and this actually adds the appearance code itself (and not just the
check-in message)0.6.0-stable
parent
978b8af777
commit
eeb5381bbb
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@ -0,0 +1,826 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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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 OpenSim Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Xml;
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using System.Drawing;
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using OpenSim.Framework;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using Nini.Config;
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namespace OpenSim.ApplicationPlugins.Rest.Inventory
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{
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public class RestAppearanceServices : IRest
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{
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private static readonly int PARM_USERID = 0;
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private static readonly int PARM_PATH = 1;
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private bool enabled = false;
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private string qPrefix = "appearance";
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/// <summary>
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/// The constructor makes sure that the service prefix is absolute
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/// and the registers the service handler and the allocator.
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/// </summary>
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public RestAppearanceServices()
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{
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Rest.Log.InfoFormat("{0} User appearance services initializing", MsgId);
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Rest.Log.InfoFormat("{0} Using REST Implementation Version {1}", MsgId, Rest.Version);
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// If a relative path was specified for the handler's domain,
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// add the standard prefix to make it absolute, e.g. /admin
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if (!qPrefix.StartsWith(Rest.UrlPathSeparator))
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{
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Rest.Log.InfoFormat("{0} Domain is relative, adding absolute prefix", MsgId);
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qPrefix = String.Format("{0}{1}{2}", Rest.Prefix, Rest.UrlPathSeparator, qPrefix);
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Rest.Log.InfoFormat("{0} Domain is now <{1}>", MsgId, qPrefix);
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}
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// Register interface using the absolute URI.
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Rest.Plugin.AddPathHandler(DoAppearance,qPrefix,Allocate);
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// Activate if everything went OK
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enabled = true;
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Rest.Log.InfoFormat("{0} User appearance services initialization complete", MsgId);
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}
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/// <summary>
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/// Post-construction, pre-enabled initialization opportunity
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/// Not currently exploited.
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/// </summary>
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public void Initialize()
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{
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}
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/// <summary>
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/// Called by the plug-in to halt service processing. Local processing is
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/// disabled.
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/// </summary>
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public void Close()
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{
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enabled = false;
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Rest.Log.InfoFormat("{0} User appearance services closing down", MsgId);
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}
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/// <summary>
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/// This property is declared locally because it is used a lot and
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/// brevity is nice.
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/// </summary>
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internal string MsgId
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{
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get { return Rest.MsgId; }
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}
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#region Interface
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/// <summary>
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/// The plugin (RestHandler) calls this method to allocate the request
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/// state carrier for a new request. It is destroyed when the request
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/// completes. All request-instance specific state is kept here. This
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/// is registered when this service provider is registered.
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/// </summary>
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/// <param name=request>Inbound HTTP request information</param>
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/// <param name=response>Outbound HTTP request information</param>
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/// <param name=qPrefix>REST service domain prefix</param>
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/// <returns>A RequestData instance suitable for this service</returns>
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private RequestData Allocate(OSHttpRequest request, OSHttpResponse response, string prefix)
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{
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return (RequestData) new AppearanceRequestData(request, response, prefix);
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}
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/// <summary>
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/// This method is registered with the handler when this service provider
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/// is initialized. It is called whenever the plug-in identifies this service
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/// provider as the best match for a given request.
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/// It handles all aspects of inventory REST processing, i.e. /admin/inventory
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/// </summary>
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/// <param name=hdata>A consolidated HTTP request work area</param>
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private void DoAppearance(RequestData hdata)
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{
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AppearanceRequestData rdata = (AppearanceRequestData) hdata;
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Rest.Log.DebugFormat("{0} DoAppearance ENTRY", MsgId);
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// If we're disabled, do nothing.
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if (!enabled)
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{
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return;
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}
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// Now that we know this is a serious attempt to
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// access inventory data, we should find out who
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// is asking, and make sure they are authorized
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// to do so. We need to validate the caller's
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// identity before revealing anything about the
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// status quo. Authenticate throws an exception
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// via Fail if no identity information is present.
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//
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// With the present HTTP server we can't use the
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// builtin authentication mechanisms because they
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// would be enforced for all in-bound requests.
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// Instead we look at the headers ourselves and
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// handle authentication directly.
