650 lines
25 KiB
C#
650 lines
25 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.IO;
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using System.Reflection;
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using System.Collections.Generic;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using PermissionMask = OpenSim.Framework.PermissionMask;
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namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
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{
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public class AssetXferUploader
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{
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private List<UUID> defaultIDs = new List<UUID> {
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// Viewer's notion of the default texture
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new UUID("5748decc-f629-461c-9a36-a35a221fe21f"), // others == default blank
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new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"), // hair
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new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"), // eyes
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new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97"), // skin
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new UUID("8dcd4a48-2d37-4909-9f78-f7a9eb4ef903"), // transparency for alpha
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// opensim assets textures possibly obsolete now
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new UUID("00000000-0000-1111-9999-000000000010"),
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new UUID("00000000-0000-1111-9999-000000000011"),
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new UUID("00000000-0000-1111-9999-000000000012"),
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// other transparency defined in assets
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new UUID("3a367d1c-bef1-6d43-7595-e88c1e3aadb3"),
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new UUID("1578a2b1-5179-4b53-b618-fe00ca5a5594"),
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};
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Upload state.
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/// </summary>
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/// <remarks>
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/// New -> Uploading -> Complete
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/// </remarks>
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private enum UploadState
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{
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New,
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Uploading,
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Complete
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}
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/// <summary>
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/// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we
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/// are performing a delayed update.
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/// </summary>
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AgentAssetTransactions m_transactions;
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private UploadState m_uploadState = UploadState.New;
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private AssetBase m_asset;
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private UUID InventFolder = UUID.Zero;
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private sbyte invType = 0;
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private bool m_createItem;
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private uint m_createItemCallback;
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private bool m_updateItem;
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private InventoryItemBase m_updateItemData;
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private bool m_updateTaskItem;
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private TaskInventoryItem m_updateTaskItemData;
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private string m_description = String.Empty;
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private bool m_dumpAssetToFile;
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private string m_name = String.Empty;
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// private bool m_storeLocal;
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private uint nextPerm = 0;
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private IClientAPI ourClient;
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private UUID m_transactionID;
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private sbyte type = 0;
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private byte wearableType = 0;
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private byte[] m_oldData = null;
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public ulong XferID;
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private Scene m_Scene;
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/// <summary>
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/// AssetXferUploader constructor
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/// </summary>
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/// <param name='transactions'>/param>
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/// <param name='scene'></param>
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/// <param name='transactionID'></param>
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/// <param name='dumpAssetToFile'>
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/// If true then when the asset is uploaded it is dumped to a file with the format
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/// String.Format("{6}_{7}_{0:d2}{1:d2}{2:d2}_{3:d2}{4:d2}{5:d2}.dat",
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/// now.Year, now.Month, now.Day, now.Hour, now.Minute,
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/// now.Second, m_asset.Name, m_asset.Type);
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/// for debugging purposes.
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/// </param>
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public AssetXferUploader(
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AgentAssetTransactions transactions, Scene scene, UUID transactionID, bool dumpAssetToFile)
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{
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m_asset = new AssetBase();
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m_transactions = transactions;
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m_transactionID = transactionID;
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m_Scene = scene;
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m_dumpAssetToFile = dumpAssetToFile;
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}
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/// <summary>
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/// Process transfer data received from the client.
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/// </summary>
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/// <param name="xferID"></param>
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/// <param name="packetID"></param>
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/// <param name="data"></param>
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/// <returns>True if the transfer is complete, false otherwise or if the xferID was not valid</returns>
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public bool HandleXferPacket(ulong xferID, uint packetID, byte[] data)
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{
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// m_log.DebugFormat(
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// "[ASSET XFER UPLOADER]: Received packet {0} for xfer {1} (data length {2})",
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// packetID, xferID, data.Length);
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if (XferID == xferID)
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{
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lock (this)
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{
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int assetLength = m_asset.Data.Length;
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int dataLength = data.Length;
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if (m_asset.Data.Length > 1)
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{
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byte[] destinationArray = new byte[assetLength + dataLength];
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Array.Copy(m_asset.Data, 0, destinationArray, 0, assetLength);
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Array.Copy(data, 0, destinationArray, assetLength, dataLength);
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m_asset.Data = destinationArray;
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}
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else
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{
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if (dataLength > 4)
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{
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byte[] buffer2 = new byte[dataLength - 4];
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Array.Copy(data, 4, buffer2, 0, dataLength - 4);
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m_asset.Data = buffer2;
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}
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}
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}
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ourClient.SendConfirmXfer(xferID, packetID);
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if ((packetID & 0x80000000) != 0)
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{
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SendCompleteMessage();
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Start asset transfer from the client
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="assetID"></param>
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/// <param name="transaction"></param>
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/// <param name="type"></param>
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/// <param name="data">
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/// Optional data. If present then the asset is created immediately with this data
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/// rather than requesting an upload from the client. The data must be longer than 2 bytes.
