590 lines
23 KiB
C#
590 lines
23 KiB
C#
|
/*
|
||
|
* 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 System.Threading;
|
||
|
using libsecondlife;
|
||
|
using libsecondlife.Packets;
|
||
|
using OpenSim;
|
||
|
using OpenSim.Framework.Interfaces;
|
||
|
using OpenSim.Framework.Assets;
|
||
|
using OpenSim.Framework.Utilities;
|
||
|
|
||
|
namespace OpenSim.Assets
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Manages local cache of assets and their sending to viewers.
|
||
|
/// </summary>
|
||
|
public class AssetCache : IAssetReceiver
|
||
|
{
|
||
|
public Dictionary<libsecondlife.LLUUID, AssetInfo> Assets;
|
||
|
public Dictionary<libsecondlife.LLUUID, TextureImage> Textures;
|
||
|
|
||
|
public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
|
||
|
public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
|
||
|
|
||
|
public Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); //Assets requested from the asset server
|
||
|
public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>(); //Textures requested from the asset server
|
||
|
|
||
|
//private Dictionary<libsecondlife.LLUUID, AssetBase> IncomingAssets;
|
||
|
|
||
|
private IAssetServer _assetServer;
|
||
|
private Thread _assetCacheThread;
|
||
|
private LLUUID[] textureList = new LLUUID[2];
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public AssetCache(IAssetServer assetServer)
|
||
|
{
|
||
|
Console.WriteLine("Creating Asset cache");
|
||
|
_assetServer = assetServer;
|
||
|
_assetServer.SetReceiver(this);
|
||
|
Assets = new Dictionary<libsecondlife.LLUUID, AssetInfo>();
|
||
|
Textures = new Dictionary<libsecondlife.LLUUID, TextureImage>();
|
||
|
//IncomingAssets = new Dictionary<libsecondlife.LLUUID, AssetBase>();
|
||
|
this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
|
||
|
this._assetCacheThread.IsBackground = true;
|
||
|
this._assetCacheThread.Start();
|
||
|
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public void RunAssetManager()
|
||
|
{
|
||
|
while (true)
|
||
|
{
|
||
|
try
|
||
|
{
|
||
|
//Console.WriteLine("Asset cache loop");
|
||
|
this.ProcessAssetQueue();
|
||
|
this.ProcessTextureQueue();
|
||
|
Thread.Sleep(500);
|
||
|
}
|
||
|
catch (Exception e)
|
||
|
{
|
||
|
Console.WriteLine(e.Message);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void LoadDefaultTextureSet()
|
||
|
{
|
||
|
//hack: so we can give each user a set of textures
|
||
|
textureList[0] = new LLUUID("00000000-0000-0000-9999-000000000001");
|
||
|
textureList[1] = new LLUUID("00000000-0000-0000-9999-000000000002");
|
||
|
for (int i = 0; i < textureList.Length; i++)
|
||
|
{
|
||
|
this._assetServer.RequestAsset(textureList[i], true);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
public AssetBase[] CreateNewInventorySet(LLUUID agentID)
|
||
|
{
|
||
|
AssetBase[] inventorySet = new AssetBase[this.textureList.Length];
|
||
|
for (int i = 0; i < textureList.Length; i++)
|
||
|
{
|
||
|
if (this.Textures.ContainsKey(textureList[i]))
|
||
|
{
|
||
|
inventorySet[i] = this.CloneImage(agentID, this.Textures[textureList[i]]);
|
||
|
TextureImage image = new TextureImage(inventorySet[i]);
|
||
|
this.Textures.Add(image.FullID, image);
|
||
|
this._assetServer.UploadNewAsset(image); //save the asset to the asset server
|
||
|
}
|
||
|
}
|
||
|
return inventorySet;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
private void ProcessTextureQueue()
|
||
|
{
|
||
|
if (this.TextureRequests.Count == 0)
|
||
|
{
|
||
|
//no requests waiting
|