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try
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{
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if (!rdata.IsAuthenticated)
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{
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rdata.Fail(Rest.HttpStatusCodeNotAuthorized,String.Format("user \"{0}\" could not be authenticated", rdata.userName));
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}
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}
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catch (RestException e)
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{
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if (e.statusCode == Rest.HttpStatusCodeNotAuthorized)
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{
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Rest.Log.WarnFormat("{0} User not authenticated", MsgId);
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Rest.Log.DebugFormat("{0} Authorization header: {1}", MsgId, rdata.request.Headers.Get("Authorization"));
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}
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else
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{
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Rest.Log.ErrorFormat("{0} User authentication failed", MsgId);
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Rest.Log.DebugFormat("{0} Authorization header: {1}", MsgId, rdata.request.Headers.Get("Authorization"));
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}
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throw (e);
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}
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Rest.Log.DebugFormat("{0} Authenticated {1}", MsgId, rdata.userName);
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// We can only get here if we are authorized
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//
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// The requestor may have specified an UUID or
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// a conjoined FirstName LastName string. We'll
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// try both. If we fail with the first, UUID,
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// attempt, we try the other. As an example, the
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// URI for a valid inventory request might be:
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//
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// http://<host>:<port>/admin/inventory/Arthur Dent
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//
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// Indicating that this is an inventory request for
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// an avatar named Arthur Dent. This is ALL that is
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// required to designate a GET for an entire
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// inventory.
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//
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// Do we have at least a user agent name?
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if (rdata.Parameters.Length < 1)
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{
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Rest.Log.WarnFormat("{0} Appearance: No user agent identifier specified", MsgId);
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rdata.Fail(Rest.HttpStatusCodeBadRequest, "no user identity specified");
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}
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// The first parameter MUST be the agent identification, either an UUID
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// or a space-separated First-name Last-Name specification. We check for
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// an UUID first, if anyone names their character using a valid UUID
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// that identifies another existing avatar will cause this a problem...
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try
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{
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rdata.uuid = new UUID(rdata.Parameters[PARM_USERID]);
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Rest.Log.DebugFormat("{0} UUID supplied", MsgId);
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rdata.userProfile = Rest.UserServices.GetUserProfile(rdata.uuid);
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}
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catch
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{
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string[] names = rdata.Parameters[PARM_USERID].Split(Rest.CA_SPACE);
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if (names.Length == 2)
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{
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Rest.Log.DebugFormat("{0} Agent Name supplied [2]", MsgId);
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rdata.userProfile = Rest.UserServices.GetUserProfile(names[0],names[1]);
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}
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else
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{
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Rest.Log.WarnFormat("{0} A Valid UUID or both first and last names must be specified", MsgId);
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rdata.Fail(Rest.HttpStatusCodeBadRequest, "invalid user identity");
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}
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}
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// If the user profile is null then either the server is broken, or the
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// user is not known. We always assume the latter case.
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if (rdata.userProfile != null)
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{
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Rest.Log.DebugFormat("{0} User profile obtained for agent {1} {2}",
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MsgId, rdata.userProfile.FirstName, rdata.userProfile.SurName);
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}
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else
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{
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Rest.Log.WarnFormat("{0} No user profile for {1}", MsgId, rdata.path);
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rdata.Fail(Rest.HttpStatusCodeNotFound, "unrecognized user identity");
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}
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// If we get to here, then we have effectively validated the user's
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switch (rdata.method)
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{
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case Rest.HEAD : // Do the processing, set the status code, suppress entity
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DoGet(rdata);
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rdata.buffer = null;
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break;
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case Rest.GET : // Do the processing, set the status code, return entity
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DoGet(rdata);
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break;
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case Rest.PUT : // Update named element
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DoUpdate(rdata);
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break;
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case Rest.POST : // Add new information to identified context.
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DoExtend(rdata);
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break;
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case Rest.DELETE : // Delete information
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DoDelete(rdata);
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break;
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default :
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Rest.Log.WarnFormat("{0} Method {1} not supported for {2}",
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MsgId, rdata.method, rdata.path);
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rdata.Fail(Rest.HttpStatusCodeMethodNotAllowed,
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String.Format("{0} not supported", rdata.method));
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break;
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}
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}
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#endregion Interface
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#region method-specific processing
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/// <summary>
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/// This method implements GET processing for user's appearance.
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/// </summary>
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/// <param name=rdata>HTTP service request work area</param>
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private void DoGet(AppearanceRequestData rdata)
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{
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rdata.userAppearance = Rest.AvatarServices.GetUserAppearance(rdata.userProfile.ID);
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if (rdata.userAppearance == null)
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{
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rdata.Fail(Rest.HttpStatusCodeNoContent,"appearance data not found");
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}
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rdata.initXmlWriter();
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FormatUserAppearance(rdata);
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// Indicate a successful request
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rdata.Complete();
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// Send the response to the user. The body will be implicitly
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// constructed from the result of the XML writer.