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/// </param>
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/// <param name="storeLocal"></param>
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/// <param name="tempFile"></param>
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public void StartUpload(
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IClientAPI remoteClient, UUID assetID, UUID transaction, sbyte type, byte[] data, bool storeLocal,
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bool tempFile)
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{
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// m_log.DebugFormat(
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// "[ASSET XFER UPLOADER]: Initialised xfer from {0}, asset {1}, transaction {2}, type {3}, storeLocal {4}, tempFile {5}, already received data length {6}",
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// remoteClient.Name, assetID, transaction, type, storeLocal, tempFile, data.Length);
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lock (this)
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{
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if (m_uploadState != UploadState.New)
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{
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m_log.WarnFormat(
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"[ASSET XFER UPLOADER]: Tried to start upload of asset {0}, transaction {1} for {2} but this is already in state {3}. Aborting.",
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assetID, transaction, remoteClient.Name, m_uploadState);
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return;
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}
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m_uploadState = UploadState.Uploading;
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}
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ourClient = remoteClient;
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m_asset.FullID = assetID;
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m_asset.Type = type;
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m_asset.CreatorID = remoteClient.AgentId.ToString();
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m_asset.Data = data;
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m_asset.Local = storeLocal;
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m_asset.Temporary = tempFile;
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// m_storeLocal = storeLocal;
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if (m_asset.Data.Length > 2)
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{
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SendCompleteMessage();
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}
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else
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{
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RequestStartXfer();
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}
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}
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protected void RequestStartXfer()
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{
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XferID = Util.GetNextXferID();
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// m_log.DebugFormat(
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// "[ASSET XFER UPLOADER]: Requesting Xfer of asset {0}, type {1}, transfer id {2} from {3}",
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// m_asset.FullID, m_asset.Type, XferID, ourClient.Name);
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ourClient.SendXferRequest(XferID, m_asset.Type, m_asset.FullID, 0, new byte[0]);
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}
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protected void SendCompleteMessage()
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{
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// We must lock in order to avoid a race with a separate thread dealing with an inventory item or create
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// message from other client UDP.
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lock (this)
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{
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m_uploadState = UploadState.Complete;
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bool sucess = true;
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if (m_createItem)
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{
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sucess = CompleteCreateItem(m_createItemCallback);
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}
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else if (m_updateItem)
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{
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sucess = CompleteItemUpdate(m_updateItemData);
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}
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else if (m_updateTaskItem)
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{
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sucess = CompleteTaskItemUpdate(m_updateTaskItemData);
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}
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else if (m_asset.Local)
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{
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m_Scene.AssetService.Store(m_asset);
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}
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ourClient.SendAssetUploadCompleteMessage(m_asset.Type, sucess, m_asset.FullID);
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}
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m_log.DebugFormat(
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"[ASSET XFER UPLOADER]: Uploaded asset {0} for transaction {1}",
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m_asset.FullID, m_transactionID);
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if (m_dumpAssetToFile)
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{
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DateTime now = DateTime.Now;
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string filename =
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String.Format("{6}_{7}_{0:d2}{1:d2}{2:d2}_{3:d2}{4:d2}{5:d2}.dat",
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now.Year, now.Month, now.Day, now.Hour, now.Minute,
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now.Second, m_asset.Name, m_asset.Type);
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SaveAssetToFile(filename, m_asset.Data);
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}
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}
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private void SaveAssetToFile(string filename, byte[] data)
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{
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string assetPath = "UserAssets";
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if (!Directory.Exists(assetPath))
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{
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Directory.CreateDirectory(assetPath);
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}
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FileStream fs = File.Create(Path.Combine(assetPath, filename));
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BinaryWriter bw = new BinaryWriter(fs);
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bw.Write(data);
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bw.Close();
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fs.Close();
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}
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public void RequestCreateInventoryItem(IClientAPI remoteClient,
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UUID folderID, uint callbackID,
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string description, string name, sbyte invType,
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sbyte type, byte wearableType, uint nextOwnerMask)
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{
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InventFolder = folderID;
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m_name = name;
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m_description = description;
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this.type = type;
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this.invType = invType;
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this.wearableType = wearableType;
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nextPerm = nextOwnerMask;
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m_asset.Name = name;
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m_asset.Description = description;
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m_asset.Type = type;
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// We must lock to avoid a race with a separate thread uploading the asset.
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lock (this)
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{
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if (m_uploadState == UploadState.Complete)
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{
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CompleteCreateItem(callbackID);
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}
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else
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{
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m_createItem = true; //set flag so the inventory item is created when upload is complete
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m_createItemCallback = callbackID;
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}
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}
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}
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public void RequestUpdateInventoryItem(IClientAPI remoteClient, InventoryItemBase item)
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{
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// We must lock to avoid a race with a separate thread uploading the asset.