||
|
return;
|
||
|
}
|
||
|
int num;
|
||
|
|
||
|
if (this.TextureRequests.Count < 5)
|
||
|
{
|
||
|
//lower than 5 so do all of them
|
||
|
num = this.TextureRequests.Count;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
num = 5;
|
||
|
}
|
||
|
AssetRequest req;
|
||
|
Console.WriteLine("processing texture requests ( " + num + " )");
|
||
|
for (int i = 0; i < num; i++)
|
||
|
{
|
||
|
req = (AssetRequest)this.TextureRequests[i];
|
||
|
if (req.PacketCounter != req.NumPackets)
|
||
|
{
|
||
|
// if (req.ImageInfo.FullID == new LLUUID("00000000-0000-0000-5005-000000000005"))
|
||
|
Console.WriteLine("sending base texture ( " + req.ImageInfo.FullID + " ) in " + req.NumPackets + "number of packets");
|
||
|
|
||
|
if (req.PacketCounter == 0)
|
||
|
{
|
||
|
//first time for this request so send imagedata packet
|
||
|
if (req.NumPackets == 1)
|
||
|
{
|
||
|
//only one packet so send whole file
|
||
|
ImageDataPacket im = new ImageDataPacket();
|
||
|
im.ImageID.Packets = 1;
|
||
|
im.ImageID.ID = req.ImageInfo.FullID;
|
||
|
im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
|
||
|
im.ImageData.Data = req.ImageInfo.Data;
|
||
|
im.ImageID.Codec = 2;
|
||
|
req.RequestUser.OutPacket(im);
|
||
|
req.PacketCounter++;
|
||
|
//req.ImageInfo.l= time;
|
||
|
//System.Console.WriteLine("sent texture: "+req.image_info.FullID);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//more than one packet so split file up
|
||
|
ImageDataPacket im = new ImageDataPacket();
|
||
|
im.ImageID.Packets = (ushort)req.NumPackets;
|
||
|
im.ImageID.ID = req.ImageInfo.FullID;
|
||
|
im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
|
||
|
im.ImageData.Data = new byte[600];
|
||
|
Array.Copy(req.ImageInfo.Data, 0, im.ImageData.Data, 0, 600);
|
||
|
im.ImageID.Codec = 2;
|
||
|
req.RequestUser.OutPacket(im);
|
||
|
req.PacketCounter++;
|
||
|
//req.ImageInfo.last_used = time;
|
||
|
//System.Console.WriteLine("sent first packet of texture:
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//send imagepacket
|
||
|
//more than one packet so split file up
|
||
|
ImagePacketPacket im = new ImagePacketPacket();
|
||
|
im.ImageID.Packet = (ushort)req.PacketCounter;
|
||
|
im.ImageID.ID = req.ImageInfo.FullID;
|
||
|
int size = req.ImageInfo.Data.Length - 600 - 1000 * (req.PacketCounter - 1);
|
||
|
if (size > 1000) size = 1000;
|
||
|
im.ImageData.Data = new byte[size];
|
||
|
Array.Copy(req.ImageInfo.Data, 600 + 1000 * (req.PacketCounter - 1), im.ImageData.Data, 0, size);
|
||
|
req.RequestUser.OutPacket(im);
|
||
|
req.PacketCounter++;
|
||
|
//req.ImageInfo.last_used = time;
|
||
|
//System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//remove requests that have been completed
|
||
|
int count = 0;
|
||
|
for (int i = 0; i < num; i++)
|
||
|
{
|
||
|
if (this.TextureRequests.Count > count)
|
||
|
{
|
||
|
req = (AssetRequest)this.TextureRequests[count];
|
||
|
if (req.PacketCounter == req.NumPackets)
|
||
|
{
|
||
|
this.TextureRequests.Remove(req);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
public void AssetReceived(AssetBase asset, bool IsTexture)
|
||
|
{
|
||
|
Console.WriteLine("received asset from asset server ( " + asset.FullID + " )");
|
||
|
if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
|
||
|
{
|
||
|
//check if it is a texture or not
|
||
|
//then add to the correct cache list
|
||
|
//then check for waiting requests for this asset/texture (in the Requested lists)
|
||
|
//and move those requests into the Requests list.
