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SingularityViewer/indra/newview/llviewerobjectbackup.cpp

1678 lines
45 KiB
C++

/**
* @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"
#include <iostream>
#include <fstream>
#include <sstream>
#include "llcallbacklist.h"
#include "lldir.h"
#include "lleconomy.h"
#include "llhttpclient.h"
#include "llinventorydefines.h"
#include "llimagej2c.h"
#include "lllfsthread.h"
#include "llnotificationsutil.h"
#include "llsdserialize.h"
#include "llsdutil_math.h"
#include "lltransactiontypes.h"
#include "lluictrlfactory.h"
#include "lluploaddialog.h"
#include "llagent.h"
#include "llappviewer.h"
#include "llassetuploadresponders.h"
#include "llinventoryfunctions.h"
#include "llinventorymodel.h" // for gInventory
#include "llmaterialmgr.h"
#include "llselectmgr.h"
#include "lltexturecache.h"
#include "lltoolplacer.h"
#include "llviewercontrol.h"
#include "llviewertexturelist.h"
#include "llviewerobjectlist.h"
#include "llviewermenu.h"
#include "lfsimfeaturehandler.h"
#include "llviewerregion.h"
#include "llviewerwindow.h"
#include "llviewerobjectbackup.h"
// 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).
LLUUID LL_TEXTURE_PLYWOOD = LLUUID("89556747-24cb-43ed-920b-47caed15465f");
LLUUID LL_TEXTURE_BLANK = LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
LLUUID LL_TEXTURE_INVISIBLE = LLUUID("38b86f85-2575-52a9-a531-23108d8da837");
LLUUID LL_TEXTURE_TRANSPARENT = LLUUID("8dcd4a48-2d37-4909-9f78-f7a9eb4ef903");
LLUUID LL_TEXTURE_MEDIA = LLUUID("8b5fec65-8d8d-9dc5-cda8-8fdf2716e361");
class ImportObjectResponder: public LLNewAgentInventoryResponder
{
protected:
LOG_CLASS(ImportObjectResponder);
public:
ImportObjectResponder(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)
{
LLObjectBackup* self = LLObjectBackup::findInstance();
if (!self)
{
llwarns << "Import aborted, LLObjectBackup instance gone !"
<< llendl;
// remove the "Uploading..." message
LLUploadDialog::modalUploadFinished();
return;
}
LLAssetType::EType asset_type = LLAssetType::lookup(mPostData["asset_type"].asString());
LLInventoryType::EType inv_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)
{
LLMessageSystem* msg = gMessageSystem;
msg->newMessageFast(_PREHASH_MoneyBalanceRequest);
msg->nextBlockFast(_PREHASH_AgentData);
msg->addUUIDFast(_PREHASH_AgentID, gAgentID);
msg->addUUIDFast(_PREHASH_SessionID, gAgentSessionID);
msg->nextBlockFast(_PREHASH_MoneyData);
msg->addUUIDFast(_PREHASH_TransactionID, LLUUID::null);
gAgent.sendReliableMessage();
}
// Actually add the upload to viewer inventory
llinfos << "Adding " << content["new_inventory_item"].asUUID() << " "
<< content["new_asset"].asUUID() << " to inventory." << llendl;
if (mPostData["folder_id"].asUUID().notNull())
{
LLPermissions perm;
U32 next_owner_perm;
perm.init(gAgentID, gAgentID, 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<LLViewerInventoryItem> item;
item = new LLViewerInventoryItem(content["new_inventory_item"].asUUID(),
mPostData["folder_id"].asUUID(),
perm,
content["new_asset"].asUUID(),
asset_type, inv_type,
mPostData["name"].asString(),
mPostData["description"].asString(),
LLSaleInfo::DEFAULT,
LLInventoryItemFlags::II_FLAGS_NONE,
creation_date_now);
gInventory.updateItem(item);
gInventory.notifyObservers();
}
else
{
llwarns << "Can't find a folder to put it into" << llendl;
}
// remove the "Uploading..." message
LLUploadDialog::modalUploadFinished();
self->updateMap(content["new_asset"].asUUID());
self->uploadNextAsset();
}
/*virtual*/ char const* getName(void) const { return "importResponder"; }
};
class BackupCacheReadResponder : public LLTextureCache::ReadResponder
{
protected:
LOG_CLASS(BackupCacheReadResponder);
public:
BackupCacheReadResponder(const LLUUID& id, LLImageFormatted* image)
: mFormattedImage(image), mID(id)
{
setImage(image);
}
void setData(U8* data, S32 datasize, S32 imagesize, S32 imageformat,
BOOL imagelocal)
{
LLObjectBackup* self = LLObjectBackup::findInstance();
if (!self) return;
if (imageformat == IMG_CODEC_TGA &&
mFormattedImage->getCodec() == IMG_CODEC_J2C)
{
llwarns << "FAILED: texture " << mID
<< " is formatted as TGA. Not saving." << llendl;
self->mNonExportedTextures |= LLObjectBackup::TEXTURE_BAD_ENCODING;
mFormattedImage = NULL;
mImageSize = 0;
return;
}
if (mFormattedImage.notNull())
{
if (mFormattedImage->getCodec() == imageformat)
{
mFormattedImage->appendData(data, datasize);
}
else
{
llwarns << "FAILED: texture " << mID
<< " is formatted as " << mFormattedImage->getCodec()
<< " while expecting " << imageformat
<< ". Not saving." << llendl;
mFormattedImage = NULL;
mImageSize = 0;
return;
}
}
else
{
mFormattedImage = LLImageFormatted::createFromType(imageformat);
mFormattedImage->setData(data, datasize);
}
mImageSize = imagesize;
mImageLocal = imagelocal;
}
virtual void completed(bool success)
{
LLObjectBackup* self = LLObjectBackup::findInstance();
if (!self)
{
llwarns << "Export aborted, LLObjectBackup instance gone !"
