opensim – Rev 1
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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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 System.IO;
using System.Reflection;
using System.Xml;
using log4net;
using Nini.Config;
using OpenMetaverse;
/// <summary>
/// Loads assets from the filesystem location. Not yet a plugin, though it should be.
/// </summary>
namespace OpenSim.Framework.AssetLoader.Filesystem
{
public class AssetLoaderFileSystem : IAssetLoader
{
private static readonly UUID LIBRARY_OWNER_ID = new UUID("11111111-1111-0000-0000-000100bba000");
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected static AssetBase CreateAsset(string assetIdStr, string name, string path, sbyte type)
{
AssetBase asset = new AssetBase(new UUID(assetIdStr), name, type, LIBRARY_OWNER_ID.ToString());
if (!String.IsNullOrEmpty(path))
{
//m_log.InfoFormat("[ASSETS]: Loading: [{0}][{1}]", name, path);
LoadAsset(asset, path);
}
else
{
m_log.InfoFormat("[ASSETS]: Instantiated: [{0}]", name);
}
return asset;
}
protected static void LoadAsset(AssetBase info, string path)
{
// bool image =
// (info.Type == (sbyte)AssetType.Texture ||
// info.Type == (sbyte)AssetType.TextureTGA ||
// info.Type == (sbyte)AssetType.ImageJPEG ||
// info.Type == (sbyte)AssetType.ImageTGA);
FileInfo fInfo = new FileInfo(path);
long numBytes = fInfo.Length;
if (fInfo.Exists)
{
FileStream fStream = new FileStream(path, 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;
}
else
{
m_log.ErrorFormat("[ASSETS]: file: [{0}] not found !", path);
}
}
public void ForEachDefaultXmlAsset(string assetSetFilename, Action<AssetBase> action)
{
List<AssetBase> assets = new List<AssetBase>();
if (File.Exists(assetSetFilename))
{
string assetSetPath = "ERROR";
string assetRootPath = "";
try
{
XmlConfigSource source = new XmlConfigSource(assetSetFilename);
assetRootPath = Path.GetFullPath(source.SavePath);
assetRootPath = Path.GetDirectoryName(assetRootPath);
for (int i = 0; i < source.Configs.Count; i++)
{
assetSetPath = source.Configs[i].GetString("file", String.Empty);
LoadXmlAssetSet(Path.Combine(assetRootPath, assetSetPath), assets);
}
}
catch (XmlException e)
{
m_log.ErrorFormat("[ASSETS]: Error loading {0} : {1}", assetSetPath, e);
}
}
else
{
m_log.ErrorFormat("[ASSETS]: Asset set control file {0} does not exist! No assets loaded.", assetSetFilename);
}
assets.ForEach(action);
}
/// <summary>
/// Use the asset set information at path to load assets
/// </summary>
/// <param name="assetSetPath"></param>
/// <param name="assets"></param>
protected static void LoadXmlAssetSet(string assetSetPath, List<AssetBase> assets)
{
//m_log.InfoFormat("[ASSETS]: Loading asset set {0}", assetSetPath);
if (File.Exists(assetSetPath))
{
try
{
XmlConfigSource source = new XmlConfigSource(assetSetPath);
String dir = Path.GetDirectoryName(assetSetPath);
for (int i = 0; i < source.Configs.Count; i++)
{
string assetIdStr = source.Configs[i].GetString("assetID", UUID.Random().ToString());
string name = source.Configs[i].GetString("name", String.Empty);
sbyte type = (sbyte)source.Configs[i].GetInt("assetType", 0);
string assetPath = Path.Combine(dir, source.Configs[i].GetString("fileName", String.Empty));
AssetBase newAsset = CreateAsset(assetIdStr, name, assetPath, type);
newAsset.Type = type;
assets.Add(newAsset);
}
}
catch (XmlException e)
{
m_log.ErrorFormat("[ASSETS]: Error loading {0} : {1}", assetSetPath, e);
}
}
else
{
m_log.ErrorFormat("[ASSETS]: Asset set file {0} does not exist!", assetSetPath);
}
}
}
}