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rdata.Respond(String.Format("Appearance {0} Normal completion", rdata.method));
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}
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/// <summary>
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/// POST adds NEW information to the user profile database.
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/// This effectively resets the appearance before applying those
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/// characteristics supplied in the request.
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/// </summary>
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private void DoExtend(AppearanceRequestData rdata)
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{
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bool created = false;
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bool modified = false;
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string newnode = String.Empty;
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AvatarAppearance old = Rest.AvatarServices.GetUserAppearance(rdata.userProfile.ID);
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rdata.userAppearance = new AvatarAppearance();
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rdata.userAppearance.Owner = old.Owner;
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if (GetUserAppearance(rdata))
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{
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modified = rdata.userAppearance != null;
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created = !modified;
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Rest.AvatarServices.UpdateUserAppearance(rdata.userProfile.ID, rdata.userAppearance);
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}
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if (created)
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{
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newnode = String.Format("{0} {1}", rdata.userProfile.FirstName,
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rdata.userProfile.SurName);
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// Must include a location header with a URI that identifies the new resource.
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rdata.AddHeader(Rest.HttpHeaderLocation,String.Format("http://{0}{1}:{2}{3}{4}",
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rdata.hostname,rdata.port,rdata.path,Rest.UrlPathSeparator, newnode));
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rdata.Complete(Rest.HttpStatusCodeCreated);
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}
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else
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{
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if (modified)
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{
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rdata.Complete(Rest.HttpStatusCodeOK);
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}
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else
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{
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rdata.Complete(Rest.HttpStatusCodeNoContent);
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}
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}
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rdata.Respond(String.Format("Appearance {0} : Normal completion", rdata.method));
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}
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/// <summary>
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/// This updates the user's appearance. not all aspects need to be provided,
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/// only those supplied will be changed.
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/// </summary>
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private void DoUpdate(AppearanceRequestData rdata)
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{
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bool created = false;
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bool modified = false;
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rdata.userAppearance = Rest.AvatarServices.GetUserAppearance(rdata.userProfile.ID);
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if (GetUserAppearance(rdata))
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{
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modified = rdata.userAppearance != null;
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created = !modified;
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Rest.AvatarServices.UpdateUserAppearance(rdata.userProfile.ID, rdata.userAppearance);
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}
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if (created)
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{
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rdata.Complete(Rest.HttpStatusCodeCreated);
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}
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else
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{
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if (modified)
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{
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rdata.Complete(Rest.HttpStatusCodeOK);
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}
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else
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{
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rdata.Complete(Rest.HttpStatusCodeNoContent);
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}
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}
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rdata.Respond(String.Format("Appearance {0} : Normal completion", rdata.method));
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}
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/// <summary>
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/// Delete the specified user's appearance. This actually performs a reset
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/// to the default avatar appearance, if the info is already there.
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/// Existing ownership is preserved. All prior updates are lost and can not
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/// be recovered.
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/// </summary>
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private void DoDelete(AppearanceRequestData rdata)
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{
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AvatarAppearance old = Rest.AvatarServices.GetUserAppearance(rdata.userProfile.ID);
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if (old != null)
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{
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rdata.userAppearance = new AvatarAppearance();
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rdata.userAppearance.Owner = old.Owner;
