id; } LLViewerInventoryCategory::cat_array_t cats; LLViewerInventoryItem::item_array_t items; LLAssetIDMatches asset_id_matches(asset_id); gInventory.collectDescendentsIf(LLUUID::null, cats, items, LLInventoryModel::INCLUDE_TRASH, asset_id_matches); if (items.count()) { for (S32 i = 0; i < items.count(); i++) { const LLPermissions item_permissions = items[i]->getPermissions(); if (validatePerms(&item_permissions)) { texture = asset_id; } } } if (texture != asset_id) { mNonExportedTextures |= TEXTURE_BAD_PERM; } return texture; } void LLObjectBackup::exportWorker(void *userdata) { LLObjectBackup::getInstance()->updateExportNumbers(); switch (LLObjectBackup::getInstance()->mExportState) { case EXPORT_INIT: { LLObjectBackup::getInstance()->show(true); struct ff : public LLSelectedNodeFunctor { virtual bool apply(LLSelectNode* node) { return LLObjectBackup::getInstance()->validatePerms(node->mPermissions); } } func; if (LLSelectMgr::getInstance()->getSelection()->applyToNodes(&func, false)) { LLObjectBackup::getInstance()->mExportState = EXPORT_STRUCTURE; } else { LL_WARNS("ObjectBackup") << "Incorrect permission to export" << LL_ENDL; LLObjectBackup::getInstance()->mExportState = EXPORT_FAILED; LLSelectMgr::getInstance()->getSelection()->unref(); } } break; case EXPORT_STRUCTURE: { struct ff : public LLSelectedObjectFunctor { virtual bool apply(LLViewerObject* object) { bool is_attachment = object->isAttachment(); object->boostTexturePriority(TRUE); LLViewerObject::child_list_t children = object->getChildren(); children.push_front(object); //push root onto list LLSD prim_llsd = LLObjectBackup::getInstance()->primsToLLSD(children, is_attachment); LLSD stuff; if (is_attachment) { stuff["root_position"] = object->getPositionEdit().getValue(); stuff["root_rotation"] = ll_sd_from_quaternion(object->getRotationEdit()); } else { stuff["root_position"] = object->getPosition().getValue(); stuff["root_rotation"] = ll_sd_from_quaternion(object->getRotation()); } stuff["group_body"] = prim_llsd; LLObjectBackup::getInstance()->mLLSD["data"].append(stuff); return true; } } func; LLObjectBackup::getInstance()->mExportState = EXPORT_LLSD; LLSelectMgr::getInstance()->getSelection()->applyToRootObjects(&func, false); LLSelectMgr::getInstance()->getSelection()->unref(); } break; case EXPORT_TEXTURES: if (LLObjectBackup::getInstance()->mNextTextureReady == false) return; // Ok we got work to do LLObjectBackup::getInstance()->mNextTextureReady = false; if (LLObjectBackup::getInstance()->mTexturesList.empty()) { LLObjectBackup::getInstance()->mExportState = EXPORT_DONE; return; } LLObjectBackup::getInstance()->exportNextTexture(); break; case EXPORT_LLSD: { // Create a file stream and write to it llofstream export_file(LLObjectBackup::getInstance()->mFileName); LLSDSerialize::toPrettyXML(LLObjectBackup::getInstance()->mLLSD, export_file); export_file.close(); LLObjectBackup::getInstance()->mNextTextureReady = true; LLObjectBackup::getInstance()->mExportState = EXPORT_TEXTURES; } break; case EXPORT_DONE: gIdleCallbacks.deleteFunction(exportWorker); if (LLObjectBackup::getInstance()->mNonExportedTextures == LLObjectBackup::TEXTURE_OK) { LL_INFOS("ObjectBackup") << "Export successful and complete." << LL_ENDL; LLNotificationsUtil::add("ExportSuccessful"); } else { LL_INFOS("ObjectBackup") << "Export successful but incomplete: some texture(s) not saved." << LL_ENDL; std::string reason; if (LLObjectBackup::getInstance()->mNonExportedTextures & LLObjectBackup::TEXTURE_BAD_PERM) { reason += "\nBad permissions/creator."; } if (LLObjectBackup::getInstance()->mNonExportedTextures & LLObjectBackup::TEXTURE_MISSING) { reason += "\nMissing texture (retrying after full rezzing might work)."; } if (LLObjectBackup::getInstance()->mNonExportedTextures & LLObjectBackup::TEXTURE_BAD_ENCODING) { reason += "\nBad texture encoding."; } if (LLObjectBackup::getInstance()->mNonExportedTextures & LLObjectBackup::TEXTURE_IS_NULL) { reason += "\nNull texture."; } if (LLObjectBackup::getInstance()->mNonExportedTextures & LLObjectBackup::TEXTURE_SAVED_FAILED) { reason += "\nCould not write to disk."; } LLSD args; args["REASON"] = reason; LLNotificationsUtil::add("ExportPartial", args); } LLObjectBackup::getInstance()->close(); break; case EXPORT_FAILED: gIdleCallbacks.deleteFunction(exportWorker); LL_WARNS("ObjectBackup") << "Export process aborted." << LL_ENDL; LLNotificationsUtil::add("ExportFailed"); LLObjectBackup::getInstance()->close(); break; } } LLSD LLObjectBackup::primsToLLSD(LLViewerObject::child_list_t child_list, bool is_attachment) { LLViewerObject* object; LLSD llsd; char localid[16]; for (LLViewerObject::child_list_t::iterator i = child_list.begin(); i != child_list.end(); ++i) { object = (*i); LLUUID id = object->getID(); LL_INFOS("ObjectBackup") << "Exporting prim " << object->getID().asString() << LL_ENDL; // Create an LLSD object that represents this prim. It will be injected in to the overall LLSD // tree structure LLSD prim_llsd; if (!object->isRoot()) { // Parent id snprintf(localid, sizeof(localid), "%u", object->getSubParent()->getLocalID()); prim_llsd["parent"] = localid; } // Name and description LLSelectNode* node = LLSelectMgr::getInstance()->getSelection()->findNode(object); if (node) { prim_llsd["name"] = node->mName; prim_llsd["description"] = node->mDescription; } // Transforms if (is_attachment) { prim_llsd["position"] = object->getPositionEdit().getValue(); prim_llsd["rotation"] = ll_sd_from_quaternion(object->getRotationEdit()); } else { prim_llsd["position"] = object->getPosition().getValue(); prim_llsd["rotation"] = ll_sd_from_quaternion(object->getRotation()); } prim_llsd["scale"] = object->getScale().getValue(); // Flags prim_llsd["shadows"] = FALSE; prim_llsd["phantom"] = object->flagPhantom(); prim_llsd["physical"] = object->flagUsePhysics(); // Volume params LLVolumeParams params = object->getVolume()->getParams(); prim_llsd["volume"] = params.asLLSD(); // Extra paramsb6fab961-af18-77f8-cf08-f021377a7244 if (object->isFlexible()) { // Flexible LLFlexibleObjectData* flex = (LLFlexibleObjectData*)object->getParameterEntry(LLNetworkData::PARAMS_FLEXIBLE); prim_llsd["flexible"] = flex->asLLSD(); } if (object->getParameterEntryInUse(LLNetworkData::PARAMS_LIGHT)) { // Light LLLightParams* light = (LLLightParams*)object->getParameterEntry(LLNetworkData::PARAMS_LIGHT); prim_llsd["light"] = light->asLLSD(); } if (object->getParameterEntryInUse(LLNetworkData::PARAMS_SCULPT)) { // Sculpt LLSculptParams* sculpt = (LLSculptParams*)object->getParameterEntry(LLNetworkData::PARAMS_SCULPT); prim_llsd["sculpt"] = sculpt->asLLSD(); LLUUID sculpt_texture = sculpt->getSculptTexture(); if (sculpt_texture == validateTextureID(sculpt_texture)) { bool alreadyseen = false; std::list::iterator iter; for (iter = mTexturesList.begin(); iter != mTexturesList.end(); iter++) { if ((*iter) == sculpt_texture) alreadyseen = true; } if (alreadyseen == false) { LL_INFOS("ObjectBackup") << "Found a sculpt texture, adding to list " << sculpt_texture << LL_ENDL; mTexturesList.push_back(sculpt_texture); } } else { LL_WARNS("ObjectBackup") << "Incorrect permission to export a sculpt texture." << LL_ENDL; LLObjectBackup::getInstance()->mExportState = EXPORT_FAILED; } } // Textures LLSD te_llsd; LLSD this_te_llsd; LLUUID t_id; U8 te_count = object->getNumTEs(); for (U8 i = 0; i < te_count; i++) { bool alreadyseen = false; t_id = validateTextureID(object->getTE(i)->getID()); this_te_llsd = object->getTE(i)->asLLSD(); this_te_llsd["imageid"] = t_id; te_llsd.append(this_te_llsd); // Do not export Linden textures even though they don't taint creation. if (t_id != LL_TEXTURE_PLYWOOD && t_id != LL_TEXTURE_BLANK && t_id != LL_TEXTURE_TRANSPARENT && t_id != LL_TEXTURE_INVISIBLE && t_id != LL_TEXTURE_MEDIA) { std::list::iterator iter; for (iter = mTexturesList.begin(); iter != mTexturesList.end(); iter++) { if ((*iter) == t_id) alreadyseen = true; } if (alreadyseen == false) mTexturesList.push_back(t_id); } } prim_llsd["textures"] = te_llsd; // The keys in the primitive maps do not have to be localids, they can be any // string. We simply use localids because they are a unique identifier snprintf(localid, sizeof(localid), "%u", object->getLocalID()); llsd[(const char*)localid] = prim_llsd; } updateExportNumbers(); return llsd; } void LLObjectBackup::exportNextTexture() { if (mTexturesList.empty()) { LL_INFOS("ObjectBackup") << "Finished exporting textures." << LL_ENDL; return; } LLUUID id; std::list::iterator iter; iter = mTexturesList.begin(); while (true) { if (iter == mTexturesList.end()) { mNextTextureReady = true; return; } id = (*iter); if (id.isNull()) { // NULL texture id: just remove and ignore. mTexturesList.remove(id); iter = mTexturesList.begin(); continue; } LLViewerTexture* imagep = LLViewerTextureManager::findTexture(id); if (imagep != NULL) { S32 cur_discard = imagep->getDiscardLevel(); if (cur_discard > 0) { if (imagep->getBoostLevel() != LLGLTexture::BOOST_PREVIEW) { // we want to force discard 0: this one does this. imagep->setBoostLevel(LLGLTexture::BOOST_PREVIEW); } } else { break; } } else { LL_WARNS("ObjectBackup") << "We *DON'T* have the texture " << id.asString() << LL_ENDL; mNonExportedTextures |= TEXTURE_MISSING; mTexturesList.remove(id); return; } iter++; } mTexturesList.remove(id); LL_INFOS("ObjectBackup") << "Requesting texture " << id << LL_ENDL; LLImageJ2C* mFormattedImage = new LLImageJ2C; CacheReadResponder* responder = new CacheReadResponder(id, mFormattedImage); LLAppViewer::getTextureCache()->readFromCache(id, LLWorkerThread::PRIORITY_HIGH, 0, 999999, responder); } void LLObjectBackup::importObject(bool upload) { mTexturesList.clear(); mAssetMap.clear(); mCurrentAsset = LLUUID::null; setDefaultTextures(); mRetexture = upload; // Open the file open dialog AIFilePicker* filepicker = AIFilePicker::create(); filepicker->open(FFLOAD_XML, "", "import"); filepicker->run(boost::bind(&LLObjectBackup::importObject_continued, this, filepicker)); return; } void LLObjectBackup::importObject_continued(AIFilePicker* filepicker) { if (!filepicker->hasFilename()) { // User canceled save. return; } std::string file_name = filepicker->getFilename(); mFolder = gDirUtilp->getDirName(file_name); llifstream import_file(file_name); LLSDSerialize::fromXML(mLLSD, import_file); import_file.close(); show(false); mAgentPos = gAgent.getPositionAgent(); mAgentRot = LLQuaternion(gAgent.getAtAxis(), gAgent.getLeftAxis(), gAgent.getUpAxis()); // Get the texture map LLSD::map_const_iterator prim_it; LLSD::array_const_iterator prim_arr_it; mCurObject = 1; mCurPrim = 1; mObjects = mLLSD["data"].size(); mPrims = 0; mRezCount = 0; updateImportNumbers(); for (prim_arr_it = mLLSD["data"].beginArray(); prim_arr_it != mLLSD["data"].endArray(); prim_arr_it++) { LLSD llsd2 = (*prim_arr_it)["group_body"]; for (prim_it = llsd2.beginMap(); prim_it != llsd2.endMap(); prim_it++) { LLSD prim_llsd = llsd2[prim_it->first]; LLSD::array_iterator