<< llendl;
return;
}
if (success && mFormattedImage.notNull() && mImageSize > 0)
{
llinfos << "SUCCESS getting texture " << mID << llendl;
std::string name;
mID.toString(name);
name = self->getFolder() + "//" + name;
llinfos << "Saving to " << name << llendl;
if (!mFormattedImage->save(name))
{
llwarns << "FAILED to save texture " << mID << llendl;
self->mNonExportedTextures |= LLObjectBackup::TEXTURE_SAVED_FAILED;
}
}
else
{
if (!success)
{
llwarns << "FAILED to get texture " << mID << llendl;
self->mNonExportedTextures |= LLObjectBackup::TEXTURE_MISSING;
}
if (mFormattedImage.isNull())
{
llwarns << "FAILED: NULL texture " << mID << llendl;
self->mNonExportedTextures |= LLObjectBackup::TEXTURE_IS_NULL;
}
}
self->mCheckNextTexture = true;
}
private:
LLPointer<LLImageFormatted> mFormattedImage;
LLUUID mID;
};
LLObjectBackup::LLObjectBackup(const LLSD&)
: mRunning(false),
mRetexture(false),
mTexturesList(),
mAssetMap(),
mCurrentAsset()
{
//buildFromFile("floater_object.xml");
LLUICtrlFactory::getInstance()->buildFloater(this,
"floater_object_backup.xml",
NULL, false); // Don't open
}
//virtual
LLObjectBackup::~LLObjectBackup()
{
// Just in case we got closed unexpectedly...
if (gIdleCallbacks.containsFunction(exportWorker))
{
gIdleCallbacks.deleteFunction(exportWorker);
}
}
//static
bool LLObjectBackup::confirmCloseCallback(const LLSD& notification,
const LLSD& response)
{
if (LLNotification::getSelectedOption(notification, response) == 0)
{
LLObjectBackup* self = findInstance();
if (self)
{
self->destroy();
}
}
return false;
}
//virtual
void LLObjectBackup::onClose(bool app_quitting)
{
// Do not destroy the floater on user close action to avoid getting things
// messed up during import/export.
if (app_quitting)
{
destroy();
}
else
{
LLNotificationsUtil::add("ConfirmAbortBackup", LLSD(), LLSD(),
confirmCloseCallback);
}
}
void LLObjectBackup::showFloater(bool exporting)
{
// Set the title
setTitle(getString(exporting ? "export" : "import"));
mCurObject = 1;
mCurPrim = mObjects = mPrims = mRezCount = 0;
// Make the floater pop up
setVisibleAndFrontmost();
}
void LLObjectBackup::updateExportNumbers()
{
std::stringstream sstr;
LLUICtrl* ctrl = getChild<LLUICtrl>("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<LLUICtrl>("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();
mBadPermsTexturesList.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;
mGotExtraPhysics = !gAgent.getRegion()->getCapability("GetObjectPhysicsData").empty();
gIdleCallbacks.addFunction(exportWorker, NULL);
}
//---------------------------------------------------------------------------//
// Permissions checking functions
//---------------------------------------------------------------------------//
//static
void LLObjectBackup::setDefaultTextures()
{
if (LFSimFeatureHandler::instance().exportPolicy() == ep_full_perm)
{
// When not in SL and not in an OpenSIM grid with export permission
// support (i.e. when no texture permission check is needed), we can
// get these defaults from the user settings...
LL_TEXTURE_PLYWOOD = LLUUID(gSavedSettings.getString("DefaultObjectTexture"));
LL_TEXTURE_BLANK = LLUUID(gSavedSettings.getString("UIImgWhiteUUID"));
LL_TEXTURE_INVISIBLE = LLUUID(gSavedSettings.getString("UIImgInvisibleUUID"));
}
}
//static
bool LLObjectBackup::validatePerms(const LLPermissions* item_permissions)
{
return item_permissions->allowExportBy(gAgentID, LFSimFeatureHandler::instance().exportPolicy());
}
// 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 !