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Rest.AvatarServices.UpdateUserAppearance(rdata.userProfile.ID, rdata.userAppearance);
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rdata.Complete();
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}
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else
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{
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rdata.Complete(Rest.HttpStatusCodeNoContent);
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}
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rdata.Respond(String.Format("Appearance {0} : Normal completion", rdata.method));
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}
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#endregion method-specific processing
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private bool GetUserAppearance(AppearanceRequestData rdata)
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{
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XmlReader xml;
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bool indata = false;
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rdata.initXmlReader();
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xml = rdata.reader;
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while (xml.Read())
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{
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switch (xml.NodeType)
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{
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case XmlNodeType.Element :
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switch (xml.Name)
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{
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case "Appearance" :
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if (xml.MoveToAttribute("Height"))
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{
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rdata.userAppearance.AvatarHeight = (float) Convert.ToDouble(xml.Value);
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indata = true;
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}
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break;
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case "Body" :
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if (xml.MoveToAttribute("Item"))
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{
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rdata.userAppearance.BodyItem = xml.Value;
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indata = true;
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}
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if (xml.MoveToAttribute("Asset"))
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{
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rdata.userAppearance.BodyAsset = xml.Value;
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indata = true;
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}
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break;
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case "Skin" :
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if (xml.MoveToAttribute("Item"))
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{
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rdata.userAppearance.SkinItem = xml.Value;
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indata = true;
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}
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if (xml.MoveToAttribute("Asset"))
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{
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rdata.userAppearance.SkinAsset = xml.Value;
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indata = true;
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}
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break;
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case "Hair" :
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if (xml.MoveToAttribute("Item"))
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{
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rdata.userAppearance.HairItem = xml.Value;
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indata = true;
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}
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if (xml.MoveToAttribute("Asset"))
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{
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rdata.userAppearance.HairAsset = xml.Value;
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indata = true;
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}
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break;
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case "Eyes" :
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if (xml.MoveToAttribute("Item"))
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{
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rdata.userAppearance.EyesItem = xml.Value;
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indata = true;
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}
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if (xml.MoveToAttribute("Asset"))
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{
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rdata.userAppearance.EyesAsset = xml.Value;
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indata = true;
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}
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break;
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||||
case "Shirt" :
|
||||
if (xml.MoveToAttribute("Item"))
|
||||
{
|
||||
rdata.userAppearance.ShirtItem = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
if (xml.MoveToAttribute("Asset"))
|
||||
{
|
||||
rdata.userAppearance.ShirtAsset = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
break;
|
||||
case "Pants" :
|
||||
if (xml.MoveToAttribute("Item"))
|
||||
{
|
||||
rdata.userAppearance.PantsItem = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
if (xml.MoveToAttribute("Asset"))
|
||||
{
|
||||
rdata.userAppearance.PantsAsset = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
break;
|
||||
case "Shoes" :
|
||||
if (xml.MoveToAttribute("Item"))
|
||||
{
|
||||
rdata.userAppearance.ShoesItem = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
if (xml.MoveToAttribute("Asset"))
|
||||
{
|
||||
rdata.userAppearance.ShoesAsset = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
break;
|
||||
case "Socks" :
|
||||
if (xml.MoveToAttribute("Item"))
|
||||
{
|
||||
rdata.userAppearance.SocksItem = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
if (xml.MoveToAttribute("Asset"))
|
||||
{
|
||||
rdata.userAppearance.SocksAsset = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
break;
|
||||
case "Jacket" :
|
||||
if (xml.MoveToAttribute("Item"))
|
||||
{
|
||||
rdata.userAppearance.JacketItem = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
if (xml.MoveToAttribute("Asset"))
|
||||
{
|
||||
rdata.userAppearance.JacketAsset = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
