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