//static
bool LLObjectBackup::validateTexturePerms(const LLUUID& asset_id)
{
if (LFSimFeatureHandler::instance().exportPolicy() == ep_full_perm)
{
// If we are not in Second Life and we don't have export-permission
// support, don't bother and unconditionally accept the texture export
// (legacy behaviour).
return true;
}
if (asset_id == LL_TEXTURE_PLYWOOD ||
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 true;
}
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);
S32 count = items.size();
if (count > 0)
{
for (S32 i = 0; i < count; ++i)
{
const LLPermissions item_permissions = items[i]->getPermissions();
if (validatePerms(&item_permissions))
{
return true;
}
}
}
return false;
}
LLUUID LLObjectBackup::validateTextureID(const LLUUID& asset_id)
{
if (mBadPermsTexturesList.count(asset_id))
{
// We already checked it and know it's bad...
return LL_TEXTURE_PLYWOOD;
}
else if (asset_id.isNull() || validateTexturePerms(asset_id))
{
return asset_id;
}
else
{
mBadPermsTexturesList.insert(asset_id); // Cache bad texture ID
mNonExportedTextures |= TEXTURE_BAD_PERM;
llwarns << "Bad permissions for texture ID: " << asset_id
<< " - Texture will not be exported." << llendl;
return LL_TEXTURE_PLYWOOD;
}
}
//static
bool LLObjectBackup::validateNode(LLSelectNode* node)
{
LLPermissions* perms = node->mPermissions;
if (!perms || !validatePerms(perms))
{
return false;
}
// Additionally check if this is a sculpt or a mesh object and if yes, if
// we have export permission on the sclupt texture or the mesh object.
LLViewerObject* obj = node->getObject();
if (!obj) // Paranoia
{
return false;
}
else if (obj->isSculpted())
{
if (obj->isMesh())
{
return false; // We can't export mesh from here, anyway.
}
else
{
LLSculptParams* params;
params = (LLSculptParams*)obj->getParameterEntry(LLNetworkData::PARAMS_SCULPT);
LLUUID sculpt_id = params->getSculptTexture();
return validateTexturePerms(sculpt_id);
}
}
else
{
return true;
}
}
//---------------------------------------------------------------------------//
//static
void LLObjectBackup::exportWorker(void *userdata)
{
LLObjectBackup* self = findInstance();
if (!self)
{
gIdleCallbacks.deleteFunction(exportWorker);
llwarns << "Export process aborted. LLObjectBackup instance gone !"
<< llendl;
LLNotifications::instance().add("ExportAborted");
return;
}
self->updateExportNumbers();
switch (self->mExportState)
{
case EXPORT_INIT:
{
self->showFloater(true);
LLSelectMgr::getInstance()->getSelection()->ref();
// Fall through to EXPORT_CHECK_PERMS
}
case EXPORT_CHECK_PERMS:
{
struct ff : public LLSelectedNodeFunctor
{
virtual bool apply(LLSelectNode* node)
{
return LLObjectBackup::validateNode(node);
}
} func;
LLViewerObject* object;
object = LLSelectMgr::getInstance()->getSelection()->getPrimaryObject();
if (object)
{
if (LLSelectMgr::getInstance()->getSelection()->applyToNodes(&func, false))
{
self->mExportState = EXPORT_FETCH_PHYSICS;
}
else
{
struct vv : public LLSelectedNodeFunctor
{
virtual bool apply(LLSelectNode* node)
{
return node->mValid;
}
} func2;
if (LLSelectMgr::getInstance()->getSelection()->applyToNodes(&func2, false))
{
llwarns << "Incorrect permission to export" << llendl;
self->mExportState = EXPORT_FAILED;
LLSelectMgr::getInstance()->getSelection()->unref();
}
else
{
LL_DEBUGS("ObjectBackup") << "Nodes permissions not yet received, delaying..."
<< LL_ENDL;
self->mExportState = EXPORT_CHECK_PERMS;
}
}
}
else
{
self->mExportState = EXPORT_ABORTED;
LLSelectMgr::getInstance()->getSelection()->unref();
}
break;
}
case EXPORT_FETCH_PHYSICS:
{
// Don't bother to try and fetch the extra physics flags if we
// don't have sim support for them...
if (!self->mGotExtraPhysics)
{
self->mExportState = EXPORT_STRUCTURE;
break;
}
struct ff : public LLSelectedNodeFunctor
{
virtual bool apply(LLSelectNode* node)
{
LLViewerObject* object = node->getObject();
return gObjectList.gotObjectPhysicsFlags(object);
}
} func;
LLViewerObject* object = LLSelectMgr::getInstance()->getSelection()->getPrimaryObject();
if (object)
{
if (LLSelectMgr::getInstance()->getSelection()->applyToNodes(&func, false))
{
self->mExportState = EXPORT_STRUCTURE;
}
else
{
LL_DEBUGS("ObjectBackup") << "Nodes physics not yet received, delaying..."