break;
|
||||
case "Gloves" :
|
||||
if (xml.MoveToAttribute("Item"))
|
||||
{
|
||||
rdata.userAppearance.GlovesItem = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
if (xml.MoveToAttribute("Asset"))
|
||||
{
|
||||
rdata.userAppearance.GlovesAsset = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
break;
|
||||
case "UnderShirt" :
|
||||
if (xml.MoveToAttribute("Item"))
|
||||
{
|
||||
rdata.userAppearance.UnderShirtItem = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
if (xml.MoveToAttribute("Asset"))
|
||||
{
|
||||
rdata.userAppearance.UnderShirtAsset = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
break;
|
||||
case "UnderPants" :
|
||||
if (xml.MoveToAttribute("Item"))
|
||||
{
|
||||
rdata.userAppearance.UnderPantsItem = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
if (xml.MoveToAttribute("Asset"))
|
||||
{
|
||||
rdata.userAppearance.UnderPantsAsset = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
break;
|
||||
case "Skirt" :
|
||||
if (xml.MoveToAttribute("Item"))
|
||||
{
|
||||
rdata.userAppearance.SkirtItem = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
if (xml.MoveToAttribute("Asset"))
|
||||
{
|
||||
rdata.userAppearance.SkirtAsset = xml.Value;
|
||||
indata = true;
|
||||
}
|
||||
break;
|
||||
case "Attachment" :
|
||||
{
|
||||
|
||||
int ap;
|
||||
UUID asset;
|
||||
UUID item;
|
||||
|
||||
if (xml.MoveToAttribute("AtPoint"))
|
||||
{
|
||||
ap = Convert.ToInt32(xml.Value);
|
||||
if (xml.MoveToAttribute("Asset"))
|
||||
{
|
||||
asset = new UUID(xml.Value);
|
||||
if (xml.MoveToAttribute("Asset"))
|
||||
{
|
||||
item = new UUID(xml.Value);
|
||||
rdata.userAppearance.SetAttachment(ap, item, asset);
|
||||
indata = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "Texture" :
|
||||
if (xml.MoveToAttribute("Default"))
|
||||
{
|
||||
rdata.userAppearance.Texture = new Primitive.TextureEntry(new UUID(xml.Value));
|
||||
indata = true;
|
||||
}
|
||||
break;
|
||||
case "Face" :
|
||||
{
|
||||
uint index;
|
||||
if (xml.MoveToAttribute("Index"))
|
||||
{
|
||||
index = Convert.ToUInt32(xml.Value);
|
||||
if (xml.MoveToAttribute("Id"))
|
||||
{
|
||||
rdata.userAppearance.Texture.CreateFace(index).TextureID = new UUID(xml.Value);
|
||||
indata = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "VisualParameters" :
|
||||
{
|
||||
xml.ReadContentAsBase64(rdata.userAppearance.VisualParams,
|
||||
0,rdata.userAppearance.VisualParams.Length);
|
||||
indata = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return indata;
|
||||
|
||||
}
|
||||
|
||||
private void FormatUserAppearance(AppearanceRequestData rdata)
|
||||
{
|
||||
|
||||
rdata.writer.WriteStartElement("Appearance");
|
||||
rdata.writer.WriteAttributeString("Height", rdata.userAppearance.AvatarHeight.ToString());
|
||||
|
||||
rdata.writer.WriteStartElement("Body");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.BodyItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.BodyAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("Skin");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.SkinItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.SkinAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("Hair");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.HairItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.HairAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("Eyes");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.EyesItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.EyesAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("Shirt");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.ShirtItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.ShirtAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("Pants");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.PantsItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.PantsAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("Shoes");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.ShoesItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.ShoesAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("Socks");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.SocksItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.SocksAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("Jacket");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.JacketItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.JacketAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("Gloves");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.GlovesItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.GlovesAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("UnderShirt");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.UnderShirtItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.UnderShirtAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("UnderPants");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.UnderPantsItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.UnderPantsAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
rdata.writer.WriteStartElement("Skirt");
|
||||
rdata.writer.WriteAttributeString("Item",rdata.userAppearance.SkirtItem.ToString());
|
||||
rdata.writer.WriteAttributeString("Asset",rdata.userAppearance.SkirtAsset.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
Hashtable attachments = rdata.userAppearance.GetAttachments();
|
||||
|
||||
rdata.writer.WriteStartElement("Attachments");
|
||||
|
||||
for (int i=0; i<attachments.Count;i++)
|
||||
{
|
||||
Hashtable attachment = attachments[i] as Hashtable;
|
||||
rdata.writer.WriteStartElement("Attachment");
|
||||
rdata.writer.WriteAttributeString("AtPoint", i.ToString());
|
||||
rdata.writer.WriteAttributeString("Item", (string) attachment["item"]);
|
||||
rdata.writer.WriteAttributeString("Asset", (string) attachment["asset"]);
|
||||
rdata.writer.WriteEndElement();
|
||||
}
|
||||
|
||||
rdata.writer.WriteEndElement();
|
||||
|
||||
|
||||
Primitive.TextureEntry texture = rdata.userAppearance.Texture;
|
||||
|
||||
if (texture != null)
|
||||
{
|
||||
rdata.writer.WriteStartElement("Texture");
|
||||
rdata.writer.WriteAttributeString("Default",
|
||||
rdata.userAppearance.Texture.DefaultTexture.TextureID.ToString());
|
||||
|
||||
for (int i=0; i<Primitive.TextureEntry.MAX_FACES;i++)
|
||||
{
|
||||
rdata.writer.WriteStartElement("Face");
|
||||
rdata.writer.WriteAttributeString("Index", i.ToString());
|
||||
rdata.writer.WriteAttributeString("Id",
|
||||
rdata.userAppearance.Texture.FaceTextures[i].TextureID.ToString());
|
||||
rdata.writer.WriteEndElement();
|
||||
}
|
||||
|
||||
rdata.writer.WriteEndElement();
|
||||
}
|
||||
|
||||
rdata.writer.WriteStartElement("VisualParameters");
|
||||
rdata.writer.WriteBase64(rdata.userAppearance.VisualParams,0,
|
||||
rdata.userAppearance.VisualParams.Length);
|
||||
rdata.writer.WriteEndElement();
|
||||
rdata.writer.WriteFullEndElement();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
#region appearance RequestData extension
|
||||
|
||||
internal class AppearanceRequestData : RequestData
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// These are the inventory specific request/response state
|
||||
/// extensions.
