clockwerk-opensim-stable – Blame information for rev 1

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1 vero 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System;
29 using System.Collections.Generic;
30 using System.Text;
31 using OpenMetaverse;
32  
33 namespace OpenSim.Framework.Serialization
34 {
35 /// <summary>
36 /// Constants for the archiving module
37 /// </summary>
38 public class ArchiveConstants
39 {
40 /// <value>
41 /// The location of the archive control file
42 /// </value>
43 public const string CONTROL_FILE_PATH = "archive.xml";
44  
45 /// <value>
46 /// Path for the assets held in an archive
47 /// </value>
48 public const string ASSETS_PATH = "assets/";
49  
50 /// <value>
51 /// Path for the inventory data
52 /// </value>
53 public const string INVENTORY_PATH = "inventory/";
54  
55 /// <value>
56 /// Path for regions in a multi-region archive
57 /// </value>
58 public const string REGIONS_PATH = "regions/";
59  
60 /// <value>
61 /// Path for the prims file
62 /// </value>
63 public const string OBJECTS_PATH = "objects/";
64  
65 /// <value>
66 /// Path for terrains. Technically these may be assets, but I think it's quite nice to split them out.
67 /// </value>
68 public const string TERRAINS_PATH = "terrains/";
69  
70 /// <value>
71 /// Path for region settings.
72 /// </value>
73 public const string SETTINGS_PATH = "settings/";
74  
75 /// <value>
76 /// Path for region settings.
77 /// </value>
78 public const string LANDDATA_PATH = "landdata/";
79  
80 /// <value>
81 /// Path for user profiles
82 /// </value>
83 public const string USERS_PATH = "userprofiles/";
84  
85 /// <value>
86 /// The character the separates the uuid from extension information in an archived asset filename
87 /// </value>
88 public const string ASSET_EXTENSION_SEPARATOR = "_";
89  
90 /// <value>
91 /// Used to separate components in an inventory node name
92 /// </value>
93 public const string INVENTORY_NODE_NAME_COMPONENT_SEPARATOR = "__";
94  
95 /// <summary>
96 /// Template used for creating filenames in OpenSim Archives.
97 /// </summary>
98 public const string OAR_OBJECT_FILENAME_TEMPLATE = "{0}_{1:000}-{2:000}-{3:000}__{4}.xml";
99  
100 /// <value>
101 /// Extensions used for asset types in the archive
102 /// </value>
103 public static readonly IDictionary<sbyte, string> ASSET_TYPE_TO_EXTENSION = new Dictionary<sbyte, string>();
104 public static readonly IDictionary<string, sbyte> EXTENSION_TO_ASSET_TYPE = new Dictionary<string, sbyte>();
105  
106 static ArchiveConstants()
107 {
108 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Animation] = ASSET_EXTENSION_SEPARATOR + "animation.bvh";
109 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Bodypart] = ASSET_EXTENSION_SEPARATOR + "bodypart.txt";
110 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.CallingCard] = ASSET_EXTENSION_SEPARATOR + "callingcard.txt";
111 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Clothing] = ASSET_EXTENSION_SEPARATOR + "clothing.txt";
112 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Folder] = ASSET_EXTENSION_SEPARATOR + "folder.txt"; // Not sure if we'll ever see this
113 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Gesture] = ASSET_EXTENSION_SEPARATOR + "gesture.txt";
114 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageJPEG] = ASSET_EXTENSION_SEPARATOR + "image.jpg";
115 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageTGA] = ASSET_EXTENSION_SEPARATOR + "image.tga";
116 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Landmark] = ASSET_EXTENSION_SEPARATOR + "landmark.txt";
117 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LostAndFoundFolder] = ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"; // Not sure if we'll ever see this
118 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLBytecode] = ASSET_EXTENSION_SEPARATOR + "bytecode.lso";
119 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLText] = ASSET_EXTENSION_SEPARATOR + "script.lsl";
120 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Mesh] = ASSET_EXTENSION_SEPARATOR + "mesh.llmesh";
121 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Notecard] = ASSET_EXTENSION_SEPARATOR + "notecard.txt";
122 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Object] = ASSET_EXTENSION_SEPARATOR + "object.xml";
123 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.RootFolder] = ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"; // Not sure if we'll ever see this
124 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Simstate] = ASSET_EXTENSION_SEPARATOR + "simstate.bin"; // Not sure if we'll ever see this
