OpenSimMirror/AssetManager.cs

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C#
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2007-02-07 16:52:49 +00:00
/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the <organization> nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using libsecondlife;
using libsecondlife.Packets;
namespace OpenSimLite
{
/// <summary>
/// Manages local cache of assets and their sending to viewers.
/// </summary>
public class AssetManager
{
public Dictionary<libsecondlife.LLUUID, AssetInfo> Assets;
public Dictionary<libsecondlife.LLUUID, TextureImage> Textures;
private AssetServer _assetServer;
/// <summary>
///
/// </summary>
public AssetManager(AssetServer assetServer)
{
_assetServer=assetServer;
}
/// <summary>
///
/// </summary>
private void RunAssetManager()
{
}
/// <summary>
///
/// </summary>
private void ProcessAssetQueue()
{
}
/// <summary>
///
/// </summary>
private void ProcessTextureQueue()
{
}
#region Assets
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
/// <param name="transferRequest"></param>
public void AddAssetRequest(NetworkInfo userInfo, TransferRequestPacket transferRequest)
{
LLUUID RequestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
//check to see if asset is in local cache, if not we need to request it from asset server.
}
#endregion
#region Textures
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
/// <param name="imageID"></param>
public void AddTextureRequest(NetworkInfo userInfo, LLUUID imageID)
{
//check to see if texture is in local cache, if not request from asset server
}
#endregion
}
public class AssetBase
{
public byte[] Data;
public LLUUID FullID;
public sbyte Type;
public sbyte InvType;
public string Name;
public string Description;
public string Filename;
public AssetBase()
{
}
}
//needed?
public class TextureImage
{
public TextureImage()
{
}
}
public class AssetInfo
{
public AssetInfo()
{
}
}
}