/* Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * Copyright (c) , * All rights reserved. * * 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 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 ``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 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 libsecondlife; using System.Collections; using libsecondlife.Packets; using libsecondlife.AssetSystem; using System.IO; namespace OpenSim { /// /// Description of Asset_manager. /// public class AssetManager { public Dictionary Assets; public ArrayList requests=new ArrayList(); //should change to a generic // public ArrayList uploads=new ArrayList(); private Server server; public TextureManager TextureMan; public InventoryManager InventoryManager; private System.Text.Encoding enc = System.Text.Encoding.ASCII; public AssetManager(Server serve) { server=serve; Assets=new Dictionary (); this.initialise(); } public void AddRequest(User_Agent_info user, LLUUID asset_id, TransferRequestPacket tran_req) { Console.WriteLine("Asset Request "+ asset_id); if(!this.Assets.ContainsKey(asset_id)) { //not found asset return; } AssetInfo info=this.Assets[asset_id]; System.Console.WriteLine("send asset : "+asset_id); //for now as it will be only skin or shape request just send back the asset TransferInfoPacket Transfer=new TransferInfoPacket(); Transfer.TransferInfo.ChannelType=2; Transfer.TransferInfo.Status=0; Transfer.TransferInfo.TargetType=0; Transfer.TransferInfo.Params=tran_req.TransferInfo.Params; Transfer.TransferInfo.Size=info.data.Length; Transfer.TransferInfo.TransferID=tran_req.TransferInfo.TransferID; server.SendPacket(Transfer,true,user); TransferPacketPacket tran_p=new TransferPacketPacket(); tran_p.TransferData.Packet=0; tran_p.TransferData.ChannelType=2; tran_p.TransferData.TransferID=tran_req.TransferInfo.TransferID; if(info.data.Length>1000) //but needs to be less than 2000 at the moment { byte[] chunk=new byte[1000]; Array.Copy(info.data,chunk,1000); tran_p.TransferData.Data=chunk; tran_p.TransferData.Status=0; server.SendPacket(tran_p,true,user); tran_p=new TransferPacketPacket(); tran_p.TransferData.Packet=1; tran_p.TransferData.ChannelType=2; tran_p.TransferData.TransferID=tran_req.TransferInfo.TransferID; byte[] chunk1=new byte[(info.data.Length-1000)]; Array.Copy(info.data,1000,chunk1,0,chunk1.Length); tran_p.TransferData.Data=chunk1; tran_p.TransferData.Status=1; server.SendPacket(tran_p,true,user); } else { tran_p.TransferData.Status=1; //last packet? so set to 1 tran_p.TransferData.Data=info.data; server.SendPacket(tran_p,true,user); } } public void CreateNewBaseSet(ref AvatarData Avata,User_Agent_info UserInfo) { //LLUUID BaseFolder=new LLUUID("4f5f559e-77a0-a4b9-84f9-8c74c07f7cfc");//*/"4fb2dab6-a987-da66-05ee-96ca82bccbf1"); //LLUUID BaseFolder=new LLUUID("480e2d92-61f6-9f16-f4f5-0f77cfa4f8f9"); LLUUID BaseFolder=Avata.BaseFolder; InventoryManager.CreateNewFolder(UserInfo,Avata.InventoryFolder); InventoryManager.CreateNewFolder(UserInfo, BaseFolder); AssetInfo Base=this.Assets[new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73")]; AssetInfo Shape=new AssetInfo(); Shape.filename=""; Shape.data=new byte[Base.data.Length]; Array.Copy(Base.data,Shape.data,Base.data.Length); Shape.Full_ID=LLUUID.Random(); Shape.Name="Default Skin"; Shape.Description="Default"; Shape.InvType=18; Shape.Type=libsecondlife.AssetSystem.Asset.ASSET_TYPE_WEARABLE_BODY; byte[] Agentid=enc.GetBytes(UserInfo.AgentID.ToStringHyphenated()); Array.Copy(Agentid,0,Shape.data,294,Agentid.Length); this.Assets.Add(Shape.Full_ID,Shape); /*FileStream fStream = new FileStream("Assetshape.dat", FileMode.CreateNew); BinaryWriter bw = new BinaryWriter(fStream); bw.Write(Shape.data); bw.Close(); fStream.Close();*/ Avata.Wearables[0].ItemID=InventoryManager.AddToInventory(UserInfo,BaseFolder,Shape); Avata.Wearables[0].AssetID=Shape.Full_ID; //Avata.RootFolder=BaseFolder; //give test texture TextureImage Texture=TextureMan.textures[new LLUUID("00000000-0000-0000-5005-000000000005")]; InventoryManager.AddToInventory(UserInfo,BaseFolder,Texture); } private void initialise() { //for now read in our test image AssetInfo im=new AssetInfo(); im.filename="base_shape.dat"; im.Full_ID=new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73"); this.loadAsset(im); this.Assets.Add(im.Full_ID,im); im=new AssetInfo(); im.filename="base_skin.dat"; im.Full_ID=new LLUUID("e0ee49b5a4184df8d3c9a65361fe7f49"); this.loadAsset(im); this.Assets.Add(im.Full_ID,im); } private void loadAsset(AssetInfo info) { //should request Asset from storage manager //but for now read from file string data_path = System.AppDomain.CurrentDomain.BaseDirectory + @"\assets\"; string filename=data_path+@info.filename; FileInfo fInfo = new FileInfo(filename); long numBytes = fInfo.Length; FileStream fStream = new FileStream(filename, FileMode.Open, FileAccess.Read); byte[] idata=new byte[numBytes]; BinaryReader br = new BinaryReader(fStream); idata= br.ReadBytes((int)numBytes); br.Close(); fStream.Close(); info.data=idata; info.loaded=true; } } public class AssetRequest { public User_Agent_info RequestUser; public LLUUID RequestImage; public AssetInfo asset_inf; public long data_pointer=0; public int num_packets=0; public int packet_counter=0; public AssetRequest() { } } public class AssetInfo:AssetBase { //public byte[] data; //public LLUUID Full_ID; public string filename; public bool loaded; public ulong last_used; //need to add a tick/time counter and keep record // of how often images are requested to unload unused ones. public AssetInfo() { } } public class AssetBase { public byte[] data; public LLUUID Full_ID; public sbyte Type; public sbyte InvType; public string Name; public string Description; public AssetBase() { } } }