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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.Collections.Generic;
using libsecondlife;
namespace OpenSim.Region.Environment.Modules.World.Archiver
{
/// <summary>
/// Constants for the archiving module
/// </summary>
public class ArchiveConstants
{
/// <summary>
/// Path for the assets held in an archive
/// </summary>
public static readonly string ASSETS_PATH = "assets/";
/// <summary>
/// Path for the assets metadata file
/// </summary>
//public static readonly string ASSETS_METADATA_PATH = "assets.xml";
/// <summary>
/// Path for the prims file
/// </summary>
public static readonly string OBJECTS_PATH = "objects/";
/// <summary>
/// Path for terrains. Technically these may be assets, but I think it's quite nice to split them out.
/// </summary>
public static readonly string TERRAINS_PATH = "terrains/";
/// <summary>
/// Extensions used for asset types in the archive
/// </summary>
public static readonly IDictionary<sbyte, string> ASSET_TYPE_TO_EXTENSION = new Dictionary<sbyte, string>();
public static readonly IDictionary<string, sbyte> EXTENSION_TO_ASSET_TYPE = new Dictionary<string, sbyte>();
static ArchiveConstants()
{
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Animation] = "_animation.bvh";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Bodypart] = "_bodypart.txt";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.CallingCard] = "_callingcard.txt";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Clothing] = "_clothing.txt";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Folder] = "_folder.txt"; // Not sure if we'll ever see this
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Gesture] = "_gesture.txt";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageJPEG] = "_image.jpg";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageTGA] = "_image.tga";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LostAndFoundFolder] = "_lostandfoundfolder.txt"; // Not sure if we'll ever see this
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLBytecode] = "_bytecode.lso";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLText] = "_script.lsl";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Notecard] = "_notecard.txt";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Object] = "_object.xml";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.RootFolder] = "_rootfolder.txt"; // Not sure if we'll ever see this
// disable warning: we know Script is obsolete, but need to support it
// anyhow
#pragma warning disable 0612
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Script] = "_script.txt"; // Not sure if we'll ever see this
#pragma warning restore 0612
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Simstate] = "_simstate.bin"; // Not sure if we'll ever see this
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SnapshotFolder] = "_snapshotfolder.txt"; // Not sure if we'll ever see this
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Sound] = "_sound.ogg";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV] = "_sound.wav";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = "_texture.jp2";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = "_texture.tga";
ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TrashFolder] = "_trashfolder.txt"; // Not sure if we'll ever see this
EXTENSION_TO_ASSET_TYPE["_animation.bvh"] = (sbyte)AssetType.Animation;
EXTENSION_TO_ASSET_TYPE["_bodypart.txt"] = (sbyte)AssetType.Bodypart;
EXTENSION_TO_ASSET_TYPE["_callingcard.txt"] = (sbyte)AssetType.CallingCard;
EXTENSION_TO_ASSET_TYPE["_clothing.txt"] = (sbyte)AssetType.Clothing;
EXTENSION_TO_ASSET_TYPE["_folder.txt"] = (sbyte)AssetType.Folder;
EXTENSION_TO_ASSET_TYPE["_gesture.txt"] = (sbyte)AssetType.Gesture;
EXTENSION_TO_ASSET_TYPE["_image.jpg"] = (sbyte)AssetType.ImageJPEG;
EXTENSION_TO_ASSET_TYPE["_image.tga"] = (sbyte)AssetType.ImageTGA;
EXTENSION_TO_ASSET_TYPE["_lostandfoundfolder.txt"] = (sbyte)AssetType.LostAndFoundFolder;
EXTENSION_TO_ASSET_TYPE["_bytecode.lso"] = (sbyte)AssetType.LSLBytecode;
EXTENSION_TO_ASSET_TYPE["_script.lsl"] = (sbyte)AssetType.LSLText;
EXTENSION_TO_ASSET_TYPE["_notecard.txt"] = (sbyte)AssetType.Notecard;
EXTENSION_TO_ASSET_TYPE["_object.xml"] = (sbyte)AssetType.Object;
EXTENSION_TO_ASSET_TYPE["_rootfolder.txt"] = (sbyte)AssetType.RootFolder;
// disable warning: we know Script is obsolete, but need to support it
// anyhow
#pragma warning disable 0612
EXTENSION_TO_ASSET_TYPE["_script.txt"] = (sbyte)AssetType.Script;
#pragma warning restore 0612
EXTENSION_TO_ASSET_TYPE["_simstate.bin"] = (sbyte)AssetType.Simstate;
EXTENSION_TO_ASSET_TYPE["_snapshotfolder.txt"] = (sbyte)AssetType.SnapshotFolder;
EXTENSION_TO_ASSET_TYPE["_sound.ogg"] = (sbyte)AssetType.Sound;
EXTENSION_TO_ASSET_TYPE["_sound.wav"] = (sbyte)AssetType.SoundWAV;
EXTENSION_TO_ASSET_TYPE["_texture.jp2"] = (sbyte)AssetType.Texture;
EXTENSION_TO_ASSET_TYPE["_texture.tga"] = (sbyte)AssetType.TextureTGA;
EXTENSION_TO_ASSET_TYPE["_trashfolder.txt"] = (sbyte)AssetType.TrashFolder;
}
}
}
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