125 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SnapshotFolder] = ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"; // Not sure if we'll ever see this
126 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Sound] = ASSET_EXTENSION_SEPARATOR + "sound.ogg";
127 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV] = ASSET_EXTENSION_SEPARATOR + "sound.wav";
128 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2";
129 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga";
130 ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TrashFolder] = ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"; // Not sure if we'll ever see this
131  
132 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = (sbyte)AssetType.Animation;
133 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = (sbyte)AssetType.Bodypart;
134 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "callingcard.txt"] = (sbyte)AssetType.CallingCard;
135 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "clothing.txt"] = (sbyte)AssetType.Clothing;
136 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "folder.txt"] = (sbyte)AssetType.Folder;
137 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "gesture.txt"] = (sbyte)AssetType.Gesture;
138 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.jpg"] = (sbyte)AssetType.ImageJPEG;
139 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.tga"] = (sbyte)AssetType.ImageTGA;
140 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "landmark.txt"] = (sbyte)AssetType.Landmark;
141 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"] = (sbyte)AssetType.LostAndFoundFolder;
142 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bytecode.lso"] = (sbyte)AssetType.LSLBytecode;
143 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "script.lsl"] = (sbyte)AssetType.LSLText;
144 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "mesh.llmesh"] = (sbyte)AssetType.Mesh;
145 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "notecard.txt"] = (sbyte)AssetType.Notecard;
146 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "object.xml"] = (sbyte)AssetType.Object;
147 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"] = (sbyte)AssetType.RootFolder;
148 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "simstate.bin"] = (sbyte)AssetType.Simstate;
149 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"] = (sbyte)AssetType.SnapshotFolder;
150 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.ogg"] = (sbyte)AssetType.Sound;
151 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.wav"] = (sbyte)AssetType.SoundWAV;
152 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.jp2"] = (sbyte)AssetType.Texture;
153 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = (sbyte)AssetType.TextureTGA;
154 EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"] = (sbyte)AssetType.TrashFolder;
155 }
156  
157 public static string CreateOarLandDataPath(LandData ld)
158 {
159 return string.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH, ld.GlobalID);
160 }
161  
162 /// <summary>
163 /// Create the filename used to store an object in an OpenSim Archive.
164 /// </summary>
165 /// <param name="objectName"></param>
166 /// <param name="uuid"></param>
167 /// <param name="pos"></param>
168 /// <returns></returns>
169 public static string CreateOarObjectFilename(string objectName, UUID uuid, Vector3 pos)
170 {
171 return string.Format(
172 OAR_OBJECT_FILENAME_TEMPLATE, objectName,
173 Math.Round(pos.X), Math.Round(pos.Y), Math.Round(pos.Z),
174 uuid);
175 }
176  
177 /// <summary>
178 /// Create the path used to store an object in an OpenSim Archives.
179 /// </summary>
180 /// <param name="objectName"></param>
181 /// <param name="uuid"></param>
182 /// <param name="pos"></param>
183 /// <returns></returns>
184 public static string CreateOarObjectPath(string objectName, UUID uuid, Vector3 pos)
185 {
186 return OBJECTS_PATH + CreateOarObjectFilename(objectName, uuid, pos);
187 }
188  
189 /// <summary>
190 /// Extract a plain path from an IAR path
191 /// </summary>
192 /// <param name="iarPath"></param>
193 /// <returns></returns>
194 public static string ExtractPlainPathFromIarPath(string iarPath)
195 {
196 List<string> plainDirs = new List<string>();
197  
198 string[] iarDirs = iarPath.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
199  
200 foreach (string iarDir in iarDirs)
201 {
202 if (!iarDir.Contains(ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR))
203 plainDirs.Add(iarDir);
204  
205 int i = iarDir.LastIndexOf(ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR);
206  
207 plainDirs.Add(iarDir.Remove(i));
208 }
209  
210 return string.Join("/", plainDirs.ToArray());
211 }
212 }
213 }