The startup set of assets in the local asset server can now be set from a xml file (OpenSimAssetSet.xml). (remember to make changes to the set, you will also need to delete the old asset .yap file, so that it is recreated).
Also the set of items in the OpenSim inventory Library can also now be set from a xml file (OpenSimLibrary.xml).afrisby
parent
7aed9ac59a
commit
cf203cf5ee
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@ -1,8 +1,11 @@
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using System;
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using System.IO;
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using System.Collections.Generic;
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using System.Text;
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using libsecondlife;
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using OpenSim.Framework.Utilities;
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using OpenSim.Framework.Data;
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using Nini.Config;
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namespace OpenSim.Framework.Communications.Caches
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{
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@ -31,6 +34,10 @@ namespace OpenSim.Framework.Communications.Caches
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this.m_textureFolder = folderInfo;
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this.CreateLibraryItems();
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string filePath = Path.Combine(Util.configDir(), "OpenSimLibrary.xml");
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XmlConfigSource source = new XmlConfigSource(filePath);
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this.ReadItemsFromFile(source);
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}
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private void CreateLibraryItems()
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@ -167,6 +174,7 @@ namespace OpenSim.Framework.Communications.Caches
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item.inventoryNextPermissions = 0;
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this.Items.Add(item.inventoryID, item);
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/*
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item = new InventoryItemBase();
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item.avatarID = libOwner;
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item.creatorsID = libOwner;
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@ -182,6 +190,37 @@ namespace OpenSim.Framework.Communications.Caches
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item.inventoryEveryOnePermissions = (1 << 15);
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item.inventoryBasePermissions = (1 << 15);
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this.Items.Add(item.inventoryID, item);
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*/
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}
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private void ReadItemsFromFile(IConfigSource source)
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{
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for (int i = 0; i < source.Configs.Count; i++)
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{
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InventoryItemBase item = new InventoryItemBase();
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item.avatarID = libOwner;
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item.creatorsID = libOwner;
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item.inventoryID = new LLUUID(source.Configs[i].GetString("inventoryID", LLUUID.Random().ToStringHyphenated()));
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item.assetID = new LLUUID(source.Configs[i].GetString("assetID", LLUUID.Random().ToStringHyphenated()));
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item.inventoryDescription = source.Configs[i].GetString("description", "");
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item.inventoryName = source.Configs[i].GetString("name", "");
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item.assetType = source.Configs[i].GetInt("assetType", 0);
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item.invType = source.Configs[i].GetInt("inventoryType", 0);
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item.inventoryCurrentPermissions = (uint)source.Configs[i].GetLong("currentPermissions", 0x7FFFFFFF);
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item.inventoryNextPermissions = (uint)source.Configs[i].GetLong("nextPermissions", 0x7FFFFFFF);
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item.inventoryEveryOnePermissions = (uint)source.Configs[i].GetLong("everyonePermissions", 0x7FFFFFFF);
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item.inventoryBasePermissions = (uint)source.Configs[i].GetLong("basePermissions", 0x7FFFFFFF);
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if (item.assetType == 0)
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{
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item.parentFolderID = this.m_textureFolder.folderID;
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this.m_textureFolder.Items.Add(item.inventoryID, item);
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}
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else
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{
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item.parentFolderID = this.folderID;
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this.Items.Add(item.inventoryID, item);
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}
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}
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}
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}
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@ -31,6 +31,7 @@ using System.Threading;
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using Db4objects.Db4o;
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using Db4objects.Db4o.Query;
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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@ -345,7 +346,7 @@ namespace OpenSim.Region.GridInterfaces.Local
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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/*Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-2222-3333-000000000001");
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Image.Name = "WelcomeNote";
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Image.Type = 7;
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@ -357,7 +358,35 @@ namespace OpenSim.Region.GridInterfaces.Local
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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*/
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string filePath = Path.Combine(Util.configDir(), "OpenSimAssetSet.xml");
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XmlConfigSource source = new XmlConfigSource(filePath);
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ReadAssetDetails(source);
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}
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protected void ReadAssetDetails(IConfigSource source)
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{
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AssetBase newAsset = null;
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for (int i = 0; i < source.Configs.Count; i++)
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{
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newAsset = new AssetBase();
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newAsset.FullID = new LLUUID(source.Configs[i].GetString("assetID", LLUUID.Random().ToStringHyphenated()));
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newAsset.Name = source.Configs[i].GetString("name", "");
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newAsset.Type =(sbyte) source.Configs[i].GetInt("assetType", 0);
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newAsset.InvType =(sbyte) source.Configs[i].GetInt("inventoryType", 0);
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string fileName = source.Configs[i].GetString("fileName", "");
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if (fileName != "")
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{
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this.LoadAsset(newAsset, false, fileName);
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AssetStorage store = new AssetStorage();
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store.Data = newAsset.Data;
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store.Name = newAsset.Name;
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store.UUID = newAsset.FullID;
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db.Set(store);
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db.Commit();
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}
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}
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}
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private void LoadAsset(AssetBase info, bool image, string filename)
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@ -30,7 +30,7 @@ using System;
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using System.Reflection;
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using System.Reflection.Emit;
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using System.Threading;
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//using System.Windows.Forms;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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{
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<Nini>
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<Section Name="Welcome notecard">
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<Key Name="assetID" Value="00000000-0000-2222-3333-000000000001" />
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<Key Name="name" Value="WelcomeNote" />
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<Key Name="assetType" Value="7" />
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<Key Name="inventoryType" Value="7" />
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<Key Name="fileName" Value="welcomeNote.dat" />
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</Section>
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</Nini>
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<Nini>
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<Section Name="Welcome notecard">
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<Key Name="inventoryID" Value="00000000-0000-2222-4444-000000000001" />
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<Key Name="assetID" Value="00000000-0000-2222-3333-000000000001" />
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<Key Name="description" Value="Welcome" />
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<Key Name="name" Value="Welcome" />
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<Key Name="assetType" Value="7" />
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<Key Name="inventoryType" Value="7" />
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<Key Name="currentPermissions" Value="1000000000000000" />
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<Key Name="nextPermissions" Value="1000000000000000" />
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<Key Name="everyonePermissions" Value="1000000000000000" />
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<Key Name="basePermissions" Value="1000000000000000" />
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</Section>
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</Nini>
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<Reference name="libsecondlife.dll"/>
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<Reference name="OpenSim.Framework"/>
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<Reference name="OpenSim.Framework.Console"/>
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<Reference name="Nini.dll" />
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<Files>
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<Match pattern="*.cs" recurse="true"/>
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</Files>
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<Reference name="OpenSim.Framework.Data" />
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<Reference name="OpenSim.Framework.Servers"/>
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<Reference name="libsecondlife.dll"/>
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<Reference name="Nini.dll" />
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<Files>
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<Match pattern="*.cs" recurse="true"/>
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Loading…
Reference in New Issue