opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Text; |
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31 | using OpenMetaverse; |
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32 | using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType; |
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33 | |||
34 | namespace OpenSim.Framework.Serialization |
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35 | { |
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36 | /// <summary> |
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37 | /// Constants for the archiving module |
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38 | /// </summary> |
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39 | public class ArchiveConstants |
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40 | { |
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41 | /// <value> |
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42 | /// The location of the archive control file |
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43 | /// </value> |
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44 | public const string CONTROL_FILE_PATH = "archive.xml"; |
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45 | |||
46 | /// <value> |
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47 | /// Path for the assets held in an archive |
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48 | /// </value> |
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49 | public const string ASSETS_PATH = "assets/"; |
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50 | |||
51 | /// <value> |
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52 | /// Path for the inventory data |
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53 | /// </value> |
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54 | public const string INVENTORY_PATH = "inventory/"; |
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55 | |||
56 | /// <value> |
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57 | /// Path for regions in a multi-region archive |
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58 | /// </value> |
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59 | public const string REGIONS_PATH = "regions/"; |
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60 | |||
61 | /// <value> |
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62 | /// Path for the prims file |
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63 | /// </value> |
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64 | public const string OBJECTS_PATH = "objects/"; |
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65 | |||
66 | /// <value> |
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67 | /// Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. |
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68 | /// </value> |
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69 | public const string TERRAINS_PATH = "terrains/"; |
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70 | |||
71 | /// <value> |
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72 | /// Path for region settings. |
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73 | /// </value> |
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74 | public const string SETTINGS_PATH = "settings/"; |
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75 | |||
76 | /// <value> |
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77 | /// Path for region settings. |
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78 | /// </value> |
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79 | public const string LANDDATA_PATH = "landdata/"; |
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80 | |||
81 | /// <value> |
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82 | /// Path for user profiles |
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83 | /// </value> |
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84 | public const string USERS_PATH = "userprofiles/"; |
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85 | |||
86 | /// <value> |
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87 | /// The character the separates the uuid from extension information in an archived asset filename |
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88 | /// </value> |
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89 | public const string ASSET_EXTENSION_SEPARATOR = "_"; |
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90 | |||
91 | /// <value> |
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92 | /// Used to separate components in an inventory node name |
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93 | /// </value> |
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94 | public const string INVENTORY_NODE_NAME_COMPONENT_SEPARATOR = "__"; |
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95 | |||
96 | /// <summary> |
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97 | /// Template used for creating filenames in OpenSim Archives. |
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98 | /// </summary> |
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99 | public const string OAR_OBJECT_FILENAME_TEMPLATE = "{0}_{1:000}-{2:000}-{3:000}__{4}.xml"; |
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100 | |||
101 | /// <value> |
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102 | /// Extensions used for asset types in the archive |
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103 | /// </value> |
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104 | public static readonly IDictionary<sbyte, string> ASSET_TYPE_TO_EXTENSION = new Dictionary<sbyte, string>(); |
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105 | public static readonly IDictionary<string, sbyte> EXTENSION_TO_ASSET_TYPE = new Dictionary<string, sbyte>(); |
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106 | |||
107 | static ArchiveConstants() |
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108 | { |
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109 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Animation] = ASSET_EXTENSION_SEPARATOR + "animation.bvh"; |
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110 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Bodypart] = ASSET_EXTENSION_SEPARATOR + "bodypart.txt"; |
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111 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.CallingCard] = ASSET_EXTENSION_SEPARATOR + "callingcard.txt"; |
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112 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Clothing] = ASSET_EXTENSION_SEPARATOR + "clothing.txt"; |
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113 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Folder] = ASSET_EXTENSION_SEPARATOR + "folder.txt"; // Not sure if we'll ever see this |
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114 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Gesture] = ASSET_EXTENSION_SEPARATOR + "gesture.txt"; |
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115 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageJPEG] = ASSET_EXTENSION_SEPARATOR + "image.jpg"; |
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116 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageTGA] = ASSET_EXTENSION_SEPARATOR + "image.tga"; |
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117 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Landmark] = ASSET_EXTENSION_SEPARATOR + "landmark.txt"; |
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118 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LostAndFoundFolder] = ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"; // Not sure if we'll ever see this |
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119 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLBytecode] = ASSET_EXTENSION_SEPARATOR + "bytecode.lso"; |
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120 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLText] = ASSET_EXTENSION_SEPARATOR + "script.lsl"; |
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121 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Mesh] = ASSET_EXTENSION_SEPARATOR + "mesh.llmesh"; |
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122 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Notecard] = ASSET_EXTENSION_SEPARATOR + "notecard.txt"; |
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123 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Object] = ASSET_EXTENSION_SEPARATOR + "object.xml"; |
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124 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.RootFolder] = ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"; // Not sure if we'll ever see this |
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125 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Simstate] = ASSET_EXTENSION_SEPARATOR + "simstate.bin"; // Not sure if we'll ever see this |
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126 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SnapshotFolder] = ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"; // Not sure if we'll ever see this |