<< LL_ENDL;
}
}
else
{
self->mExportState = EXPORT_ABORTED;
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
LLObjectBackup* self = findInstance();
LLSD prim_llsd = self->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;
self->mLLSD["data"].append(stuff);
return true;
}
} func;
LLViewerObject* object;
object = LLSelectMgr::getInstance()->getSelection()->getPrimaryObject();
if (object)
{
self->mExportState = EXPORT_LLSD;
LLSelectMgr::getInstance()->getSelection()->applyToRootObjects(&func, false);
}
else
{
self->mExportState = EXPORT_ABORTED;
}
LLSelectMgr::getInstance()->getSelection()->unref();
break;
}
case EXPORT_TEXTURES:
{
if (!self->mCheckNextTexture)
{
// The texture is being fetched. Wait till next idle callback.
return;
}
if (self->mTexturesList.empty())
{
self->mExportState = EXPORT_DONE;
return;
}
// Ok, we got work to do...
self->mCheckNextTexture = false;
self->exportNextTexture();
break;
}
case EXPORT_LLSD:
{
// Create a file stream and write to it
llofstream export_file(self->mFileName);
LLSDSerialize::toPrettyXML(self->mLLSD, export_file);
export_file.close();
self->mCheckNextTexture = true;
self->mExportState = EXPORT_TEXTURES;
break;
}
case EXPORT_DONE:
{
gIdleCallbacks.deleteFunction(exportWorker);
if (self->mNonExportedTextures == LLObjectBackup::TEXTURE_OK)
{
llinfos << "Export successful and complete." << llendl;
LLNotificationsUtil::add("ExportSuccessful");
}
else
{
llinfos << "Export successful but incomplete: some texture(s) not saved."
<< llendl;
std::string reason;
U32 error_bits_map = self->mNonExportedTextures;
if (error_bits_map & LLObjectBackup::TEXTURE_BAD_PERM)
{
reason += "\nBad permissions/creator.";
}
if (error_bits_map & LLObjectBackup::TEXTURE_MISSING)
{
reason += "\nMissing texture (retrying after full rezzing might work).";
}
if (error_bits_map & LLObjectBackup::TEXTURE_BAD_ENCODING)
{
reason += "\nBad texture encoding.";
}
if (error_bits_map & LLObjectBackup::TEXTURE_IS_NULL)
{
reason += "\nNull texture.";
}
if (error_bits_map & LLObjectBackup::TEXTURE_SAVED_FAILED)
{
reason += "\nCould not write to disk.";
}
LLSD args;
args["REASON"] = reason;
LLNotificationsUtil::add("ExportPartial", args);
}
self->destroy();
break;
}
case EXPORT_FAILED:
{
gIdleCallbacks.deleteFunction(exportWorker);
llwarns << "Export process failed." << llendl;
LLNotificationsUtil::add("ExportFailed");
self->destroy();
break;
}
case EXPORT_ABORTED:
{
gIdleCallbacks.deleteFunction(exportWorker);
llwarns << "Export process aborted." << llendl;
LLNotificationsUtil::add("ExportAborted");
self->destroy();
break;
}
}
}
LLSD LLObjectBackup::primsToLLSD(LLViewerObject::child_list_t child_list,
bool is_attachment)
{
LLViewerObject* object;
LLSD llsd;
char localid[16];
LLUUID t_id;
for (LLViewerObject::child_list_t::iterator i = child_list.begin();
i != child_list.end(); ++i)
{
object = (*i);
LLUUID id = object->getID();
llinfos << "Exporting prim " << object->getID().asString() << llendl;
// 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["phantom"] = object->flagPhantom(); // legacy
prim_llsd["physical"] = object->flagUsePhysics(); // legacy
prim_llsd["flags"] = (S32)object->getFlags(); // new way
// Extra physics flags
if (mGotExtraPhysics)
{
LLSD& physics = prim_llsd["ExtraPhysics"];
physics["PhysicsShapeType"] = object->getPhysicsShapeType();
physics["Gravity"] = object->getPhysicsGravity();
physics["Friction"] = object->getPhysicsFriction();
physics["Density"] = object->getPhysicsDensity();
physics["Restitution"] = object->getPhysicsRestitution();
}
// Click action
if (S32 action = object->getClickAction()) // Non-zero