text_it; std::list::iterator iter; if (prim_llsd.has("sculpt")) { LLSculptParams* sculpt = new LLSculptParams(); sculpt->fromLLSD(prim_llsd["sculpt"]); LLUUID orig = sculpt->getSculptTexture(); bool alreadyseen = false; for (iter = mTexturesList.begin(); iter != mTexturesList.end(); iter++) { if ((*iter) == orig) alreadyseen = true; } if (alreadyseen == false) { LL_INFOS("ObjectBackup") << "Found a new SCULPT texture to upload " << orig << LL_ENDL; mTexturesList.push_back(orig); } } LLSD te_llsd = prim_llsd["textures"]; for (text_it = te_llsd.beginArray(); text_it != te_llsd.endArray(); text_it++) { LLSD the_te = (*text_it); LLTextureEntry te; te.fromLLSD(the_te); LLUUID id = te.getID(); if (id != LL_TEXTURE_PLYWOOD && id != LL_TEXTURE_BLANK && id != LL_TEXTURE_INVISIBLE) // Do not upload the default textures { bool alreadyseen = false; for (iter = mTexturesList.begin(); iter != mTexturesList.end(); iter++) { if ((*iter) == te.getID()) alreadyseen = true; } if (alreadyseen == false) { LL_INFOS("ObjectBackup") << "Found a new texture to upload "<< te.getID() << LL_ENDL; mTexturesList.push_back(te.getID()); } } } } } if (mRetexture == TRUE) uploadNextAsset(); else importFirstObject(); } LLVector3 LLObjectBackup::offsetAgent(LLVector3 offset) { return offset * mAgentRot + mAgentPos; } void LLObjectBackup::rezAgentOffset(LLVector3 offset) { // This will break for a sitting agent LLToolPlacer* mPlacer = new LLToolPlacer(); mPlacer->setObjectType(LL_PCODE_CUBE); //LLVector3 pos = offsetAgent(offset); mPlacer->placeObject((S32)offset.mV[0], (S32)offset.mV[1], MASK_NONE); } void LLObjectBackup::importFirstObject() { mRunning = true; show(false); mGroupPrimImportIter = mLLSD["data"].beginArray(); mRootRootPos = (*mGroupPrimImportIter)["root_position"]; mObjects = mLLSD["data"].size(); mCurObject = 1; importNextObject(); } void LLObjectBackup::importNextObject() { mToSelect.clear(); mRezCount = 0; mThisGroup = (*mGroupPrimImportIter)["group_body"]; mPrimImportIter = mThisGroup.beginMap(); mCurPrim = 0; mPrims = mThisGroup.size(); updateImportNumbers(); LLVector3 lgpos = (*mGroupPrimImportIter)["root_position"]; mGroupOffset = lgpos - mRootRootPos; mRootPos = offsetAgent(LLVector3(2.0, 0.0, 0.0)); mRootRot = ll_quaternion_from_sd((*mGroupPrimImportIter)["root_rotation"]); rezAgentOffset(LLVector3(0.0, 2.0, 0.0)); // Now we must wait for the callback when ViewerObjectList gets the new objects and we have the correct number selected } // This function takes a pointer to a viewerobject and applies the prim definition that prim_llsd has void LLObjectBackup::xmlToPrim(LLSD prim_llsd, LLViewerObject* object) { LLUUID id = object->getID(); mExpectingUpdate = object->getID(); LLSelectMgr::getInstance()->selectObjectAndFamily(object); if (prim_llsd.has("name")) { LLSelectMgr::getInstance()->selectionSetObjectName(prim_llsd["name"]); } if (prim_llsd.has("description")) { LLSelectMgr::getInstance()->selectionSetObjectDescription(prim_llsd["description"]); } if (prim_llsd.has("parent")) { //we are not the root node. LLVector3 pos = prim_llsd["position"]; LLQuaternion rot = ll_quaternion_from_sd(prim_llsd["rotation"]); object->setPositionRegion(pos * mRootRot + mRootPos + mGroupOffset); object->setRotation(rot * mRootRot); } else { object->setPositionRegion(mRootPos + mGroupOffset); LLQuaternion rot=ll_quaternion_from_sd(prim_llsd["rotation"]); object->setRotation(rot); } object->setScale(prim_llsd["scale"]); /*if (prim_llsd.has("shadows")) if (prim_llsd["shadows"].asInteger() == 1) object->setFlags(FLAGS_CAST_SHADOWS, true);*/ if (prim_llsd.has("phantom")) if (prim_llsd["phantom"].asInteger() == 1) object->setFlags(FLAGS_PHANTOM, true); if (prim_llsd.has("physical")) if (prim_llsd["physical"].asInteger() == 1) object->setFlags(FLAGS_USE_PHYSICS, true); // Volume params LLVolumeParams volume_params = object->getVolume()->getParams(); volume_params.fromLLSD(prim_llsd["volume"]); object->updateVolume(volume_params); if (prim_llsd.has("sculpt")) { LLSculptParams* sculpt = new LLSculptParams(); sculpt->fromLLSD(prim_llsd["sculpt"]); // TODO: check if map is valid and only set texture if map is valid and changes if (mAssetMap[sculpt->getSculptTexture()].notNull()) { LLUUID replacment = mAssetMap[sculpt->getSculptTexture()]; sculpt->setSculptTexture(replacment); } object->setParameterEntry(LLNetworkData::PARAMS_SCULPT,(LLNetworkData&)(*sculpt), true); } if (prim_llsd.has("light")) { LLLightParams* light = new LLLightParams(); light->fromLLSD(prim_llsd["light"]); object->setParameterEntry(LLNetworkData::PARAMS_LIGHT,(LLNetworkData&)(*light), true); } if (prim_llsd.has("flexible")) { LLFlexibleObjectData* flex = new LLFlexibleObjectData(); flex->fromLLSD(prim_llsd["flexible"]); object->setParameterEntry(LLNetworkData::PARAMS_FLEXIBLE,(LLNetworkData&)(*flex), true); } // Textures LL_INFOS("ObjectBackup") << "Processing textures for prim" << LL_ENDL; LLSD te_llsd = prim_llsd["textures"]; LLSD::array_iterator text_it; U8 i = 0; for (text_it = te_llsd.beginArray(); text_it != te_llsd.endArray(); text_it++) { LLSD the_te = (*text_it); LLTextureEntry te; te.fromLLSD(the_te); if (mAssetMap[te.getID()].notNull()) { LLUUID replacment = mAssetMap[te.getID()]; te.setID(replacment); } object->setTE(i++, te); } LL_INFOS("ObjectBackup") << "Textures done !" << LL_ENDL; //bump the iterator now so the callbacks hook together nicely //if (mPrimImportIter != mThisGroup.endMap()) // mPrimImportIter++; object->sendRotationUpdate(); object->sendTEUpdate(); object->sendShapeUpdate(); LLSelectMgr::getInstance()->sendMultipleUpdate(UPD_SCALE | UPD_POSITION); LLSelectMgr::getInstance()->deselectAll(); } // This is fired when the update packet is processed so we know the prim settings have stuck void LLObjectBackup::primUpdate(LLViewerObject* object) { if (!mRunning) return; if (object != NULL) if (object->mID != mExpectingUpdate) return; mCurPrim++; updateImportNumbers(); mPrimImportIter++; LLUUID x; mExpectingUpdate = x.null; if (mPrimImportIter == mThisGroup.endMap()) { LL_INFOS("ObjectBackup") << "Trying to link" << LL_ENDL; if (mToSelect.size() > 1) { std::reverse(mToSelect.begin(), mToSelect.end()); // Now link LLSelectMgr::getInstance()->deselectAll(); LLSelectMgr::getInstance()->selectObjectAndFamily(mToSelect, true); LLSelectMgr::getInstance()->linkObjects(); LLViewerObject* root = mToSelect.back(); root->setRotation(mRootRot); } mCurObject++; mGroupPrimImportIter++; if (mGroupPrimImportIter != mLLSD["data"].endArray()) { importNextObject(); return; } mRunning = false; close(); return; } LLSD prim_llsd = mThisGroup[mPrimImportIter->first]; if (mToSelect.empty()) { LL_WARNS("ObjectBackup") << "error: ran out of objects to mod." << LL_ENDL; return; } if (mPrimImportIter != mThisGroup.endMap()) { //rezAgentOffset(LLVector3(1.0, 0.0, 0.0)); LLSD prim_llsd = mThisGroup[mPrimImportIter->first]; mProcessIter++; xmlToPrim(prim_llsd, *mProcessIter); } } // Callback when we rez a new object when the importer is running. bool LLObjectBackup::newPrim(LLViewerObject* pobject) { if (mRunning) { mRezCount++; mToSelect.push_back(pobject); updateImportNumbers(); mPrimImportIter++; pobject->setPosition(offsetAgent(LLVector3(0.0, 1.0, 0.0))); LLSelectMgr::getInstance()->sendMultipleUpdate(UPD_POSITION); if (mPrimImportIter != mThisGroup.endMap()) { rezAgentOffset(LLVector3(1.0, 