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127 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Sound] = ASSET_EXTENSION_SEPARATOR + "sound.ogg"; |
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128 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV] = ASSET_EXTENSION_SEPARATOR + "sound.wav"; |
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129 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2"; |
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130 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga"; |
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131 | ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TrashFolder] = ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"; // Not sure if we'll ever see this |
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132 | ASSET_TYPE_TO_EXTENSION[(sbyte)OpenSimAssetType.Material] = ASSET_EXTENSION_SEPARATOR + "material.xml"; // Not sure if we'll ever see this |
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133 | |||
134 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = (sbyte)AssetType.Animation; |
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135 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = (sbyte)AssetType.Bodypart; |
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136 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "callingcard.txt"] = (sbyte)AssetType.CallingCard; |
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137 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "clothing.txt"] = (sbyte)AssetType.Clothing; |
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138 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "folder.txt"] = (sbyte)AssetType.Folder; |
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139 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "gesture.txt"] = (sbyte)AssetType.Gesture; |
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140 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.jpg"] = (sbyte)AssetType.ImageJPEG; |
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141 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.tga"] = (sbyte)AssetType.ImageTGA; |
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142 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "landmark.txt"] = (sbyte)AssetType.Landmark; |
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143 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"] = (sbyte)AssetType.LostAndFoundFolder; |
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144 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bytecode.lso"] = (sbyte)AssetType.LSLBytecode; |
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145 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "script.lsl"] = (sbyte)AssetType.LSLText; |
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146 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "mesh.llmesh"] = (sbyte)AssetType.Mesh; |
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147 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "notecard.txt"] = (sbyte)AssetType.Notecard; |
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148 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "object.xml"] = (sbyte)AssetType.Object; |
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149 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"] = (sbyte)AssetType.RootFolder; |
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150 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "simstate.bin"] = (sbyte)AssetType.Simstate; |
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151 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"] = (sbyte)AssetType.SnapshotFolder; |
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152 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.ogg"] = (sbyte)AssetType.Sound; |
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153 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.wav"] = (sbyte)AssetType.SoundWAV; |
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154 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.jp2"] = (sbyte)AssetType.Texture; |
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155 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = (sbyte)AssetType.TextureTGA; |
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156 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"] = (sbyte)AssetType.TrashFolder; |
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157 | EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "material.xml"] = (sbyte)OpenSimAssetType.Material; |
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158 | } |
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159 | |||
160 | public static string CreateOarLandDataPath(LandData ld) |
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161 | { |
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162 | return string.Format("{0}{1}.xml", ArchiveConstants.LANDDATA_PATH, ld.GlobalID); |
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163 | } |
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164 | |||
165 | /// <summary> |
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166 | /// Create the filename used to store an object in an OpenSim Archive. |
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167 | /// </summary> |
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168 | /// <param name="objectName"></param> |
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169 | /// <param name="uuid"></param> |
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170 | /// <param name="pos"></param> |
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171 | /// <returns></returns> |
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172 | public static string CreateOarObjectFilename(string objectName, UUID uuid, Vector3 pos) |
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173 | { |
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174 | return string.Format( |
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175 | OAR_OBJECT_FILENAME_TEMPLATE, objectName, |
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176 | Math.Round(pos.X), Math.Round(pos.Y), Math.Round(pos.Z), |
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177 | uuid); |
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178 | } |
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179 | |||
180 | /// <summary> |
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181 | /// Create the path used to store an object in an OpenSim Archives. |
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182 | /// </summary> |
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183 | /// <param name="objectName"></param> |
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184 | /// <param name="uuid"></param> |
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185 | /// <param name="pos"></param> |
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186 | /// <returns></returns> |
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187 | public static string CreateOarObjectPath(string objectName, UUID uuid, Vector3 pos) |
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188 | { |
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189 | return OBJECTS_PATH + CreateOarObjectFilename(objectName, uuid, pos); |
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190 | } |
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191 | |||
192 | /// <summary> |
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193 | /// Extract a plain path from an IAR path |
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194 | /// </summary> |
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195 | /// <param name="iarPath"></param> |
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196 | /// <returns></returns> |
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197 | public static string ExtractPlainPathFromIarPath(string iarPath) |
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198 | { |
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199 | List<string> plainDirs = new List<string>(); |
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200 | |||
201 | string[] iarDirs = iarPath.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries); |
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202 | |||
203 | foreach (string iarDir in iarDirs) |
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204 | { |
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205 | if (!iarDir.Contains(ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR)) |
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206 | plainDirs.Add(iarDir); |
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207 | |||
208 | int i = iarDir.LastIndexOf(ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR); |
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209 | |||
210 | plainDirs.Add(iarDir.Remove(i)); |
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211 | } |
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212 | |||
213 | return string.Join("/", plainDirs.ToArray()); |
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214 | } |
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215 | } |
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216 | } |