/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * 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 libsecondlife.Packets; namespace OpenSimLite { /// /// Manages local cache of assets and their sending to viewers. /// public class AssetManager { public Dictionary Assets; public Dictionary Textures; private AssetServer _assetServer; /// /// /// public AssetManager(AssetServer assetServer) { _assetServer=assetServer; } /// /// /// private void RunAssetManager() { } /// /// /// private void ProcessAssetQueue() { } /// /// /// private void ProcessTextureQueue() { } #region Assets /// /// /// /// /// public void AddAssetRequest(NetworkInfo userInfo, TransferRequestPacket transferRequest) { LLUUID RequestID = new LLUUID(transferRequest.TransferInfo.Params, 0); //check to see if asset is in local cache, if not we need to request it from asset server. } #endregion #region Textures /// /// /// /// /// public void AddTextureRequest(NetworkInfo userInfo, LLUUID imageID) { //check to see if texture is in local cache, if not request from asset server } #endregion } public class AssetBase { public byte[] Data; public LLUUID FullID; public sbyte Type; public sbyte InvType; public string Name; public string Description; public string Filename; public AssetBase() { } } //needed? public class TextureImage { public TextureImage() { } } public class AssetInfo { public AssetInfo() { } } }