/* * 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 OpenSim 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 libsecondlife; using log4net; using Nini.Config; /// <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 ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected static AssetBase CreateAsset(string assetIdStr, string name, string path, bool isImage) { AssetBase asset = new AssetBase( new LLUUID(assetIdStr), name ); if (!String.IsNullOrEmpty(path)) { m_log.InfoFormat("[ASSETS]: Loading: [{0}][{1}]", name, path); LoadAsset(asset, isImage, path); } else { m_log.InfoFormat("[ASSETS]: Instantiated: [{0}]", name); } return asset; } protected static void LoadAsset(AssetBase info, bool image, string path) { FileInfo fInfo = new FileInfo(path); long numBytes = fInfo.Length; 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; } public void ForEachDefaultXmlAsset(Action<AssetBase> action) { string assetSetFilename = Path.Combine(Util.assetsDir(), "AssetSets.xml"); ForEachDefaultXmlAsset(assetSetFilename, action); } public void ForEachDefaultXmlAsset(string assetSetFilename, Action<AssetBase> action) { List<AssetBase> assets = new List<AssetBase>(); if (File.Exists(assetSetFilename)) { string assetSetPath = "ERROR"; try { XmlConfigSource source = new XmlConfigSource(assetSetFilename); for (int i = 0; i < source.Configs.Count; i++) { assetSetPath = source.Configs[i].GetString("file", String.Empty); LoadXmlAssetSet(Path.Combine(Util.assetsDir(), assetSetPath), assets); } } catch (XmlException e) { m_log.ErrorFormat("[ASSETS]: Error loading {0} : {1}", assetSetPath, e); } } else { m_log.Error("[ASSETS]: Asset set control file assets/AssetSets.xml does not exist! No assets loaded."); } 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", LLUUID.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, false); 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); } } } }