prim_llsd["clickaction"] = action;
// Prim material
prim_llsd["material"] = object->getMaterial();
// Volume params
LLVolumeParams params = object->getVolume()->getParams();
prim_llsd["volume"] = params.asLLSD();
// Extra paramsb6fab961-af18-77f8-cf08-f021377a7244
if (object->isFlexible())
{
// Flexible
LLFlexibleObjectData* flex;
flex = (LLFlexibleObjectData*)object->getParameterEntry(LLNetworkData::PARAMS_FLEXIBLE);
prim_llsd["flexible"] = flex->asLLSD();
}
if (object->getParameterEntryInUse(LLNetworkData::PARAMS_LIGHT))
{
// Light
LLLightParams* light;
light = (LLLightParams*)object->getParameterEntry(LLNetworkData::PARAMS_LIGHT);
prim_llsd["light"] = light->asLLSD();
}
if (object->getParameterEntryInUse(LLNetworkData::PARAMS_LIGHT_IMAGE))
{
// Light image
LLLightImageParams* light_param;
light_param = (LLLightImageParams*)object->getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE);
t_id = validateTextureID(light_param->getLightTexture());
if (mTexturesList.count(t_id) == 0)
{
llinfos << "Found a light texture, adding to list " << t_id
<< llendl;
mTexturesList.insert(t_id);
}
prim_llsd["light_texture"] = light_param->asLLSD();
}
if (object->getParameterEntryInUse(LLNetworkData::PARAMS_SCULPT))
{
// Sculpt
LLSculptParams* sculpt;
sculpt = (LLSculptParams*)object->getParameterEntry(LLNetworkData::PARAMS_SCULPT);
prim_llsd["sculpt"] = sculpt->asLLSD();
if ((sculpt->getSculptType() & LL_SCULPT_TYPE_MASK) != LL_SCULPT_TYPE_MESH)
{
LLUUID sculpt_texture = sculpt->getSculptTexture();
if (sculpt_texture == validateTextureID(sculpt_texture))
{
if (mTexturesList.count(sculpt_texture) == 0)
{
llinfos << "Found a sculpt texture, adding to list "
<< sculpt_texture << llendl;
mTexturesList.insert(sculpt_texture);
}
}
else
{
llwarns << "Incorrect permission to export a sculpt texture."
<< llendl;
mExportState = EXPORT_FAILED;
}
}
}
// Textures and materials
LLSD te_llsd;
LLSD this_te_llsd;
LLSD te_mat_llsd;
LLSD this_te_mat_llsd;
bool has_materials = false;
for (U8 i = 0, count = object->getNumTEs(); i < count; ++i)
{
LLTextureEntry* te = object->getTE(i);
if (!te) continue; // Paranoia
// Normal texture/diffuse map
t_id = validateTextureID(te->getID());
this_te_llsd = te->asLLSD();
this_te_llsd["imageid"] = t_id;
te_llsd.append(this_te_llsd);
// Do not export non-existent default textures
if (t_id != LL_TEXTURE_BLANK && t_id != LL_TEXTURE_INVISIBLE)
{
if (mTexturesList.count(t_id) == 0)
{
mTexturesList.insert(t_id);
}
}
// Materials
LLMaterial* mat = te->getMaterialParams().get();
if (mat)
{
has_materials = true;
this_te_mat_llsd = mat->asLLSD();
t_id = validateTextureID(mat->getNormalID());
this_te_mat_llsd["NormMap"] = t_id;
if (mTexturesList.count(t_id) == 0)
{
mTexturesList.insert(t_id);
}
t_id = validateTextureID(mat->getSpecularID());
this_te_mat_llsd["SpecMap"] = t_id;
if (mTexturesList.count(t_id) == 0)
{
mTexturesList.insert(t_id);
}
te_mat_llsd.append(this_te_mat_llsd);
}
}
prim_llsd["textures"] = te_llsd;
if (has_materials)
{
prim_llsd["materials"] = te_mat_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()
{
LLUUID id;
textures_set_t::iterator iter = mTexturesList.begin();
while (true)
{
if (mTexturesList.empty())
{
mCheckNextTexture = true;
llinfos << "Finished exporting textures." << llendl;
return;
}
if (iter == mTexturesList.end())
{
// Not yet ready, wait and re-check at next idle callback...
mCheckNextTexture = true;
return;
}
id = *iter++;
if (id.isNull())
{
// NULL texture id: just remove and ignore.
mTexturesList.erase(id);
LL_DEBUGS("ObjectBackup") << "Null texture UUID found, ignoring."
