clockwerk-opensim – Blame information for rev 1
?pathlinks?
Rev | Author | Line No. | Line |
---|---|---|---|
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.IO; |
||
31 | using System.Reflection; |
||
32 | using System.Xml; |
||
33 | using log4net; |
||
34 | using Nini.Config; |
||
35 | using OpenMetaverse; |
||
36 | |||
37 | /// <summary> |
||
38 | /// Loads assets from the filesystem location. Not yet a plugin, though it should be. |
||
39 | /// </summary> |
||
40 | namespace OpenSim.Framework.AssetLoader.Filesystem |
||
41 | { |
||
42 | public class AssetLoaderFileSystem : IAssetLoader |
||
43 | { |
||
44 | private static readonly UUID LIBRARY_OWNER_ID = new UUID("11111111-1111-0000-0000-000100bba000"); |
||
45 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
||
46 | |||
47 | protected static AssetBase CreateAsset(string assetIdStr, string name, string path, sbyte type) |
||
48 | { |
||
49 | AssetBase asset = new AssetBase(new UUID(assetIdStr), name, type, LIBRARY_OWNER_ID.ToString()); |
||
50 | |||
51 | if (!String.IsNullOrEmpty(path)) |
||
52 | { |
||
53 | //m_log.InfoFormat("[ASSETS]: Loading: [{0}][{1}]", name, path); |
||
54 | |||
55 | LoadAsset(asset, path); |
||
56 | } |
||
57 | else |
||
58 | { |
||
59 | m_log.InfoFormat("[ASSETS]: Instantiated: [{0}]", name); |
||
60 | } |
||
61 | |||
62 | return asset; |
||
63 | } |
||
64 | |||
65 | protected static void LoadAsset(AssetBase info, string path) |
||
66 | { |
||
67 | // bool image = |
||
68 | // (info.Type == (sbyte)AssetType.Texture || |
||
69 | // info.Type == (sbyte)AssetType.TextureTGA || |
||
70 | // info.Type == (sbyte)AssetType.ImageJPEG || |
||
71 | // info.Type == (sbyte)AssetType.ImageTGA); |
||
72 | |||
73 | FileInfo fInfo = new FileInfo(path); |
||
74 | long numBytes = fInfo.Length; |
||
75 | if (fInfo.Exists) |
||
76 | { |
||
77 | FileStream fStream = new FileStream(path, FileMode.Open, FileAccess.Read); |
||
78 | byte[] idata = new byte[numBytes]; |
||
79 | BinaryReader br = new BinaryReader(fStream); |
||
80 | idata = br.ReadBytes((int)numBytes); |
||
81 | br.Close(); |
||
82 | fStream.Close(); |
||
83 | info.Data = idata; |
||
84 | //info.loaded=true; |
||
85 | } |
||
86 | else |
||
87 | { |
||
88 | m_log.ErrorFormat("[ASSETS]: file: [{0}] not found !", path); |
||
89 | } |
||
90 | } |
||
91 | |||
92 | public void ForEachDefaultXmlAsset(string assetSetFilename, Action<AssetBase> action) |
||
93 | { |
||
94 | List<AssetBase> assets = new List<AssetBase>(); |
||
95 | if (File.Exists(assetSetFilename)) |
||
96 | { |
||
97 | string assetSetPath = "ERROR"; |
||
98 | string assetRootPath = ""; |
||
99 | try |
||
100 | { |
||
101 | XmlConfigSource source = new XmlConfigSource(assetSetFilename); |
||
102 | assetRootPath = Path.GetFullPath(source.SavePath); |
||
103 | assetRootPath = Path.GetDirectoryName(assetRootPath); |
||
104 | |||
105 | for (int i = 0; i < source.Configs.Count; i++) |
||
106 | { |
||
107 | assetSetPath = source.Configs[i].GetString("file", String.Empty); |
||
108 | |||
109 | LoadXmlAssetSet(Path.Combine(assetRootPath, assetSetPath), assets); |
||
110 | } |
||
111 | } |
||
112 | catch (XmlException e) |
||
113 | { |
||
114 | m_log.ErrorFormat("[ASSETS]: Error loading {0} : {1}", assetSetPath, e); |
||
115 | } |
||
116 | } |
||
117 | else |
||
118 | { |
||
119 | m_log.ErrorFormat("[ASSETS]: Asset set control file {0} does not exist! No assets loaded.", assetSetFilename); |
||
120 | } |
||
121 | |||
122 | assets.ForEach(action); |
||
123 | } |
||
124 | |||
125 | /// <summary> |
||
126 | /// Use the asset set information at path to load assets |
||
127 | /// </summary> |
||
128 | /// <param name="assetSetPath"></param> |
||
129 | /// <param name="assets"></param> |
||
130 | protected static void LoadXmlAssetSet(string assetSetPath, List<AssetBase> assets) |
||
131 | { |
||
132 | //m_log.InfoFormat("[ASSETS]: Loading asset set {0}", assetSetPath); |
||
133 | |||
134 | if (File.Exists(assetSetPath)) |
||
135 | { |
||
136 | try |
||
137 | { |
||
138 | XmlConfigSource source = new XmlConfigSource(assetSetPath); |
||
139 | String dir = Path.GetDirectoryName(assetSetPath); |
||
140 | |||
141 | for (int i = 0; i < source.Configs.Count; i++) |
||
142 | { |
||
143 | string assetIdStr = source.Configs[i].GetString("assetID", UUID.Random().ToString()); |
||
144 | string name = source.Configs[i].GetString("name", String.Empty); |
||
145 | sbyte type = (sbyte)source.Configs[i].GetInt("assetType", 0); |
||
146 | string assetPath = Path.Combine(dir, source.Configs[i].GetString("fileName", String.Empty)); |
||
147 | |||
148 | AssetBase newAsset = CreateAsset(assetIdStr, name, assetPath, type); |
||
149 | |||
150 | newAsset.Type = type; |
||
151 | assets.Add(newAsset); |
||
152 | } |
||
153 | } |
||
154 | catch (XmlException e) |
||
155 | { |
||
156 | m_log.ErrorFormat("[ASSETS]: Error loading {0} : {1}", assetSetPath, e); |
||
157 | } |
||
158 | } |
||
159 | else |
||
160 | { |
||
161 | m_log.ErrorFormat("[ASSETS]: Asset set file {0} does not exist!", assetSetPath); |
||
162 | } |
||
163 | } |
||
164 | } |
||
165 | } |