461 lines
14 KiB
C#
461 lines
14 KiB
C#
/*
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*
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Copyright (c) OpenSim project, http://sim.opensecondlife.org/
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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 <organization> 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 <copyright holder> ``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 <copyright holder> 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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*/
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using System;
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using System.Collections.Generic;
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using libsecondlife;
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using System.Collections;
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using libsecondlife.Packets;
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using libsecondlife.AssetSystem;
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using System.IO;
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namespace OpenSim
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{
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/// <summary>
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/// Asset and Image management
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/// </summary>
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public class AssetManagement
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{
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public Dictionary<libsecondlife.LLUUID,AssetInfo> Assets;
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public Dictionary<libsecondlife.LLUUID,TextureImage> Textures;
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public ArrayList AssetRequests=new ArrayList(); //should change to a generic
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public ArrayList TextureRequests=new ArrayList();
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// public ArrayList uploads=new ArrayList();
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private Server server;
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public InventoryManager InventoryManager;
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private System.Text.Encoding enc = System.Text.Encoding.ASCII;
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/// <summary>
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///
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/// </summary>
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/// <param name="server"></param>
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public AssetManagement(Server server)
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{
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this.server=server;
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Textures=new Dictionary<libsecondlife.LLUUID,TextureImage> ();
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Assets=new Dictionary<libsecondlife.LLUUID,AssetInfo> ();
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this.initialise();
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}
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/// <summary>
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///
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/// </summary>
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private void initialise()
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{
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//Shape and skin base assets
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AssetInfo Asset=new AssetInfo();
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Asset.filename="base_shape.dat";
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Asset.Full_ID=new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
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this.LoadAsset(Asset);
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this.Assets.Add(Asset.Full_ID,Asset);
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Asset=new AssetInfo();
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Asset.filename="base_skin.dat";
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Asset.Full_ID=new LLUUID("e0ee49b5a4184df8d3c9a65361fe7f49");
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this.LoadAsset(Asset);
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this.Assets.Add(Asset.Full_ID,Asset);
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//our test images
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//Change these filenames to images you want to use.
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TextureImage Image=new TextureImage();
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Image.filename="testpic2.jp2";
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Image.Full_ID=new LLUUID("00000000-0000-0000-5005-000000000005");
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Image.Name="test Texture";
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this.LoadImage(Image);
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this.Textures.Add(Image.Full_ID,Image);
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Image=new TextureImage();
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Image.filename="map_base.jp2";
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Image.Full_ID=new LLUUID("00000000-0000-0000-7007-000000000006");
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this.LoadImage(Image);
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this.Textures.Add(Image.Full_ID,Image);
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Image=new TextureImage();
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Image.filename="map1.jp2";
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Image.Full_ID=new LLUUID("00000000-0000-0000-7009-000000000008");
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this.LoadImage(Image);
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this.Textures.Add(Image.Full_ID,Image);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="UserInfo"></param>
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/// <param name="AssetID"></param>
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/// <param name="TransferRequest"></param>
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#region AssetRegion
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public void AddAssetRequest(User_Agent_info UserInfo, LLUUID AssetID, TransferRequestPacket TransferRequest)
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{
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if(!this.Assets.ContainsKey(AssetID))
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{
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//not found asset
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return;
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}
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AssetInfo info=this.Assets[AssetID];
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//for now as it will be only skin or shape request just send back the asset
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TransferInfoPacket Transfer=new TransferInfoPacket();
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Transfer.TransferInfo.ChannelType=2;
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Transfer.TransferInfo.Status=0;
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Transfer.TransferInfo.TargetType=0;
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Transfer.TransferInfo.Params=TransferRequest.TransferInfo.Params;
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Transfer.TransferInfo.Size=info.data.Length;
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Transfer.TransferInfo.TransferID=TransferRequest.TransferInfo.TransferID;
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server.SendPacket(Transfer,true,UserInfo);
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TransferPacketPacket TransferPacket=new TransferPacketPacket();
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TransferPacket.TransferData.Packet=0;
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TransferPacket.TransferData.ChannelType=2;
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TransferPacket.TransferData.TransferID=TransferRequest.TransferInfo.TransferID;
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if(info.data.Length>1000) //but needs to be less than 2000 at the moment
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{
