/* * 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 * 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. */ using System; using System.Collections.Generic; using System.Text; using OpenMetaverse; using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType; namespace OpenSim.Framework.Serialization { /// /// Constants for the archiving module /// public class ArchiveConstants { /// /// The location of the archive control file /// public const string CONTROL_FILE_PATH = "archive.xml"; /// /// Path for the assets held in an archive /// public const string ASSETS_PATH = "assets/"; /// /// Path for the inventory data /// public const string INVENTORY_PATH = "inventory/"; /// /// Path for regions in a multi-region archive /// public const string REGIONS_PATH = "regions/"; /// /// Path for the prims file /// public const string OBJECTS_PATH = "objects/"; /// /// Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. /// public const string TERRAINS_PATH = "terrains/"; /// /// Path for region settings. /// public const string SETTINGS_PATH = "settings/"; /// /// Path for region settings. /// public const string LANDDATA_PATH = "landdata/"; /// /// Path for user profiles /// public const string USERS_PATH = "userprofiles/"; /// /// The character the separates the uuid from extension information in an archived asset filename /// public const string ASSET_EXTENSION_SEPARATOR = "_"; /// /// Used to separate components in an inventory node name /// public const string INVENTORY_NODE_NAME_COMPONENT_SEPARATOR = "__"; /// /// Template used for creating filenames in OpenSim Archives. /// public const string OAR_OBJECT_FILENAME_TEMPLATE = "{0}_{1:000}-{2:000}-{3:000}__{4}.xml"; /// /// Extensions used for asset types in the archive /// public static readonly IDictionary ASSET_TYPE_TO_EXTENSION = new Dictionary(); public static readonly IDictionary EXTENSION_TO_ASSET_TYPE = new Dictionary(); static ArchiveConstants() { ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Animation] = ASSET_EXTENSION_SEPARATOR + "animation.bvh"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Bodypart] = ASSET_EXTENSION_SEPARATOR + "bodypart.txt"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.CallingCard] = ASSET_EXTENSION_SEPARATOR + "callingcard.txt"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Clothing] = ASSET_EXTENSION_SEPARATOR + "clothing.txt"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Folder] = ASSET_EXTENSION_SEPARATOR + "folder.txt"; // Not sure if we'll ever see this ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Gesture] = ASSET_EXTENSION_SEPARATOR + "gesture.txt"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageJPEG] = ASSET_EXTENSION_SEPARATOR + "image.jpg"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageTGA] = ASSET_EXTENSION_SEPARATOR + "image.tga"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Landmark] = ASSET_EXTENSION_SEPARATOR + "landmark.txt"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLBytecode] = ASSET_EXTENSION_SEPARATOR + "bytecode.lso"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLText] = ASSET_EXTENSION_SEPARATOR + "script.lsl"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Mesh] = ASSET_EXTENSION_SEPARATOR + "mesh.llmesh"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Notecard] = ASSET_EXTENSION_SEPARATOR + "notecard.txt"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Object] = ASSET_EXTENSION_SEPARATOR + "object.xml"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Simstate] = ASSET_EXTENSION_SEPARATOR + "simstate.bin"; // Not sure if we'll ever see this ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Sound] = ASSET_EXTENSION_SEPARATOR + "sound.ogg"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV] = ASSET_EXTENSION_SEPARATOR + "sound.wav"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga"; ASSET_TYPE_TO_EXTENSION[(sbyte)OpenSimAssetType.Material] = ASSET_EXTENSION_SEPARATOR + "material.xml"; ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Settings] = ASSET_EXTENSION_SEPARATOR + "settings.bin"; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = (sbyte)AssetType.Animation; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = (sbyte)AssetType.Bodypart; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "callingcard.txt"] = (sbyte)AssetType.CallingCard; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "clothing.txt"] = (sbyte)AssetType.Clothing; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "folder.txt"] = (sbyte)AssetType.Folder; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "gesture.txt"] = (sbyte)AssetType.Gesture; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.jpg"] = (sbyte)AssetType.ImageJPEG; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.tga"] = (sbyte)AssetType.ImageTGA; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "landmark.txt"] = (sbyte)AssetType.Landmark; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bytecode.lso"] = (sbyte)AssetType.LSLBytecode; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "script.lsl"] = (sbyte)AssetType.LSLText; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "mesh.llmesh"] = (sbyte)AssetType.Mesh; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "notecard.txt"] = (sbyte)AssetType.Notecard; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "object.xml"] = (sbyte)AssetType.Object; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "simstate.bin"] = (sbyte)AssetType.Simstate; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.ogg"] = (sbyte)AssetType.Sound; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.wav"] = (sbyte)AssetType.SoundWAV; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.jp2"] = (sbyte)AssetType.Texture; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = (sbyte)AssetType.TextureTGA; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "material.xml"] = (sbyte)OpenSimAssetType.Material; EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "settings.bin"] = (sbyte)AssetType.Settings; } public static string CreateOarLandDataPath(LandData ld) { return string.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH, ld.GlobalID); } /// /// Create the filename used to store an object in an OpenSim Archive. /// /// /// /// /// public static string CreateOarObjectFilename(string objectName, UUID uuid, Vector3 pos) { return string.Format( OAR_OBJECT_FILENAME_TEMPLATE, objectName, Math.Round(pos.X), Math.Round(pos.Y), Math.Round(pos.Z), uuid); } /// /// Create the path used to store an object in an OpenSim Archives. /// /// /// /// /// public static string CreateOarObjectPath(string objectName, UUID uuid, Vector3 pos) { return OBJECTS_PATH + CreateOarObjectFilename(objectName, uuid, pos); } /// /// Extract a plain path from an IAR path /// /// /// public static string ExtractPlainPathFromIarPath(string iarPath) { List plainDirs = new List(); string[] iarDirs = iarPath.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries); foreach (string iarDir in iarDirs) { if (!iarDir.Contains(ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR)) plainDirs.Add(iarDir); int i = iarDir.LastIndexOf(ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR); plainDirs.Add(iarDir.Remove(i)); } return string.Join("/", plainDirs.ToArray()); } } }