<< LL_ENDL;
continue;
}
LLViewerTexture* imagep = LLViewerTextureManager::findTexture(id);
if (imagep)
{
if (imagep->getDiscardLevel() > 0)
{
// Boost texture loading
imagep->setBoostLevel(LLGLTexture::BOOST_PREVIEW);
LL_DEBUGS("ObjectBackup") << "Boosting texture: " << id
<< LL_ENDL;
LLViewerFetchedTexture* tex;
tex = LLViewerTextureManager::staticCastToFetchedTexture(imagep);
if (tex && tex->getDesiredDiscardLevel() > 0)
{
// Set min discard level to 0
tex->setMinDiscardLevel(0);
LL_DEBUGS("ObjectBackup") << "Min discard level set to 0 for texture: "
<< id << LL_ENDL;
}
}
else
{
// Texture is ready !
break;
}
}
else
{
llwarns << "We *DON'T* have the texture " << id << llendl;
mNonExportedTextures |= TEXTURE_MISSING;
mTexturesList.erase(id);
}
}
mTexturesList.erase(id);
llinfos << "Requesting texture " << id << " from cache." << llendl;
LLImageJ2C* mFormattedImage = new LLImageJ2C;
BackupCacheReadResponder* responder;
responder = new BackupCacheReadResponder(id, mFormattedImage);
LLAppViewer::getTextureCache()->readFromCache(id,
LLWorkerThread::PRIORITY_HIGH,
0, 999999, responder);
}
bool is_default_texture(const LLUUID& id)
{
return id.isNull() || id == LL_TEXTURE_PLYWOOD || id == LL_TEXTURE_BLANK ||
id == LL_TEXTURE_INVISIBLE;
}
void LLObjectBackup::importObject(bool upload)
{
mRetexture = upload;
mTexturesList.clear();
mAssetMap.clear();
mCurrentAsset.setNull();
mGotExtraPhysics = !gAgent.getRegion()->getCapability("GetObjectPhysicsData").empty();
setDefaultTextures();
// Open the file open dialog
AIFilePicker* filepicker = AIFilePicker::create();
filepicker->open(FFLOAD_XML, "", "import");
filepicker->run(boost::bind(&LLObjectBackup::importObject_continued, this, filepicker));
}
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();
if (!mLLSD.has("data"))
{
LLNotificationsUtil::add("ImportFailed");
destroy();
return;
}
showFloater(false);
mAgentPos = gAgent.getPositionAgent();
mAgentRot = LLQuaternion(gAgent.getAtAxis(), gAgent.getLeftAxis(),
gAgent.getUpAxis());
// Get the texture map
mCurObject = 1;
mCurPrim = 1;
mObjects = mLLSD["data"].size();
mPrims = 0;
mRezCount = 0;
updateImportNumbers();
for (LLSD::array_const_iterator prim_arr_it = mLLSD["data"].beginArray(),
prim_arr_end = mLLSD["data"].endArray();
prim_arr_it != prim_arr_end; ++prim_arr_it)
{
LLSD llsd2 = (*prim_arr_it)["group_body"];
for (LLSD::map_const_iterator prim_it = llsd2.beginMap(),
prim_end = llsd2.endMap();
prim_it != prim_end; ++prim_it)
{
LLSD prim_llsd = llsd2[prim_it->first];
if (prim_llsd.has("sculpt"))
{
LLSculptParams sculpt;
sculpt.fromLLSD(prim_llsd["sculpt"]);
if ((sculpt.getSculptType() & LL_SCULPT_TYPE_MASK) != LL_SCULPT_TYPE_MESH)
{
LLUUID orig = sculpt.getSculptTexture();
if (mTexturesList.count(orig) == 0)
{
llinfos << "Found a new SCULPT texture to upload "
<< orig << llendl;
mTexturesList.insert(orig);
}
}
}
if (prim_llsd.has("light_texture"))
{
LLLightImageParams lightimg;
lightimg.fromLLSD(prim_llsd["light_texture"]);
LLUUID t_id = lightimg.getLightTexture();
if (!is_default_texture(t_id) &&
mTexturesList.count(t_id) == 0)
{
llinfos << "Found a new light texture to upload: " << t_id
<< llendl;
mTexturesList.insert(t_id);
}
}
// Check both for "textures" and "texture" since the second (buggy)
// case has already been seen in some exported prims XML files...