|
||||
/// </summary>
|
||||
|
||||
internal UUID uuid = UUID.Zero;
|
||||
internal UserProfileData userProfile = null;
|
||||
internal AvatarAppearance userAppearance = null;
|
||||
|
||||
internal AppearanceRequestData(OSHttpRequest request, OSHttpResponse response, string prefix)
|
||||
: base(request, response, prefix)
|
||||
{
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endregion Appearance RequestData extension
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,276 @@
|
|||
<xsd:schema xmlns:xsd="http://www.w3.org/2001/XMLSchema">
|
||||
|
||||
<xsd:annotation>
|
||||
<xsd:documentation xml:lang="en">
|
||||
Open Simulator Export/Import XML schema
|
||||
August 2008
|
||||
</xsd:documentation>
|
||||
</xsd:annotation>
|
||||
|
||||
<!-- WARNING!!!
|
||||
This is currently a draft, it does not reflect
|
||||
what is exported, nor what will be understood
|
||||
on import. It is included as a working document
|
||||
and this comment will be removed at such time as
|
||||
the schema corresponds to reality.
|
||||
-->
|
||||
|
||||
<!--
|
||||
REST-related information
|
||||
Inventory data is always framed by an
|
||||
inventory element. Consists of zero or
|
||||
more elements representing either folders
|
||||
or items within those folders. The inventory
|
||||
element represents the "real" root folder.
|
||||
-->
|
||||
|
||||
<xsd:element name="inventory" type="inventory_ct" />
|
||||
|
||||
<!--
|
||||
The inventory complex type is just an arbitrary
|
||||
sequence of folders and items. In reality it is
|
||||
typically just folders. Both item and folder
|
||||
have corresponding complex types. It is distinct
|
||||
from folders insofar as it has no other defining
|
||||
attributes.
|
||||
-->
|
||||
|
||||
<xsd:complexType name="inventory_ct">
|
||||
<xsd:element name="folder" type="folder_ct" maxOccurs="unbounded"/>
|
||||
<xsd:element name="item" type="item_ct" maxOccurs="unbounded" />
|
||||
</xsd:complexType>
|
||||
|
||||
<xsd:complexType name="folder_ct">
|
||||
<xsd:attribute name="UUID" type="uuid_st" />
|
||||
<xsd:attribute name="name" type="name_st" />
|
||||
<xsd:attribute name="type" type="folder_type_st" />
|
||||
<xsd:attribute name="description" type="xsd:string" /> <!-- added -->
|
||||
<xsd:attribute name="version" type="unsignedShort" />
|
||||
<xsd:attribute name="owner" type="uuid_st" />
|
||||
|
||||
<xsd:attribute name="creator" type="uuid_st" /> <!-- added -->
|
||||
<xsd:attribute name="creationdate" type="date_st" /> <!-- added -->
|
||||
|
||||
<xsd:attribute name="parent" type="uuid_st" />
|
||||
|
||||
<xsd:element name="permissions" type="permissions_ct" maxOccurs="unbounded" /> <!-- added -->
|
||||
<xsd:element name="folder" type="folder_ct" maxOccurs="unbounded" />
|
||||
<xsd:element name="item" type="item_ct" maxOccurs="unbounded" />
|
||||
</xsd:complexType>
|
||||
|
||||
<xsd:complexType name="item_ct">
|
||||
<xsd:attribute name="UUID" type="uuid_st" />
|
||||
<xsd:attribute name="name" type="name_st" />
|
||||
<xsd:attribute name="type" type="inventory_type_st" />
|
||||
<xsd:attribute name="description" type="xsd:string" />
|
||||
<xsd:attribute name="version" type="unsignedShort" /> <!-- added -->
|
||||
<xsd:attribute name="owner" type="uuid_st" />
|
||||
|
||||
<xsd:attribute name="creator" type="uuid_st" />
|
||||
<xsd:attribute name="creationdate" type="date_st" />
|
||||
|
||||
<xsd:attribute name="folder" type="uuid_st" />
|
||||
<xsd:attribute name="groupid" type="uuid_st" />
|
||||
<xsd:attribute name="groupowned" type="xsd:boolean" />
|
||||
<xsd:attribute name="saletype" type="sale_st" />
|
||||
<xsd:attribute name="saleprice" type="xsd:decimal" />
|
||||
|
||||
<xsd:element name="permissions" type="permissions_ct" maxOccurs="unbounded" />
|
||||
</xsd:complexType>
|
||||
|
||||
<xsd:complexType name="asset_ct">
|
||||
<xsd:attribute name="UUID" type="uuid_st" />
|
||||
<xsd:attribute name="name" type="name_st" />
|
||||
<xsd:attribute name="type" type="asset_type_st" />
|
||||
<xsd:attribute name="description" type="xsd:string" />
|
||||
<xsd:attribute name="version" type="unsignedShort" /> <!-- added -->
|
||||
<xsd:attribute name="owner" type="uuid_st" />
|
||||
|
||||
<xsd:attribute name="creator" type="uuid_st" />
|
||||
<xsd:attribute name="creationdate" type="date_st" />
|
||||
|
||||
<xsd:attribute name="temporary" type="xsd:boolean" />
|
||||
<xsd:attribute name="local" type="xsd:boolean" />
|
||||
<xsd:attribute name="inline" type="xsd:boolean" />
|
||||
</xsd:complexType>
|
||||
|
||||
<!-- Constrained Simple Data types -->
|
||||
|
||||
<!--
|
||||
We need to specify name as a simple type because on
|
||||
some platforms it is constrained by a certain length
|
||||
limitation. For completeness we indicate that whitespace
|
||||
should be preserved exactly as specified.