0.0 ,0.0)); } else { LL_INFOS("ObjectBackup") << "All prims rezzed, moving to build stage" << LL_ENDL; // Deselecting is required to ensure that the first child prim // in the link set (which is also the last rezzed prim and thus // currently selected) will be properly renamed and desced. LLSelectMgr::getInstance()->deselectAll(); mPrimImportIter = mThisGroup.beginMap(); LLSD prim_llsd = mThisGroup[mPrimImportIter->first]; mProcessIter = mToSelect.begin(); xmlToPrim(prim_llsd, *mProcessIter); } } return true; } void LLObjectBackup::updateMap(LLUUID uploaded_asset) { if (mCurrentAsset.isNull()) return; LL_INFOS("ObjectBackup") << "Mapping " << mCurrentAsset << " to " << uploaded_asset << LL_ENDL; mAssetMap.insert(std::pair(mCurrentAsset, uploaded_asset)); } void myupload_new_resource(const LLTransactionID &tid, LLAssetType::EType asset_type, std::string name, std::string desc, S32 compression_info, LLFolderType::EType destination_folder_type, LLInventoryType::EType inv_type, U32 next_owner_perm, const std::string& display_name, LLAssetStorage::LLStoreAssetCallback callback, void *userdata) { if (gDisconnected) { return; } LLAssetID uuid = tid.makeAssetID(gAgent.getSecureSessionID()); // At this point, we're ready for the upload. std::string upload_message = "Uploading...\n\n"; upload_message.append(display_name); LLUploadDialog::modalUploadDialog(upload_message); std::string url = gAgent.getRegion()->getCapability("NewFileAgentInventory"); if (!url.empty()) { LLSD body; body["folder_id"] = gInventory.findCategoryUUIDForType((destination_folder_type == LLFolderType::FT_NONE) ? LLFolderType::assetTypeToFolderType(asset_type) : destination_folder_type); body["asset_type"] = LLAssetType::lookup(asset_type); body["inventory_type"] = LLInventoryType::lookup(inv_type); body["name"] = name; body["description"] = desc; std::ostringstream llsdxml; LLSDSerialize::toXML(body, llsdxml); LL_DEBUGS("ObjectBackup") << "posting body to capability: " << llsdxml.str() << LL_ENDL; //LLHTTPClient::post(url, body, new LLNewAgentInventoryResponder(body, uuid, asset_type)); LLHTTPClient::post(url, body, new importResponder(body, uuid, asset_type)); } else { LL_INFOS("ObjectBackup") << "NewAgentInventory capability not found. Can't upload !" << LL_ENDL; } } void LLObjectBackup::uploadNextAsset() { if (mTexturesList.empty()) { LL_INFOS("ObjectBackup") << "Texture list is empty, moving to rez stage." << LL_ENDL; mCurrentAsset = LLUUID::null; importFirstObject(); return; } updateImportNumbers(); std::list::iterator iter; iter = mTexturesList.begin(); LLUUID id = *iter; mTexturesList.pop_front(); LL_INFOS("ObjectBackup") << "Got texture ID " << id << ": trying to upload" << LL_ENDL; mCurrentAsset = id; std::string struid; id.toString(struid); std::string filename = mFolder + "//" + struid; LLAssetID uuid; LLTransactionID tid; // generate a new transaction ID for this asset tid.generate(); uuid = tid.makeAssetID(gAgent.getSecureSessionID()); S32 file_size; LLAPRFile outfile(filename, LL_APR_RB, &file_size); if (outfile.getFileHandle()) { const S32 buf_size = 65536; U8 copy_buf[buf_size]; LLVFile file(gVFS, uuid, LLAssetType::AT_TEXTURE, LLVFile::WRITE); file.setMaxSize(file_size); while ((file_size = outfile.read(copy_buf, buf_size))) { file.write(copy_buf, file_size); } outfile.close(); } else { LL_WARNS("ObjectBackup") << "Unable to access output file " << filename << LL_ENDL; uploadNextAsset(); return; } myupload_new_resource(tid, LLAssetType::AT_TEXTURE, struid, struid, 0, LLFolderType::FT_TEXTURE, LLInventoryType::defaultForAssetType(LLAssetType::AT_TEXTURE), 0x0, "Uploaded texture", NULL, NULL); }