OpenSimMirror/OpenSim/Framework/AnimationSet.cs

187 lines
6.6 KiB
C#

/*
* 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 OpenMetaverse;
namespace OpenSim.Framework
{
// public delegate bool AnimationSetValidator(UUID animID);
public delegate uint AnimationSetValidator(UUID animID);
public class AnimationSet
{
private bool m_parseError = false;
public const uint createBasePermitions = (uint)(PermissionMask.All); // no export ?
public const uint createNextPermitions = (uint)(PermissionMask.Copy | PermissionMask.Modify);
public const uint allowedBasePermitions = (uint)(PermissionMask.Copy | PermissionMask.Modify);
public const uint allowedNextPermitions = 0;
public static void setCreateItemPermitions(InventoryItemBase it)
{
if (it == null)
return;
it.BasePermissions = createBasePermitions;
it.CurrentPermissions = createBasePermitions;
// it.GroupPermissions &= allowedPermitions;
it.NextPermissions = createNextPermitions;
// it.EveryOnePermissions &= allowedPermitions;
it.GroupPermissions = 0;
it.EveryOnePermissions = 0;
}
public static void enforceItemPermitions(InventoryItemBase it, bool IsCreator)
{
if (it == null)
return;
uint bp;
uint np;
if (IsCreator)
{
bp = createBasePermitions;
np = createNextPermitions;
}
else
{
bp = allowedBasePermitions;
np = allowedNextPermitions;
}
it.BasePermissions &= bp;
it.CurrentPermissions &= bp;
// it.GroupPermissions &= allowedPermitions;
it.NextPermissions &= np;
// it.EveryOnePermissions &= allowedPermitions;
it.GroupPermissions = 0;
it.EveryOnePermissions = 0;
}
public int AnimationCount { get; private set; }
private Dictionary<string, KeyValuePair<string, UUID>> m_animations = new Dictionary<string, KeyValuePair<string, UUID>>();
public UUID GetAnimation(string index)
{
KeyValuePair<string, UUID> val;
if (m_animations.TryGetValue(index, out val))
return val.Value;
return UUID.Zero;
}
public string GetAnimationName(string index)
{
KeyValuePair<string, UUID> val;
if (m_animations.TryGetValue(index, out val))
return val.Key;
return String.Empty;
}
public void SetAnimation(string index, string name, UUID anim)
{
if (anim == UUID.Zero)
{
m_animations.Remove(index);
return;
}
m_animations[index] = new KeyValuePair<string, UUID>(name, anim);
}
public AnimationSet(Byte[] data)
{
string assetData = System.Text.Encoding.ASCII.GetString(data);
Console.WriteLine("--------------------");
Console.WriteLine("AnimationSet length {0} bytes", assetData.Length);
Console.WriteLine(assetData);
Console.WriteLine("--------------------");
}
public Byte[] ToBytes()
{
// If there was an error parsing the input, we give back an
// empty set rather than the original data.
if (m_parseError)
{
string dummy = "version 1\ncount 0\n";
return System.Text.Encoding.ASCII.GetBytes(dummy);
}
string assetData = String.Format("version 1\ncount {0}\n", m_animations.Count);
foreach (KeyValuePair<string, KeyValuePair<string, UUID>> kvp in m_animations)
assetData += String.Format("{0} {1} {2}\n", kvp.Key, kvp.Value.Value.ToString(), kvp.Value.Key);
return System.Text.Encoding.ASCII.GetBytes(assetData);
}
/*
public bool Validate(AnimationSetValidator val)
{
if (m_parseError)
return false;
List<string> badAnims = new List<string>();
bool allOk = true;
foreach (KeyValuePair<string, KeyValuePair<string, UUID>> kvp in m_animations)
{
if (!val(kvp.Value.Value))
{
allOk = false;
badAnims.Add(kvp.Key);
}
}
foreach (string idx in badAnims)
m_animations.Remove(idx);
return allOk;
}
*/
public uint Validate(AnimationSetValidator val)
{
if (m_parseError)
return 0;
uint ret = 0x7fffffff;
uint t;
foreach (KeyValuePair<string, KeyValuePair<string, UUID>> kvp in m_animations)
{
t = val(kvp.Value.Value);
if (t == 0)
return 0;
ret &= t;
}
return ret;
}
}
}