|
||
|
if (IsTexture)
|
||
|
{
|
||
|
TextureImage image = new TextureImage(asset);
|
||
|
this.Textures.Add(image.FullID, image);
|
||
|
if (this.RequestedTextures.ContainsKey(image.FullID))
|
||
|
{
|
||
|
AssetRequest req = this.RequestedTextures[image.FullID];
|
||
|
req.ImageInfo = image;
|
||
|
if (image.Data.LongLength > 600)
|
||
|
{
|
||
|
//over 600 bytes so split up file
|
||
|
req.NumPackets = 1 + (int)(image.Data.Length - 600 + 999) / 1000;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
req.NumPackets = 1;
|
||
|
}
|
||
|
this.RequestedTextures.Remove(image.FullID);
|
||
|
this.TextureRequests.Add(req);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AssetInfo assetInf = new AssetInfo(asset);
|
||
|
this.Assets.Add(assetInf.FullID, assetInf);
|
||
|
if (this.RequestedAssets.ContainsKey(assetInf.FullID))
|
||
|
{
|
||
|
AssetRequest req = this.RequestedAssets[assetInf.FullID];
|
||
|
req.AssetInf = assetInf;
|
||
|
if (assetInf.Data.LongLength > 600)
|
||
|
{
|
||
|
//over 600 bytes so split up file
|
||
|
req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
req.NumPackets = 1;
|
||
|
}
|
||
|
this.RequestedAssets.Remove(assetInf.FullID);
|
||
|
this.AssetRequests.Add(req);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void AssetNotFound(AssetBase asset)
|
||
|
{
|
||
|
//the asset server had no knowledge of requested asset
|
||
|
|
||
|
}
|
||
|
|
||
|
#region Assets
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
/// <param name="userInfo"></param>
|
||
|
/// <param name="transferRequest"></param>
|
||
|
public void AddAssetRequest(SimClient 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.
|
||
|
if (!this.Assets.ContainsKey(requestID))
|
||
|
{
|
||
|
//not found asset
|
||
|
// so request from asset server
|
||
|
if (!this.RequestedAssets.ContainsKey(requestID))
|
||
|
{
|
||
|
AssetRequest request = new AssetRequest();
|
||
|
request.RequestUser = userInfo;
|
||
|
request.RequestAssetID = requestID;
|
||
|
request.TransferRequestID = transferRequest.TransferInfo.TransferID;
|
||
|
this.RequestedAssets.Add(requestID, request);
|
||
|
this._assetServer.RequestAsset(requestID, false);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
//it is in our cache
|
||
|
AssetInfo asset = this.Assets[requestID];
|
||
|
|
||
|
//work out how many packets it should be sent in
|
||
|
// and add to the AssetRequests list
|
||
|
AssetRequest req = new AssetRequest();
|
||
|
req.RequestUser = userInfo;
|
||
|
req.RequestAssetID = requestID;
|
||
|
req.TransferRequestID = transferRequest.TransferInfo.TransferID;
|
||
|
req.AssetInf = asset;
|
||
|
|
||
|
if (asset.Data.LongLength > 600)
|
||
|
{
|
||
|
//over 600 bytes so split up file
|
||
|
req.NumPackets = 1 + (int)(asset.Data.Length - 600 + 999) / 1000;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
req.NumPackets = 1;
|
||
|
}
|
||
|
|
||
|
this.AssetRequests.Add(req);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
private void ProcessAssetQueue()
|
||
|
{
|
||
|
if (this.AssetRequests.Count == 0)
|
||
|
{
|
||
|
//no requests waiting
|
||
|
return;
|
||
|
}
|
||
|
int num;
|
||
|
|
||
|
if (this.AssetRequests.Count < 5)
|
||
|
{
|
||
|
//lower than 5 so do all of them
|
||
|
num = this.AssetRequests.Count;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
num = 5;
|
||
|
}
|
||
|
AssetRequest req;
|
||
|
for (int i = 0; i < num; i++)
|
||
|
{
|
||
|
req = (AssetRequest)this.AssetRequests[i];
|
||
|
|
||
|
TransferInfoPacket Transfer = new TransferInfoPacket();
|
||
|
Transfer.TransferInfo.ChannelType = 2;
|
||
|
Transfer.TransferInfo.Status = 0;