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byte[] chunk=new byte[1000];
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Array.Copy(info.data,chunk,1000);
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TransferPacket.TransferData.Data=chunk;
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TransferPacket.TransferData.Status=0;
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server.SendPacket(TransferPacket,true,UserInfo);
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TransferPacket=new TransferPacketPacket();
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TransferPacket.TransferData.Packet=1;
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TransferPacket.TransferData.ChannelType=2;
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TransferPacket.TransferData.TransferID=TransferRequest.TransferInfo.TransferID;
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byte[] chunk1=new byte[(info.data.Length-1000)];
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Array.Copy(info.data,1000,chunk1,0,chunk1.Length);
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TransferPacket.TransferData.Data=chunk1;
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TransferPacket.TransferData.Status=1;
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server.SendPacket(TransferPacket,true,UserInfo);
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}
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else
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{
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TransferPacket.TransferData.Status=1; //last packet? so set to 1
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TransferPacket.TransferData.Data=info.data;
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server.SendPacket(TransferPacket,true,UserInfo);
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}
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}
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public void CreateNewInventorySet(ref AvatarData Avata,User_Agent_info UserInfo)
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{
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//Create Folders
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LLUUID BaseFolder=Avata.BaseFolder;
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InventoryManager.CreateNewFolder(UserInfo,Avata.InventoryFolder);
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InventoryManager.CreateNewFolder(UserInfo, BaseFolder);
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//Give a copy of default shape
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AssetInfo Base=this.Assets[new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73")];
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AssetInfo Shape=this.CloneAsset(UserInfo.AgentID,Base);
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Shape.filename="";
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Shape.Name="Default Shape";
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Shape.Description="Default Shape";
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Shape.InvType=18;
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Shape.Type=libsecondlife.AssetSystem.Asset.ASSET_TYPE_WEARABLE_BODY;
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byte[] Agentid=enc.GetBytes(UserInfo.AgentID.ToStringHyphenated());
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Array.Copy(Agentid,0,Shape.data,294,Agentid.Length);
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this.Assets.Add(Shape.Full_ID,Shape);
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Avata.Wearables[0].ItemID=InventoryManager.AddToInventory(UserInfo,BaseFolder,Shape);
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Avata.Wearables[0].AssetID=Shape.Full_ID;
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//Give copy of default skin
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Base=this.Assets[new LLUUID("e0ee49b5a4184df8d3c9a65361fe7f49")];
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AssetInfo Skin=this.CloneAsset(UserInfo.AgentID,Base);
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Skin.filename="";
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Skin.Name="Default Skin";
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Skin.Description="Default Skin";
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Skin.InvType=18;
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Skin.Type=libsecondlife.AssetSystem.Asset.ASSET_TYPE_WEARABLE_BODY;
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Array.Copy(Agentid,0,Skin.data,238,Agentid.Length);
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this.Assets.Add(Skin.Full_ID,Skin);
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Avata.Wearables[1].ItemID=InventoryManager.AddToInventory(UserInfo,BaseFolder,Skin);
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Avata.Wearables[1].AssetID=Skin.Full_ID;
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//give a copy of test texture
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TextureImage Texture=this.CloneImage(UserInfo.AgentID,Textures[new LLUUID("00000000-0000-0000-5005-000000000005")]);
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this.Textures.Add(Texture.Full_ID,Texture);
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InventoryManager.AddToInventory(UserInfo,BaseFolder,Texture);
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}
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private void LoadAsset(AssetInfo info)
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{
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//should request Asset from storage manager
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//but for now read from file
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string data_path = System.AppDomain.CurrentDomain.BaseDirectory + @"\assets\";
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string filename=data_path+@info.filename;
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FileInfo fInfo = new FileInfo(filename);
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long numBytes = fInfo.Length;
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FileStream fStream = new FileStream(filename, 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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public AssetInfo CloneAsset(LLUUID NewOwner, AssetInfo SourceAsset)
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{
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AssetInfo NewAsset=new AssetInfo();
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NewAsset.data=new byte[SourceAsset.data.Length];
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Array.Copy(SourceAsset.data,NewAsset.data,SourceAsset.data.Length);
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NewAsset.Full_ID=LLUUID.Random();
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NewAsset.Type=SourceAsset.Type;
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NewAsset.InvType=SourceAsset.InvType;
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return(NewAsset);
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}
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#endregion
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#region TextureRegion
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public void AddTextureRequest(User_Agent_info user, LLUUID image_id)
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{
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if(!this.Textures.ContainsKey(image_id))
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{
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//not found image so send back image not in data base message
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ImageNotInDatabasePacket im_not=new ImageNotInDatabasePacket();
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im_not.ImageID.ID=image_id;
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server.SendPacket(im_not,true,user);
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return;
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}
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TextureImage imag=this.Textures[image_id];
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TextureRequest req=new TextureRequest();
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req.RequestUser=user;
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req.RequestImage=image_id;
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req.image_info=imag;
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if(imag.data.LongLength>1000) //should be bigger or smaller?