|
||||
-->
|
||||
|
||||
<xsd:simpleType name="name_st">
|
||||
<xsd:restriction base="xsd:string">
|
||||
<whiteSpace value="preserve" />
|
||||
<minLength value="0" />
|
||||
<maxLength value="64" />
|
||||
</xsd:restriction>
|
||||
</xsd:simpleType>
|
||||
|
||||
<!--
|
||||
Type information in the folder is meant to indicate
|
||||
the preferred asset type for this folder. As such, that
|
||||
currently corresponds to the type values allowed for
|
||||
assets, however that is not mandated, so for
|
||||
now at least I'll represent this as a distinct
|
||||
enumeration.
|
||||
This seems inappropriate; it seems like the folder's
|
||||
content should reflect the InventoryType classifications
|
||||
rather than the asset types.
|
||||
-->
|
||||
|
||||
<xsd:simpleType name="folder_type_st">
|
||||
<xsd:restriction base="xsd:string">
|
||||
<xsd:enumeration value="Texture" />
|
||||
<xsd:enumeration value="Sound" />
|
||||
<xsd:enumeration value="CallingCard" />
|
||||
<xsd:enumeration value="Landmark" />
|
||||
<xsd:enumeration value="Script" />
|
||||
<xsd:enumeration value="Clothing" />
|
||||
<xsd:enumeration value="Object" />
|
||||
<xsd:enumeration value="Notecard" />
|
||||
<xsd:enumeration value="LSLText" />
|
||||
<xsd:enumeration value="LSLByteCode" />
|
||||
<xsd:enumeration value="TextureTGA" />
|
||||
<xsd:enumeration value="BodyPart" />
|
||||
<xsd:enumeration value="SoundWAV" />
|
||||
<xsd:enumeration value="ImageTGA" />
|
||||
<xsd:enumeration value="ImageJPEG" />
|
||||
<xsd:enumeration value="Animation" />
|
||||
<xsd:enumeration value="Gesture" />
|
||||
<xsd:enumeration value="Simstate" />
|
||||
<xsd:enumeration value="Unknown" />
|
||||
<xsd:enumeration value="LostAndFoundFolder" />
|
||||
<xsd:enumeration value="SnapshotFolder" />
|
||||
<xsd:enumeration value="TrashFolder" />
|
||||
<xsd:enumeration value="Folder" />
|
||||
<xsd:enumeration value="RootFolder" />
|
||||
</xsd:restriction>
|
||||
</xsd:simpleType>
|
||||
|
||||
<!--
|
||||
Inventory item type designates an asset class, rather
|
||||
than a specific asset type. For example, "SnapShot"
|
||||
might include a number of asset types such as JPEG,
|
||||
TGA, etc.. This is not a consistent interpretation,
|
||||
classifications such as LostAndFound are meta-types
|
||||
relative to asset classes.
|
||||
|
||||
These types should be abstract and not be tied to a
|
||||
specific platform. A world's import facility should be
|
||||
responsible for mapping these to meaningful internal
|
||||
representations.