|
||
|
Transfer.TransferInfo.TargetType = 0;
|
||
|
Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes();
|
||
|
Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
|
||
|
Transfer.TransferInfo.TransferID = req.TransferRequestID;
|
||
|
req.RequestUser.OutPacket(Transfer);
|
||
|
|
||
|
if (req.NumPackets == 1)
|
||
|
{
|
||
|
TransferPacketPacket TransferPacket = new TransferPacketPacket();
|
||
|
TransferPacket.TransferData.Packet = 0;
|
||
|
TransferPacket.TransferData.ChannelType = 2;
|
||
|
TransferPacket.TransferData.TransferID = req.TransferRequestID;
|
||
|
TransferPacket.TransferData.Data = req.AssetInf.Data;
|
||
|
TransferPacket.TransferData.Status = 1;
|
||
|
req.RequestUser.OutPacket(TransferPacket);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//more than one packet so split file up , for now it can't be bigger than 2000 bytes
|
||
|
TransferPacketPacket TransferPacket = new TransferPacketPacket();
|
||
|
TransferPacket.TransferData.Packet = 0;
|
||
|
TransferPacket.TransferData.ChannelType = 2;
|
||
|
TransferPacket.TransferData.TransferID = req.TransferRequestID;
|
||
|
byte[] chunk = new byte[1000];
|
||
|
Array.Copy(req.AssetInf.Data, chunk, 1000);
|
||
|
TransferPacket.TransferData.Data = chunk;
|
||
|
TransferPacket.TransferData.Status = 0;
|
||
|
req.RequestUser.OutPacket(TransferPacket);
|
||
|
|
||
|
TransferPacket = new TransferPacketPacket();
|
||
|
TransferPacket.TransferData.Packet = 1;
|
||
|
TransferPacket.TransferData.ChannelType = 2;
|
||
|
TransferPacket.TransferData.TransferID = req.TransferRequestID;
|
||
|
byte[] chunk1 = new byte[(req.AssetInf.Data.Length - 1000)];
|
||
|
Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length);
|
||
|
TransferPacket.TransferData.Data = chunk1;
|
||
|
TransferPacket.TransferData.Status = 1;
|
||
|
req.RequestUser.OutPacket(TransferPacket);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
//remove requests that have been completed
|
||
|
for (int i = 0; i < num; i++)
|
||
|
{
|
||
|
this.AssetRequests.RemoveAt(0);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
public AssetInfo CloneAsset(LLUUID newOwner, AssetInfo sourceAsset)
|
||
|
{
|
||
|
AssetInfo newAsset = new AssetInfo();
|
||
|
newAsset.Data = new byte[sourceAsset.Data.Length];
|
||
|
Array.Copy(sourceAsset.Data, newAsset.Data, sourceAsset.Data.Length);
|
||
|
newAsset.FullID = LLUUID.Random();
|
||
|
newAsset.Type = sourceAsset.Type;
|
||
|
newAsset.InvType = sourceAsset.InvType;
|
||
|
return (newAsset);
|
||
|
}
|
||
|
#endregion
|
||
|
|
||
|
#region Textures
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
/// <param name="userInfo"></param>
|
||
|
/// <param name="imageID"></param>
|
||
|
public void AddTextureRequest(SimClient userInfo, LLUUID imageID)
|
||
|
{
|
||
|
if (imageID == new LLUUID("00000000-0000-0000-5005-000000000005"))
|
||
|
Console.WriteLine("request base prim texture ");
|
||
|
|
||
|
//check to see if texture is in local cache, if not request from asset server
|
||
|
if (!this.Textures.ContainsKey(imageID))
|
||
|
{
|
||
|
if (!this.RequestedTextures.ContainsKey(imageID))
|
||
|
{
|
||
|
//not is cache so request from asset server
|
||
|
AssetRequest request = new AssetRequest();
|
||
|
request.RequestUser = userInfo;
|
||
|
request.RequestAssetID = imageID;
|
||
|
request.IsTextureRequest = true;
|
||
|
this.RequestedTextures.Add(imageID, request);
|
||
|
this._assetServer.RequestAsset(imageID, true);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
TextureImage imag = this.Textures[imageID];
|
||
|
AssetRequest req = new AssetRequest();
|