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{
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//over 1000 bytes so split up file
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req.num_packets=(int)imag.data.LongLength/1000;
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req.num_packets++;
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}
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else
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{
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req.num_packets=1;
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}
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this.TextureRequests.Add(req);
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}
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public void AddTexture(LLUUID image_id, string name, byte[] data)
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{
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}
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public void DoWork(ulong time)
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{
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if(this.TextureRequests.Count==0)
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{
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//no requests waiting
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return;
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}
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int num;
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//should be running in its own thread but for now is called by timer
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if(this.TextureRequests.Count<5)
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{
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//lower than 5 so do all of them
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num=this.TextureRequests.Count;
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}
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else
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{
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num=5;
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}
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TextureRequest req;
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for(int i=0; i<num; i++)
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{
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req=(TextureRequest)this.TextureRequests[i];
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if(req.packet_counter==0)
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{
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//first time for this request so send imagedata packet
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if(req.num_packets==1)
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{
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//only one packet so send whole file
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ImageDataPacket im=new ImageDataPacket();
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im.ImageID.Packets=1;
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im.ImageID.ID=req.image_info.Full_ID;
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im.ImageID.Size=(uint)req.image_info.data.Length;
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im.ImageData.Data=req.image_info.data;
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im.ImageID.Codec=2;
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server.SendPacket(im,true,req.RequestUser);
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req.packet_counter++;
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req.image_info.last_used=time;
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System.Console.WriteLine("sent texture: "+req.image_info.Full_ID);
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}
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else
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{
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//more than one packet so split file up
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}
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}
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else
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{
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//send imagepacket
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}
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}
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//remove requests that have been completed
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for(int i=0; i<num; i++)
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{
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req=(TextureRequest)this.TextureRequests[i];
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if(req.packet_counter==req.num_packets)
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{
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this.TextureRequests.Remove(req);
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}
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}
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}
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public void RecieveTexture(Packet pack)
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{
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}
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private void LoadImage(TextureImage im)
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{
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//should request Image from StorageManager
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//but for now read from file
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string data_path=System.AppDomain.CurrentDomain.BaseDirectory + @"\textures\";
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string filename=data_path+@im.filename;
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FileInfo fInfo = new FileInfo(filename);
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long numBytes = fInfo.Length;
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FileStream fStream = new FileStream(filename, 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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im.data=idata;
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im.loaded=true;
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}
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public TextureImage CloneImage(LLUUID NewOwner,TextureImage Source)
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{
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TextureImage NewImage=new TextureImage();
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NewImage.data=new byte[Source.data.Length];
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Array.Copy(Source.data,NewImage.data,Source.data.Length);
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NewImage.filename=Source.filename;
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NewImage.Full_ID=LLUUID.Random();
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NewImage.Name=Source.Name;
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return(NewImage);
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}
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#endregion
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}
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public class AssetRequest
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{
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public User_Agent_info RequestUser;
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public LLUUID RequestImage;
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public AssetInfo asset_inf;
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public long data_pointer=0;
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public int num_packets=0;
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public int packet_counter=0;
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public AssetRequest()
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{
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}
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}
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public class AssetInfo:AssetBase
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{
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//public byte[] data;
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//public LLUUID Full_ID;
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public string filename;
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public bool loaded;
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public ulong last_used; //need to add a tick/time counter and keep record
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// of how often images are requested to unload unused ones.
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public AssetInfo()
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{
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}
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}
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public class AssetBase
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{
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public byte[] data;
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public LLUUID Full_ID;
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public sbyte Type;
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public sbyte InvType;
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public string Name;
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public string Description;
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public AssetBase()
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{
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}
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}
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public class TextureRequest
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{
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public User_Agent_info RequestUser;
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public LLUUID RequestImage;
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public TextureImage image_info;
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public long data_pointer=0;
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public int num_packets=0;
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public int packet_counter=0;
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public TextureRequest()
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{
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}
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}
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public class TextureImage: AssetBase
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{
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//public byte[] data;
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//public LLUUID Full_ID;
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//public string name;
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public string filename;
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public bool loaded;
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public ulong last_used; //need to add a tick/time counter and keep record
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// of how often images are requested to unload unused ones.
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public TextureImage()
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{
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}
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}
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}
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