OpenSimMirror/OpenSim/Framework/AssetBase.cs

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/*
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* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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 OpenSimulator Project nor the
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* 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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.
*/
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using System;
using System.Xml.Serialization;
using System.Reflection;
using log4net;
using OpenMetaverse;
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namespace OpenSim.Framework
{
[Flags]
public enum AssetFlags : int
{
Normal = 0, // Immutable asset
Maptile = 1, // What it says
Rewritable = 2, // Content can be rewritten
Collectable = 4 // Can be GC'ed after some time
}
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/// <summary>
/// Asset class. All Assets are reference by this class or a class derived from this class
/// </summary>
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[Serializable]
public class AssetBase
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
/// Data of the Asset
/// </summary>
private byte[] m_data;
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/// <summary>
/// Meta Data of the Asset
/// </summary>
private AssetMetadata m_metadata;
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// This is needed for .NET serialization!!!
// Do NOT "Optimize" away!
public AssetBase()
{
m_metadata = new AssetMetadata();
m_metadata.FullID = UUID.Zero;
m_metadata.ID = UUID.Zero.ToString();
m_metadata.Type = (sbyte)AssetType.Unknown;
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m_metadata.CreatorID = String.Empty;
}
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public AssetBase(UUID assetID, string name, sbyte assetType, string creatorID)
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{
if (assetType == (sbyte)AssetType.Unknown)
{
System.Diagnostics.StackTrace trace = new System.Diagnostics.StackTrace(true);
m_log.ErrorFormat("[ASSETBASE]: Creating asset '{0}' ({1}) with an unknown asset type\n{2}",
name, assetID, trace.ToString());
}
m_metadata = new AssetMetadata();
m_metadata.FullID = assetID;
m_metadata.Name = name;
m_metadata.Type = assetType;
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m_metadata.CreatorID = creatorID;
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}
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public AssetBase(string assetID, string name, sbyte assetType, string creatorID)
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{
if (assetType == (sbyte)AssetType.Unknown)
{
System.Diagnostics.StackTrace trace = new System.Diagnostics.StackTrace(true);
m_log.ErrorFormat("[ASSETBASE]: Creating asset '{0}' ({1}) with an unknown asset type\n{2}",
name, assetID, trace.ToString());
}
m_metadata = new AssetMetadata();
m_metadata.ID = assetID;
m_metadata.Name = name;
m_metadata.Type = assetType;
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m_metadata.CreatorID = creatorID;
}
public bool ContainsReferences
{
get
{
return
IsTextualAsset && (
Type != (sbyte)AssetType.Notecard
&& Type != (sbyte)AssetType.CallingCard
&& Type != (sbyte)AssetType.LSLText
&& Type != (sbyte)AssetType.Landmark);
}
}
public bool IsTextualAsset
{
get
{
return !IsBinaryAsset;
}
}
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/// <summary>
/// Checks if this asset is a binary or text asset
/// </summary>
public bool IsBinaryAsset
{
get
{
return
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(Type == (sbyte) AssetType.Animation ||
Type == (sbyte)AssetType.Gesture ||
Type == (sbyte)AssetType.Simstate ||
Type == (sbyte)AssetType.Unknown ||
Type == (sbyte)AssetType.Object ||
Type == (sbyte)AssetType.Sound ||
Type == (sbyte)AssetType.SoundWAV ||
Type == (sbyte)AssetType.Texture ||
Type == (sbyte)AssetType.TextureTGA ||
Type == (sbyte)AssetType.Folder ||
Type == (sbyte)AssetType.RootFolder ||
Type == (sbyte)AssetType.LostAndFoundFolder ||
Type == (sbyte)AssetType.SnapshotFolder ||
Type == (sbyte)AssetType.TrashFolder ||
Type == (sbyte)AssetType.ImageJPEG ||
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Type == (sbyte) AssetType.ImageTGA ||
Type == (sbyte) AssetType.LSLBytecode);
}
}
public virtual byte[] Data
{
get { return m_data; }
set { m_data = value; }
}
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/// <summary>
/// Asset UUID
/// </summary>
public UUID FullID
{
get { return m_metadata.FullID; }
set { m_metadata.FullID = value; }
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}
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/// <summary>
/// Asset MetaData ID (transferring from UUID to string ID)
/// </summary>
public string ID
{
get { return m_metadata.ID; }
set { m_metadata.ID = value; }
}
public string Name
{
get { return m_metadata.Name; }
set { m_metadata.Name = value; }
}
public string Description
{
get { return m_metadata.Description; }
set { m_metadata.Description = value; }
}
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/// <summary>
/// (sbyte) AssetType enum
/// </summary>
public sbyte Type
{
get { return m_metadata.Type; }
set { m_metadata.Type = value; }
}
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/// <summary>
/// Is this a region only asset, or does this exist on the asset server also
/// </summary>
public bool Local
{
get { return m_metadata.Local; }
set { m_metadata.Local = value; }
}
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/// <summary>
/// Is this asset going to be saved to the asset database?
/// </summary>
public bool Temporary
{
get { return m_metadata.Temporary; }
set { m_metadata.Temporary = value; }
}
public string CreatorID
{
get { return m_metadata.CreatorID; }
set { m_metadata.CreatorID = value; }
}
public AssetFlags Flags
{
get { return m_metadata.Flags; }
set { m_metadata.Flags = value; }
}
[XmlIgnore]
public AssetMetadata Metadata
{
get { return m_metadata; }
set { m_metadata = value; }
}
public override string ToString()
{
return FullID.ToString();
}
}
[Serializable]
public class AssetMetadata
{
private UUID m_fullid;
private string m_id;
private string m_name = String.Empty;
private string m_description = String.Empty;
private DateTime m_creation_date;
private sbyte m_type = (sbyte)AssetType.Unknown;
private string m_content_type;
private byte[] m_sha1;
private bool m_local;
private bool m_temporary;
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private string m_creatorid;
private AssetFlags m_flags;
public UUID FullID
{
get { return m_fullid; }
set { m_fullid = value; m_id = m_fullid.ToString(); }
}
public string ID
{
//get { return m_fullid.ToString(); }
//set { m_fullid = new UUID(value); }
get
{
if (String.IsNullOrEmpty(m_id))
m_id = m_fullid.ToString();
return m_id;
}
set
{
UUID uuid = UUID.Zero;
if (UUID.TryParse(value, out uuid))
{
m_fullid = uuid;
m_id = m_fullid.ToString();
}
else
m_id = value;
}
}
public string Name
{
get { return m_name; }
set { m_name = value; }
}
public string Description
{
get { return m_description; }
set { m_description = value; }
}
public DateTime CreationDate
{
get { return m_creation_date; }
set { m_creation_date = value; }
}
public sbyte Type
{
get { return m_type; }
set { m_type = value; }
}
public string ContentType
{
get
{
if (!String.IsNullOrEmpty(m_content_type))
return m_content_type;
else
return SLUtil.SLAssetTypeToContentType(m_type);
}
set
{
m_content_type = value;
sbyte type = (sbyte)SLUtil.ContentTypeToSLAssetType(value);
if (type != -1)
m_type = type;
}
}
public byte[] SHA1
{
get { return m_sha1; }
set { m_sha1 = value; }
}
public bool Local
{
get { return m_local; }
set { m_local = value; }
}
public bool Temporary
{
get { return m_temporary; }
set { m_temporary = value; }
}
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public string CreatorID
{
get { return m_creatorid; }
set { m_creatorid = value; }
}
public AssetFlags Flags
{
get { return m_flags; }
set { m_flags = value; }
}
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}
}