||
|
req.RequestUser = userInfo;
|
||
|
req.RequestAssetID = imageID;
|
||
|
req.IsTextureRequest = true;
|
||
|
req.ImageInfo = imag;
|
||
|
|
||
|
if (imag.Data.LongLength > 600)
|
||
|
{
|
||
|
//over 600 bytes so split up file
|
||
|
req.NumPackets = 1 + (int)(imag.Data.Length - 600 + 999) / 1000;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
req.NumPackets = 1;
|
||
|
}
|
||
|
|
||
|
this.TextureRequests.Add(req);
|
||
|
}
|
||
|
|
||
|
public TextureImage CloneImage(LLUUID newOwner, TextureImage source)
|
||
|
{
|
||
|
TextureImage newImage = new TextureImage();
|
||
|
newImage.Data = new byte[source.Data.Length];
|
||
|
Array.Copy(source.Data, newImage.Data, source.Data.Length);
|
||
|
//newImage.filename = source.filename;
|
||
|
newImage.FullID = LLUUID.Random();
|
||
|
newImage.Name = source.Name;
|
||
|
return (newImage);
|
||
|
}
|
||
|
#endregion
|
||
|
|
||
|
#region viewer asset uploading
|
||
|
public AssetBase UploadPacket(AssetUploadRequestPacket pack, LLUUID assetID)
|
||
|
{
|
||
|
|
||
|
AssetBase asset = null;
|
||
|
if (pack.AssetBlock.Type == 0)
|
||
|
{
|
||
|
if (pack.AssetBlock.AssetData.Length > 0)
|
||
|
{
|
||
|
//first packet for transaction
|
||
|
asset = new AssetBase();
|
||
|
asset.FullID = assetID;
|
||
|
asset.Type = pack.AssetBlock.Type;
|
||
|
asset.InvType = asset.Type;
|
||
|
asset.Name = "UploadedTexture" + Util.RandomClass.Next(1, 1000).ToString("000");
|
||
|
asset.Data = pack.AssetBlock.AssetData;
|
||
|
this._assetServer.UploadNewAsset(asset);
|
||
|
TextureImage image = new TextureImage(asset);
|
||
|
this.Textures.Add(image.FullID, image);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return asset;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
public AssetBase TransactionComplete(LLUUID transactionID)
|
||
|
{
|
||
|
AssetBase asset = null;
|
||
|
if(this.IncomingAssets.ContainsKey(transactionID))
|
||
|
{
|
||
|
// not the first packet of this transaction
|
||
|
asset = this.IncomingAssets[transactionID];
|
||
|
if(asset.Type == 0)
|
||
|
{
|
||
|
TextureImage image = new TextureImage(asset);
|
||
|
this.Textures.Add(image.FullID, image);
|
||
|
}
|
||
|
}
|
||
|
return asset;
|
||
|
}*/
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
}
|
||
|
|
||
|
public class AssetRequest
|
||
|
{
|
||
|
public SimClient RequestUser;
|
||
|
public LLUUID RequestAssetID;
|
||
|
public AssetInfo AssetInf;
|
||
|
public TextureImage ImageInfo;
|
||
|
public LLUUID TransferRequestID;
|
||
|
public long DataPointer = 0;
|
||
|
public int NumPackets = 0;
|
||
|
public int PacketCounter = 0;
|
||
|
public bool IsTextureRequest;
|
||
|
//public bool AssetInCache;
|
||
|
//public int TimeRequested;
|
||
|
|
||
|
public AssetRequest()
|
||
|
{
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public class AssetInfo : AssetBase
|
||
|
{
|
||
|
public AssetInfo()
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
public AssetInfo(AssetBase aBase)
|
||
|
{
|
||
|
Data = aBase.Data;
|
||
|
FullID = aBase.FullID;
|
||
|
Type = aBase.Type;
|
||
|
InvType = aBase.InvType;
|
||
|
Name = aBase.Name;
|
||
|
Description = aBase.Description;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public class TextureImage : AssetBase
|
||
|
{
|
||
|
public TextureImage()
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
public TextureImage(AssetBase aBase)
|
||
|
{
|
||
|
Data = aBase.Data;
|
||
|
FullID = aBase.FullID;
|
||
|
Type = aBase.Type;
|
||
|
InvType = aBase.InvType;
|
||
|
Name = aBase.Name;
|
||
|
Description = aBase.Description;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|