LLSD& te_llsd = prim_llsd.has("textures") ? prim_llsd["textures"]
: prim_llsd["texture"];
for (LLSD::array_iterator it = te_llsd.beginArray();
it != te_llsd.endArray(); ++it)
{
LLSD the_te = *it;
LLTextureEntry te;
te.fromLLSD(the_te);
LLUUID t_id = te.getID();
if (!is_default_texture(t_id) &&
mTexturesList.count(t_id) == 0)
{
llinfos << "Found a new texture to upload: " << t_id
<< llendl;
mTexturesList.insert(t_id);
}
}
if (prim_llsd.has("materials"))
{
LLSD mat_llsd = prim_llsd["materials"];
for (LLSD::array_iterator it = mat_llsd.beginArray();
it != mat_llsd.endArray(); ++it)
{
LLSD the_mat = *it;
LLMaterial mat;
mat.fromLLSD(the_mat);
LLUUID t_id = mat.getNormalID();
if (!is_default_texture(t_id) &&
mTexturesList.count(t_id) == 0)
{
llinfos << "Found a new normal map to upload: "
<< t_id << llendl;
mTexturesList.insert(t_id);
}
t_id = mat.getSpecularID();
if (!is_default_texture(t_id) &&
mTexturesList.count(t_id) == 0)
{
llinfos << "Found a new specular map to upload: "
<< t_id << llendl;
mTexturesList.insert(t_id);
}
}
}
}
}
if (mRetexture)
{
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;
mPlacer.setObjectType(LL_PCODE_CUBE);
mPlacer.placeObject((S32)offset.mV[0], (S32)offset.mV[1], MASK_NONE);
}
void LLObjectBackup::importFirstObject()
{
mRunning = true;
showFloater(false);
mGroupPrimImportIter = mLLSD["data"].beginArray();
mRootRootPos = LLVector3((*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 = LLVector3((*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("material"))
{
LLSelectMgr::getInstance()->selectionSetMaterial(prim_llsd["material"].asInteger());
}
if (prim_llsd.has("clickaction"))
{
LLSelectMgr::getInstance()->selectionSetClickAction(prim_llsd["clickaction"].asInteger());
}
if (prim_llsd.has("parent"))
{
//we are not the root node.
LLVector3 pos = LLVector3(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(LLVector3(prim_llsd["scale"]));
if (prim_llsd.has("flags"))
{
U32 flags = (U32)prim_llsd["flags"].asInteger();
object->setFlags(flags, true);
}
else // Kept for backward compatibility
{
/*if (prim_llsd.has("shadows"))
if (prim_llsd["shadows"].asInteger() == 1)
object->setFlags(FLAGS_CAST_SHADOWS, true);*/
if (prim_llsd.has("phantom") && prim_llsd["phantom"].asInteger() == 1)
{
object->setFlags(FLAGS_PHANTOM, true);
}
if (prim_llsd.has("physical") &&
prim_llsd["physical"].asInteger() == 1)
{
object->setFlags(FLAGS_USE_PHYSICS, true);
}
}
if (mGotExtraPhysics && prim_llsd.has("ExtraPhysics"))
{
const LLSD& physics = prim_llsd["ExtraPhysics"];
object->setPhysicsShapeType(physics["PhysicsShapeType"].asInteger());
F32 gravity = physics.has("Gravity") ? physics["Gravity"].asReal()
: physics["GravityMultiplier"].asReal();
object->setPhysicsGravity(gravity);
object->setPhysicsFriction(physics["Friction"].asReal());
object->setPhysicsDensity(physics["Density"].asReal());
object->setPhysicsRestitution(physics["Restitution"].asReal());
object->updateFlags(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;
sculpt.fromLLSD(prim_llsd["sculpt"]);
// TODO: check if map is valid and only set texture if map is valid and
// changes
LLUUID t_id = sculpt.getSculptTexture();
if (mAssetMap.count(t_id))
{
sculpt.setSculptTexture(mAssetMap[t_id]);
}
object->setParameterEntry(LLNetworkData::PARAMS_SCULPT, sculpt, true);
}
if (prim_llsd.has("light"))
{
LLLightParams light;
light.fromLLSD(prim_llsd["light"]);
object->setParameterEntry(LLNetworkData::PARAMS_LIGHT, light, true);
}
if (prim_llsd.has("light_texture"))
{
// Light image
LLLightImageParams lightimg;
lightimg.fromLLSD(prim_llsd["light_texture"]);
LLUUID t_id = lightimg.getLightTexture();
if (mAssetMap.count(t_id))
{
lightimg.setLightTexture(mAssetMap[t_id]);
}
object->setParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE, lightimg,
true);
}
if (prim_llsd.has("flexible"))
{
LLFlexibleObjectData flex;
flex.fromLLSD(prim_llsd["flexible"]);
object->setParameterEntry(LLNetworkData::PARAMS_FLEXIBLE, flex, true);
}
// Textures
// Check both for "textures" and "texture" since the second (buggy) case
// has already been seen in some exported prims XML files...
