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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 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.Xml;
using libsecondlife;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Console;
/// <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
{
protected AssetBase CreateAsset(string assetIdStr, string name, string filename, bool isImage)
{
AssetBase asset = new AssetBase(
new LLUUID(assetIdStr),
name
);
if (!String.IsNullOrEmpty(filename))
{
MainLog.Instance.Verbose("ASSETS", "Loading: [{0}][{1}]", name, filename);
LoadAsset(asset, isImage, filename);
}
else
{
MainLog.Instance.Verbose("ASSETS", "Instantiated: [{0}]", name);
}
return asset;
}
protected void LoadAsset(AssetBase info, bool image, string filename)
{
string dataPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "assets"); //+ folder;
string fileName = Path.Combine(dataPath, filename);
FileInfo fInfo = new FileInfo(fileName);
long numBytes = fInfo.Length;
FileStream fStream = new FileStream(fileName, 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 ForEachXmlAsset(Action<AssetBase> action)
{
List<AssetBase> assets = new List<AssetBase>();
// System.Console.WriteLine("trying loading asset into database");
string filePath = Path.Combine(Util.configDir(), "assets/OpenSimAssetSet.xml");
if (File.Exists(filePath))
{
try
{
XmlConfigSource source = new XmlConfigSource(filePath);
for (int i = 0; i < source.Configs.Count; i++)
{
// System.Console.WriteLine("loading asset into database");
string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToString());
string name = source.Configs[i].GetString("name", "");
sbyte type = (sbyte) source.Configs[i].GetInt("assetType", 0);
sbyte invType = (sbyte) source.Configs[i].GetInt("inventoryType", 0);
string fileName = source.Configs[i].GetString("fileName", "");
AssetBase newAsset = CreateAsset(assetIdStr, name, fileName, false);
newAsset.Type = type;
newAsset.InvType = invType;
assets.Add(newAsset);
}
}
catch (XmlException e)
{
MainLog.Instance.Error("ASSETS", "Error loading " + filePath + ": " + e.ToString());
}
}
assets.ForEach(action);
}
}
}
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