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lock (this)
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{
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m_asset.Name = item.Name;
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m_asset.Description = item.Description;
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m_asset.Type = (sbyte)item.AssetType;
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// remove redundante m_Scene.InventoryService.UpdateItem
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// if uploadState == UploadState.Complete)
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// if (m_asset.FullID != UUID.Zero)
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// {
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// We must always store the item at this point even if the asset hasn't finished uploading, in order
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// to avoid a race condition when the appearance module retrieves the item to set the asset id in
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// the AvatarAppearance structure.
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// item.AssetID = m_asset.FullID;
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// m_Scene.InventoryService.UpdateItem(item);
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// }
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if (m_uploadState == UploadState.Complete)
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{
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CompleteItemUpdate(item);
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}
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else
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{
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// do it here to avoid the eventual race condition
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if (m_asset.FullID != UUID.Zero)
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{
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// We must always store the item at this point even if the asset hasn't finished uploading, in order
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// to avoid a race condition when the appearance module retrieves the item to set the asset id in
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// the AvatarAppearance structure.
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item.AssetID = m_asset.FullID;
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m_Scene.InventoryService.UpdateItem(item);
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}
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// m_log.DebugFormat(
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// "[ASSET XFER UPLOADER]: Holding update inventory item request {0} for {1} pending completion of asset xfer for transaction {2}",
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// item.Name, remoteClient.Name, transactionID);
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m_updateItem = true;
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m_updateItemData = item;
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}
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}
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}
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public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient, TaskInventoryItem taskItem)
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{
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// We must lock to avoid a race with a separate thread uploading the asset.
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lock (this)
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{
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m_asset.Name = taskItem.Name;
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m_asset.Description = taskItem.Description;
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m_asset.Type = (sbyte)taskItem.Type;
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taskItem.AssetID = m_asset.FullID;
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if (m_uploadState == UploadState.Complete)
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{
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CompleteTaskItemUpdate(taskItem);
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}
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else
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{
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m_updateTaskItem = true;
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m_updateTaskItemData = taskItem;
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}
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}
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}
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/// <summary>
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/// Store the asset for the given item when it has been uploaded.
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/// </summary>
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/// <param name="item"></param>
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private bool CompleteItemUpdate(InventoryItemBase item)
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{
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// m_log.DebugFormat(
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// "[ASSET XFER UPLOADER]: Storing asset {0} for earlier item update for {1} for {2}",
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// m_asset.FullID, item.Name, ourClient.Name);
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uint perms = ValidateAssets();
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if(perms == 0)
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{
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string error = string.Format("Not enough permissions on asset(s) referenced by item '{0}', update failed", item.Name);
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ourClient.SendAlertMessage(error);
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m_transactions.RemoveXferUploader(m_transactionID);
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ourClient.SendBulkUpdateInventory(item); // invalid the change item on viewer cache
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}
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else
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{
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m_Scene.AssetService.Store(m_asset);
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if (m_asset.FullID != UUID.Zero)
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{
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item.AssetID = m_asset.FullID;
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m_Scene.InventoryService.UpdateItem(item);
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}
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ourClient.SendInventoryItemCreateUpdate(item, m_transactionID, 0);
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m_transactions.RemoveXferUploader(m_transactionID);
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m_Scene.EventManager.TriggerOnNewInventoryItemUploadComplete(item, 0);
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}
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return perms != 0;
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}
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/// <summary>
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/// Store the asset for the given task item when it has been uploaded.
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/// </summary>
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/// <param name="taskItem"></param>
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private bool CompleteTaskItemUpdate(TaskInventoryItem taskItem)
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{
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// m_log.DebugFormat(
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// "[ASSET XFER UPLOADER]: Storing asset {0} for earlier task item update for {1} for {2}",
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// m_asset.FullID, taskItem.Name, ourClient.Name);
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if(ValidateAssets() == 0)
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{
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m_transactions.RemoveXferUploader(m_transactionID);
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string error = string.Format("Not enough permissions on asset(s) referenced by task item '{0}', update failed", taskItem.Name);
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ourClient.SendAlertMessage(error);
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// force old asset to viewers ??
