OpenSimMirror/Asset_manager.cs

232 lines
7.8 KiB
C#

/*
Copyright (c) OpenSim project, http://sim.opensecondlife.org/
* Copyright (c) <year>, <copyright holder>
* All rights reserved.
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
using System;
using System.Collections.Generic;
using libsecondlife;
using System.Collections;
using libsecondlife.Packets;
using libsecondlife.AssetSystem;
using System.IO;
namespace OpenSim
{
/// <summary>
/// Description of Asset_manager.
/// </summary>
public class AssetManager
{
public Dictionary<libsecondlife.LLUUID,AssetInfo> Assets;
public ArrayList requests=new ArrayList(); //should change to a generic
// public ArrayList uploads=new ArrayList();
private Server server;
public TextureManager TextureMan;
public InventoryManager InventoryManager;
private System.Text.Encoding enc = System.Text.Encoding.ASCII;
public AssetManager(Server serve)
{
server=serve;
Assets=new Dictionary<libsecondlife.LLUUID,AssetInfo> ();
this.initialise();
}
public void AddRequest(User_Agent_info user, LLUUID asset_id, TransferRequestPacket tran_req)
{
Console.WriteLine("Asset Request "+ asset_id);
if(!this.Assets.ContainsKey(asset_id))
{
//not found asset
return;
}
AssetInfo info=this.Assets[asset_id];
System.Console.WriteLine("send asset : "+asset_id);
//for now as it will be only skin or shape request just send back the asset
TransferInfoPacket Transfer=new TransferInfoPacket();
Transfer.TransferInfo.ChannelType=2;
Transfer.TransferInfo.Status=0;
Transfer.TransferInfo.TargetType=0;
Transfer.TransferInfo.Params=tran_req.TransferInfo.Params;
Transfer.TransferInfo.Size=info.data.Length;
Transfer.TransferInfo.TransferID=tran_req.TransferInfo.TransferID;
server.SendPacket(Transfer,true,user);
TransferPacketPacket tran_p=new TransferPacketPacket();
tran_p.TransferData.Packet=0;
tran_p.TransferData.ChannelType=2;
tran_p.TransferData.TransferID=tran_req.TransferInfo.TransferID;
if(info.data.Length>1000) //but needs to be less than 2000 at the moment
{
byte[] chunk=new byte[1000];
Array.Copy(info.data,chunk,1000);
tran_p.TransferData.Data=chunk;
tran_p.TransferData.Status=0;
server.SendPacket(tran_p,true,user);
tran_p=new TransferPacketPacket();
tran_p.TransferData.Packet=1;
tran_p.TransferData.ChannelType=2;
tran_p.TransferData.TransferID=tran_req.TransferInfo.TransferID;
byte[] chunk1=new byte[(info.data.Length-1000)];
Array.Copy(info.data,1000,chunk1,0,chunk1.Length);
tran_p.TransferData.Data=chunk1;
tran_p.TransferData.Status=1;
server.SendPacket(tran_p,true,user);
}
else
{
tran_p.TransferData.Status=1; //last packet? so set to 1
tran_p.TransferData.Data=info.data;
server.SendPacket(tran_p,true,user);
}
}
public void CreateNewBaseSet(ref AvatarData Avata,User_Agent_info UserInfo)
{
//LLUUID BaseFolder=new LLUUID("4f5f559e-77a0-a4b9-84f9-8c74c07f7cfc");//*/"4fb2dab6-a987-da66-05ee-96ca82bccbf1");
//LLUUID BaseFolder=new LLUUID("480e2d92-61f6-9f16-f4f5-0f77cfa4f8f9");
LLUUID BaseFolder=Avata.BaseFolder;
InventoryManager.CreateNewFolder(UserInfo,Avata.InventoryFolder);
InventoryManager.CreateNewFolder(UserInfo, BaseFolder);
AssetInfo Base=this.Assets[new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73")];
AssetInfo Shape=new AssetInfo();
Shape.filename="";
Shape.data=new byte[Base.data.Length];
Array.Copy(Base.data,Shape.data,Base.data.Length);
Shape.Full_ID=LLUUID.Random();
Shape.Name="Default Skin";
Shape.Description="Default";
Shape.InvType=18;
Shape.Type=libsecondlife.AssetSystem.Asset.ASSET_TYPE_WEARABLE_BODY;
byte[] Agentid=enc.GetBytes(UserInfo.AgentID.ToStringHyphenated());
Array.Copy(Agentid,0,Shape.data,294,Agentid.Length);
this.Assets.Add(Shape.Full_ID,Shape);
/*FileStream fStream = new FileStream("Assetshape.dat", FileMode.CreateNew);
BinaryWriter bw = new BinaryWriter(fStream);
bw.Write(Shape.data);
bw.Close();
fStream.Close();*/
Avata.Wearables[0].ItemID=InventoryManager.AddToInventory(UserInfo,BaseFolder,Shape);
Avata.Wearables[0].AssetID=Shape.Full_ID;
//Avata.RootFolder=BaseFolder;
//give test texture
TextureImage Texture=TextureMan.textures[new LLUUID("00000000-0000-0000-5005-000000000005")];
InventoryManager.AddToInventory(UserInfo,BaseFolder,Texture);
}
private void initialise()
{
//for now read in our test image
AssetInfo im=new AssetInfo();
im.filename="base_shape.dat";
im.Full_ID=new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
this.loadAsset(im);
this.Assets.Add(im.Full_ID,im);
im=new AssetInfo();
im.filename="base_skin.dat";
im.Full_ID=new LLUUID("e0ee49b5a4184df8d3c9a65361fe7f49");
this.loadAsset(im);
this.Assets.Add(im.Full_ID,im);
}
private void loadAsset(AssetInfo info)
{
//should request Asset from storage manager
//but for now read from file
string data_path = System.AppDomain.CurrentDomain.BaseDirectory + @"\assets\";
string filename=data_path+@info.filename;
FileInfo fInfo = new FileInfo(filename);
long numBytes = fInfo.Length;
FileStream fStream = new FileStream(filename, FileMode.Open, FileAccess.Read);
byte[] idata=new byte[numBytes];
BinaryReader br = new BinaryReader(fStream);
idata= br.ReadBytes((int)numBytes);
br.Close();
fStream.Close();
info.data=idata;
info.loaded=true;
}
}
public class AssetRequest
{
public User_Agent_info RequestUser;
public LLUUID RequestImage;
public AssetInfo asset_inf;
public long data_pointer=0;
public int num_packets=0;
public int packet_counter=0;
public AssetRequest()
{
}
}
public class AssetInfo:AssetBase
{
//public byte[] data;
//public LLUUID Full_ID;
public string filename;
public bool loaded;
public ulong last_used; //need to add a tick/time counter and keep record
// of how often images are requested to unload unused ones.
public AssetInfo()
{
}
}
public class AssetBase
{
public byte[] data;
public LLUUID Full_ID;
public sbyte Type;
public sbyte InvType;
public string Name;
public string Description;
public AssetBase()
{
}
}
}