166 lines
6.7 KiB
C#
166 lines
6.7 KiB
C#
/*
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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 OpenSimulator 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.Generic;
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using System.IO;
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using System.Reflection;
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using System.Xml;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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/// <summary>
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/// Loads assets from the filesystem location. Not yet a plugin, though it should be.
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/// </summary>
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namespace OpenSim.Framework.AssetLoader.Filesystem
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{
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public class AssetLoaderFileSystem : IAssetLoader
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{
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private static readonly UUID LIBRARY_OWNER_ID = new UUID("11111111-1111-0000-0000-000100bba000");
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected static AssetBase CreateAsset(string assetIdStr, string name, string path, sbyte type)
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{
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AssetBase asset = new AssetBase(new UUID(assetIdStr), name, type, LIBRARY_OWNER_ID.ToString());
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if (!String.IsNullOrEmpty(path))
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{
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//m_log.InfoFormat("[ASSETS]: Loading: [{0}][{1}]", name, path);
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LoadAsset(asset, path);
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}
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else
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{
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m_log.InfoFormat("[ASSETS]: Instantiated: [{0}]", name);
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}
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return asset;
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}
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protected static void LoadAsset(AssetBase info, string path)
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{
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// bool image =
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// (info.Type == (sbyte)AssetType.Texture ||
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// info.Type == (sbyte)AssetType.TextureTGA ||
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// info.Type == (sbyte)AssetType.ImageJPEG ||
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// info.Type == (sbyte)AssetType.ImageTGA);
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FileInfo fInfo = new FileInfo(path);
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long numBytes = fInfo.Length;
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if (fInfo.Exists)
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{
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FileStream fStream = new FileStream(path, FileMode.Open, FileAccess.Read);
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byte[] idata = new byte[numBytes];
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BinaryReader br = new BinaryReader(fStream);
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idata = br.ReadBytes((int)numBytes);
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br.Close();
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fStream.Close();
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info.Data = idata;
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//info.loaded=true;
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}
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else
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{
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m_log.ErrorFormat("[ASSETS]: file: [{0}] not found !", path);
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}
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}
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public void ForEachDefaultXmlAsset(string assetSetFilename, Action<AssetBase> action)
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{
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List<AssetBase> assets = new List<AssetBase>();
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if (File.Exists(assetSetFilename))
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{
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string assetSetPath = "ERROR";
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string assetRootPath = "";
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try
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{
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XmlConfigSource source = new XmlConfigSource(assetSetFilename);
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assetRootPath = Path.GetFullPath(source.SavePath);
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assetRootPath = Path.GetDirectoryName(assetRootPath);
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for (int i = 0; i < source.Configs.Count; i++)
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{
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assetSetPath = source.Configs[i].GetString("file", String.Empty);
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LoadXmlAssetSet(Path.Combine(assetRootPath, assetSetPath), assets);
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}
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}
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catch (XmlException e)
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{
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m_log.ErrorFormat("[ASSETS]: Error loading {0} : {1}", assetSetPath, e);
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}
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}
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else
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{
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m_log.ErrorFormat("[ASSETS]: Asset set control file {0} does not exist! No assets loaded.", assetSetFilename);
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}
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assets.ForEach(action);
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}
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/// <summary>
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/// Use the asset set information at path to load assets
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/// </summary>
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/// <param name="assetSetPath"></param>
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/// <param name="assets"></param>
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protected static void LoadXmlAssetSet(string assetSetPath, List<AssetBase> assets)
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{
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//m_log.InfoFormat("[ASSETS]: Loading asset set {0}", assetSetPath);
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if (File.Exists(assetSetPath))
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{
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try
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{
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XmlConfigSource source = new XmlConfigSource(assetSetPath);
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String dir = Path.GetDirectoryName(assetSetPath);
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for (int i = 0; i < source.Configs.Count; i++)
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{
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string assetIdStr = source.Configs[i].GetString("assetID", UUID.Random().ToString());
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string name = source.Configs[i].GetString("name", String.Empty);
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sbyte type = (sbyte)source.Configs[i].GetInt("assetType", 0);
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string assetPath = Path.Combine(dir, source.Configs[i].GetString("fileName", String.Empty));
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AssetBase newAsset = CreateAsset(assetIdStr, name, assetPath, type);
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newAsset.Type = type;
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assets.Add(newAsset);
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}
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}
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catch (XmlException e)
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{
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m_log.ErrorFormat("[ASSETS]: Error loading {0} : {1}", assetSetPath, e);
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}
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}
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else
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{
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m_log.ErrorFormat("[ASSETS]: Asset set file {0} does not exist!", assetSetPath);
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}
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}
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}
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}
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