|
||||
|
||||
These types were based on information in:
|
||||
libsecondlife/InventoryManager.cs
|
||||
-->
|
||||
|
||||
<xsd:simpleType name="inventory_type_st">
|
||||
<xsd:restriction base="xsd:string">
|
||||
<xsd:enumeration value="Texture" />
|
||||
<xsd:enumeration value="Sound" />
|
||||
<xsd:enumeration value="CallingCard" />
|
||||
<xsd:enumeration value="Landmark" />
|
||||
<xsd:enumeration value="Script" />
|
||||
<xsd:enumeration value="Clothing" />
|
||||
<xsd:enumeration value="Object" />
|
||||
<xsd:enumeration value="Notecard" />
|
||||
<xsd:enumeration value="LSL" />
|
||||
<xsd:enumeration value="LSLBytecode" />
|
||||
<xsd:enumeration value="TextureTGA" />
|
||||
<xsd:enumeration value="BodyPart" />
|
||||
<xsd:enumeration value="Snapshot" />
|
||||
<xsd:enumeration value="Attachment" />
|
||||
<xsd:enumeration value="Wearable" />
|
||||
<xsd:enumeration value="Animation" />
|
||||
<xsd:enumeration value="Gesture" />
|
||||
<xsd:enumeration value="Folder" />
|
||||
<xsd:enumeration value="Unknown" />
|
||||
<xsd:enumeration value="LostAndFound" />
|
||||
<xsd:enumeration value="Trash" />
|
||||
<xsd:enumeration value="Root" />
|
||||
</xsd:restriction>
|
||||
</xsd:simpleType>
|
||||
|
||||
<!--
|
||||
The asset types seem to be even more disarrayed than
|
||||
the inventory types. It seems to be little more than
|
||||
a reiteration of the inventory type information,
|
||||
which adds little or nothing to the overall data
|
||||
model.
|
||||
|
||||
Of course, given that these are drawn from the
|
||||
libsecondlife definitions, we aren't at liberty to
|
||||
simply redefine them in place. But the XML definitions
|
||||
here could be made more useful.
|
||||
|
||||
These types were based on information in:
|
||||
libsecondlife/AssetManager.cs
|
||||
-->
|
||||
|
||||
<xsd:simpleType name="asset_type_st">
|
||||
<xsd:restriction base="xsd:string">
|
||||
<xsd:enumeration value="Texture" />
|
||||
<xsd:enumeration value="Sound" />
|
||||
<xsd:enumeration value="CallingCard" />
|
||||
<xsd:enumeration value="Landmark" />
|
||||
<xsd:enumeration value="Script" />
|
||||
<xsd:enumeration value="Clothing" />
|
||||
<xsd:enumeration value="Object" />
|
||||
<xsd:enumeration value="Notecard" />
|
||||
<xsd:enumeration value="LSLText" />
|
||||
<xsd:enumeration value="LSLByteCode" />
|
||||
<xsd:enumeration value="TextureTGA" />
|
||||
<xsd:enumeration value="BodyPart" />
|
||||
<xsd:enumeration value="SoundWAV" />
|
||||
<xsd:enumeration value="ImageTGA" />
|
||||
<xsd:enumeration value="ImageJPEG" />
|
||||
<xsd:enumeration value="Animation" />
|
||||
<xsd:enumeration value="Gesture" />
|
||||
<xsd:enumeration value="Simstate" />
|
||||
<xsd:enumeration value="Unknown" />
|
||||
<xsd:enumeration value="LostAndFoundFolder" />
|
||||
<xsd:enumeration value="SnapshotFolder" />
|
||||
<xsd:enumeration value="TrashFolder" />
|
||||
<xsd:enumeration value="Folder" />
|
||||
<xsd:enumeration value="RootFolder" />
|
||||
</xsd:restriction>
|
||||
</xsd:simpleType>
|
||||
|
||||
<!-- This is describing the apparent form of a UUID. If
|
||||
we ever want a more metaphysical definition we'll
|
||||
need to add to it.
|
||||
-->
|
||||
|
||||
<xsd:simpleType name="uuid_st">
|
||||
<xsd:restriction base="xsd:string">
|
||||
<xsd:pattern value="[a-f0-9]{8}-[a-f0-9]{4}-[a-f0-9]{4}-[a-f0-9]{4}-[a-f0-9]{12}"/>
|
||||
</xsd:restriction>
|
||||
</xsd:simpleType>
|
||||
|
||||
<!-- This constrains the date representation. Currently
|
||||
it is simply an integer representing the elapsed
|
||||
?? since ??.
|
||||
-->
|
||||
|
||||
<xsd:simpleType name="date_st">
|
||||
<xsd:restriction base="xsd:positiveInteger">
|
||||
</xsd:restriction>
|
||||
</xsd:simpleType>
|
||||
|
||||
<!-- This constrains the representation of sale price.
|
||||
Currently it is a simple decimal with no unit
|
||||
specified.
|
||||
Issues: interoperability.
|
||||
-->
|
||||
|
||||
<xsd:simpleType name="sale_st">
|
||||
<xsd:restriction base="xsd:decimal">
|
||||
</xsd:restriction>
|
||||
</xsd:simpleType>
|
||||
|
||||
</xsd:schema>
|
Loading…
Reference in New Issue