llinfos << "Processing textures for prim" << id << llendl;
LLSD& te_llsd = prim_llsd.has("textures") ? prim_llsd["textures"]
: prim_llsd["texture"];
U8 i = 0;
for (LLSD::array_iterator it = te_llsd.beginArray();
it != te_llsd.endArray(); ++it)
{
LLSD the_te = *it;
LLTextureEntry te;
te.fromLLSD(the_te);
LLUUID t_id = te.getID();
if (mAssetMap.count(t_id))
{
te.setID(mAssetMap[t_id]);
}
object->setTE(i++, te);
}
llinfos << "Textures done !" << llendl;
// Materials
if (prim_llsd.has("materials"))
{
llinfos << "Processing materials for prim " << id << llendl;
te_llsd = prim_llsd["materials"];
i = 0;
for (LLSD::array_iterator it = te_llsd.beginArray();
it != te_llsd.endArray(); ++it)
{
LLSD the_mat = *it;
LLMaterialPtr mat = new LLMaterial(the_mat);
LLUUID t_id = mat->getNormalID();
if (id.notNull() && mAssetMap.count(t_id))
{
mat->setNormalID(mAssetMap[t_id]);
}
t_id = mat->getSpecularID();
if (id.notNull() && mAssetMap.count(t_id))
{
mat->setSpecularID(mAssetMap[t_id]);
}
LLMaterialMgr::getInstance()->put(id, i++, *mat);
}
llinfos << "Materials done !" << llendl;
}
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
//static
void LLObjectBackup::primUpdate(LLViewerObject* object)
{
LLObjectBackup* self = findInstance();
if (!object || !self || !self->mRunning ||
object->mID != self->mExpectingUpdate)
{
return;
}
++self->mCurPrim;
self->updateImportNumbers();
++self->mPrimImportIter;
self->mExpectingUpdate.setNull();
if (self->mPrimImportIter == self->mThisGroup.endMap())
{
llinfos << "Trying to link..." << llendl;
if (self->mToSelect.size() > 1)
{
std::reverse(self->mToSelect.begin(), self->mToSelect.end());
// Now link
LLSelectMgr::getInstance()->deselectAll();
LLSelectMgr::getInstance()->selectObjectAndFamily(self->mToSelect, true);
LLSelectMgr::getInstance()->sendLink();
LLViewerObject* root = self->mToSelect.back();
root->setRotation(self->mRootRot);
}
++self->mCurObject;
++self->mGroupPrimImportIter;
if (self->mGroupPrimImportIter != self->mLLSD["data"].endArray())
{
self->importNextObject();
return;
}
self->mRunning = false;
self->destroy();
return;
}
LLSD prim_llsd = self->mThisGroup[self->mPrimImportIter->first];
if (self->mToSelect.empty())
{
llwarns << "error: ran out of objects to mod." << llendl;
self->mRunning = false;
self->destroy();
return;
}
if (self->mPrimImportIter != self->mThisGroup.endMap())
{
//rezAgentOffset(LLVector3(1.0, 0.0, 0.0));
LLSD prim_llsd =self-> mThisGroup[self->mPrimImportIter->first];
++self->mProcessIter;
self->xmlToPrim(prim_llsd, *(self->mProcessIter));
}
}
// Callback when we rez a new object when the importer is running.
//static
void LLObjectBackup::newPrim(LLViewerObject* object)
{
LLObjectBackup* self = findInstance();
if (!object || !self || !self->mRunning) return;
++self->mRezCount;
self->mToSelect.push_back(object);
self->updateImportNumbers();
++self->mPrimImportIter;
object->setPosition(self->offsetAgent(LLVector3(0.0, 1.0, 0.0)));
LLSelectMgr::getInstance()->sendMultipleUpdate(UPD_POSITION);
if (self->mPrimImportIter != self->mThisGroup.endMap())
{
self->rezAgentOffset(LLVector3(1.0, 0.0 ,0.0));
}
else
{
llinfos << "All prims rezzed, moving to build stage" << llendl;
// 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();
self->mPrimImportIter = self->mThisGroup.beginMap();
LLSD prim_llsd = self->mThisGroup[self->mPrimImportIter->first];
self->mProcessIter = self->mToSelect.begin();
self->xmlToPrim(prim_llsd, *(self->mProcessIter));
}
}
void LLObjectBackup::updateMap(LLUUID uploaded_asset)
{
if (mCurrentAsset.notNull())
{
llinfos << "Mapping " << mCurrentAsset << " to " << uploaded_asset
<< llendl;
mAssetMap[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 texture:\n\n" + 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 ImportObjectResponder(body, uuid, asset_type));
}
else
{
llinfos << "NewAgentInventory capability not found. Can't upload !"
<< llendl;
}
}
void LLObjectBackup::uploadNextAsset()
{
if (mTexturesList.empty())
{
llinfos << "Texture list is empty, moving to rez stage." << llendl;
mCurrentAsset.setNull();
importFirstObject();
return;
}
updateImportNumbers();
textures_set_t::iterator iter = mTexturesList.begin();
LLUUID id = *iter;
mTexturesList.erase(iter);
llinfos << "Got texture ID " << id << ": trying to upload..." << llendl;
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
{
llwarns << "Unable to access output file " << filename << llendl;
uploadNextAsset();
return;
}
myupload_new_resource(tid, LLAssetType::AT_TEXTURE, struid, struid, 0,
LLFolderType::FT_TEXTURE,
LLInventoryType::defaultForAssetType(LLAssetType::AT_TEXTURE),
0x0, struid, NULL, NULL);
}