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return false;
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}
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m_Scene.AssetService.Store(m_asset);
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m_transactions.RemoveXferUploader(m_transactionID);
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return true;
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}
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private bool CompleteCreateItem(uint callbackID)
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{
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if(ValidateAssets() == 0)
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{
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m_transactions.RemoveXferUploader(m_transactionID);
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string error = string.Format("Not enough permissions on asset(s) referenced by item '{0}', creation failed", m_name);
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ourClient.SendAlertMessage(error);
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return false;
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}
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m_Scene.AssetService.Store(m_asset);
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InventoryItemBase item = new InventoryItemBase();
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item.Owner = ourClient.AgentId;
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item.CreatorId = ourClient.AgentId.ToString();
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item.ID = UUID.Random();
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item.AssetID = m_asset.FullID;
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item.Description = m_description;
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item.Name = m_name;
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item.AssetType = type;
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item.InvType = invType;
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item.Folder = InventFolder;
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item.BasePermissions = (uint)(PermissionMask.All | PermissionMask.Export);
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item.CurrentPermissions = item.BasePermissions;
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item.GroupPermissions=0;
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item.EveryOnePermissions=0;
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item.NextPermissions = nextPerm;
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item.Flags = (uint) wearableType;
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item.CreationDate = Util.UnixTimeSinceEpoch();
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m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
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item.ID, item.AssetID);
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if (m_Scene.AddInventoryItem(item))
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ourClient.SendInventoryItemCreateUpdate(item, m_transactionID, callbackID);
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else
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ourClient.SendAlertMessage("Unable to create inventory item");
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m_transactions.RemoveXferUploader(m_transactionID);
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return true;
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|
}
|
|
|
|
private uint ValidateAssets()
|
|
{
|
|
uint retPerms = 0x7fffffff;
|
|
// if(m_Scene.Permissions.BypassPermissions())
|
|
// return retPerms;
|
|
|
|
if (m_asset.Type == (sbyte)CustomAssetType.AnimationSet)
|
|
{
|
|
|
|
AnimationSet animSet = new AnimationSet(m_asset.Data);
|
|
|
|
retPerms &= animSet.Validate(x => {
|
|
const uint required = (uint)(PermissionMask.Transfer | PermissionMask.Copy);
|
|
uint perms = (uint)m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, x);
|
|
// currrent yes/no rule
|
|
if ((perms & required) != required)
|
|
return 0;
|
|
return perms;
|
|
});
|
|
|
|
return retPerms;
|
|
}
|
|
|
|
if (m_asset.Type == (sbyte)AssetType.Clothing ||
|
|
m_asset.Type == (sbyte)AssetType.Bodypart)
|
|
{
|
|
const uint texturesfullPermMask = (uint)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
|
|
string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
|
|
string[] lines = content.Split(new char[] {'\n'});
|
|
|
|
// on current requiriment of full rigths assume old assets where accepted
|
|
Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
|
|
|
|
int textures = 0;
|
|
|
|
foreach (string line in lines)
|
|
{
|
|
try
|
|
{
|
|
if (line.StartsWith("textures "))
|
|
textures = Convert.ToInt32(line.Substring(9));
|
|
|
|
else if (textures > 0)
|
|
{
|
|
string[] parts = line.Split(new char[] {' '});
|
|
|
|
UUID tx = new UUID(parts[1]);
|
|
int id = Convert.ToInt32(parts[0]);
|
|
|
|
if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
|
|
(allowed.ContainsKey(id) && allowed[id] == tx))
|
|
{
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
uint perms = (uint)m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
|
|
|
|
if ((perms & texturesfullPermMask) != texturesfullPermMask)
|
|
{
|
|
m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
retPerms &= perms;
|
|
}
|
|
}
|
|
textures--;
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
// If it's malformed, skip it
|
|
}
|
|
}
|
|
}
|
|
return retPerms;
|
|
}
|
|
|
|
/* not in use
|
|
/// <summary>
|
|
/// Get the asset data uploaded in this transfer.
|
|
/// </summary>
|
|
/// <returns>null if the asset has not finished uploading</returns>
|
|
public AssetBase GetAssetData()
|
|
{
|
|
if (m_uploadState == UploadState.Complete)
|
|
{
|
|
ValidateAssets();
|
|
return m_asset;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
*/
|
|
public void SetOldData(byte[] d)
|
|
{
|
|
m_oldData = d;
|
|
}
|
|
|
|
private Dictionary<int,UUID> ExtractTexturesFromOldData()
|
|
{
|
|
Dictionary<int,UUID> result = new Dictionary<int,UUID>();
|
|
if (m_oldData == null)
|
|
return result;
|
|
|
|
string content = System.Text.Encoding.ASCII.GetString(m_oldData);
|
|
string[] lines = content.Split(new char[] {'\n'});
|
|
|
|
int textures = 0;
|
|
|
|
foreach (string line in lines)
|
|
{
|
|
try
|
|
{
|
|
if (line.StartsWith("textures "))
|
|
{
|
|
textures = Convert.ToInt32(line.Substring(9));
|
|
}
|
|
else if (textures > 0)
|
|
{
|
|
string[] parts = line.Split(new char[] {' '});
|
|
|
|
UUID tx = new UUID(parts[1]);
|
|
int id = Convert.ToInt32(parts[0]);
|
|
result[id] = tx;
|
|
textures--;
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
// If it's malformed, skip it
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
}
|
|
}
|