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-rw-r--r--OpenSim/Region/GridInterfaces/Local/AssemblyInfo.cs56
-rw-r--r--OpenSim/Region/GridInterfaces/Local/LocalAssetServer.cs311
2 files changed, 367 insertions, 0 deletions
diff --git a/OpenSim/Region/GridInterfaces/Local/AssemblyInfo.cs b/OpenSim/Region/GridInterfaces/Local/AssemblyInfo.cs
new file mode 100644
index 0000000..b5fc1ef
--- /dev/null
+++ b/OpenSim/Region/GridInterfaces/Local/AssemblyInfo.cs
@@ -0,0 +1,56 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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*/
28using System.Reflection;
29using System.Runtime.InteropServices;
30// Information about this assembly is defined by the following
31// attributes.
32//
33// change them to the information which is associated with the assembly
34// you compile.
35
36[assembly: AssemblyTitle("LocalGridServers")]
37[assembly: AssemblyDescription("")]
38[assembly: AssemblyConfiguration("")]
39[assembly: AssemblyCompany("")]
40[assembly: AssemblyProduct("LocalGridServers")]
41[assembly: AssemblyCopyright("")]
42[assembly: AssemblyTrademark("")]
43[assembly: AssemblyCulture("")]
44
45// This sets the default COM visibility of types in the assembly to invisible.
46// If you need to expose a type to COM, use [ComVisible(true)] on that type.
47[assembly: ComVisible(false)]
48
49// The assembly version has following format :
50//
51// Major.Minor.Build.Revision
52//
53// You can specify all values by your own or you can build default build and revision
54// numbers with the '*' character (the default):
55
56[assembly: AssemblyVersion("1.0.*")]
diff --git a/OpenSim/Region/GridInterfaces/Local/LocalAssetServer.cs b/OpenSim/Region/GridInterfaces/Local/LocalAssetServer.cs
new file mode 100644
index 0000000..54d43a1
--- /dev/null
+++ b/OpenSim/Region/GridInterfaces/Local/LocalAssetServer.cs
@@ -0,0 +1,311 @@
1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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*/
28using System;
29using System.IO;
30using System.Threading;
31using Db4objects.Db4o;
32using Db4objects.Db4o.Query;
33using libsecondlife;
34using OpenSim.Framework.Console;
35using OpenSim.Framework.Interfaces;
36using OpenSim.Framework.Types;
37using OpenSim.Framework.Utilities;
38
39namespace OpenSim.Region.GridInterfaces.Local
40{
41 public class LocalAssetPlugin : IAssetPlugin
42 {
43 public LocalAssetPlugin()
44 {
45
46 }
47
48 public IAssetServer GetAssetServer()
49 {
50 return (new LocalAssetServer());
51 }
52 }
53
54 public class LocalAssetServer : IAssetServer
55 {
56 private IAssetReceiver _receiver;
57 private BlockingQueue<ARequest> _assetRequests;
58 private IObjectContainer db;
59 private Thread _localAssetServerThread;
60
61 public LocalAssetServer()
62 {
63 bool yapfile;
64 this._assetRequests = new BlockingQueue<ARequest>();
65 yapfile = File.Exists("assets.yap");
66
67 MainLog.Instance.Verbose( "Local Asset Server class created");
68 try
69 {
70 db = Db4oFactory.OpenFile("assets.yap");
71 MainLog.Instance.Verbose( "Db4 Asset database creation");
72 }
73 catch (Exception e)
74 {
75 db.Close();
76 MainLog.Instance.WriteLine(LogPriority.MEDIUM, "Db4 Asset server :Constructor - Exception occured");
77 MainLog.Instance.Warn(e.ToString());
78 }
79 if (!yapfile)
80 {
81 this.SetUpAssetDatabase();
82 }
83 this._localAssetServerThread = new Thread(new ThreadStart(RunRequests));
84 this._localAssetServerThread.IsBackground = true;
85 this._localAssetServerThread.Start();
86
87 }
88
89 public void SetReceiver(IAssetReceiver receiver)
90 {
91 this._receiver = receiver;
92 }
93
94 public void RequestAsset(LLUUID assetID, bool isTexture)
95 {
96 ARequest req = new ARequest();
97 req.AssetID = assetID;
98 req.IsTexture = isTexture;
99 this._assetRequests.Enqueue(req);
100 }
101
102 public void UpdateAsset(AssetBase asset)
103 {
104
105 }
106
107 public void UploadNewAsset(AssetBase asset)
108 {
109 AssetStorage store = new AssetStorage();
110 store.Data = asset.Data;
111 store.Name = asset.Name;
112 store.UUID = asset.FullID;
113 db.Set(store);
114 db.Commit();
115 }
116
117 public void SetServerInfo(string ServerUrl, string ServerKey)
118 {
119
120 }
121 public void Close()
122 {
123 if (db != null)
124 {
125 MainLog.Instance.Verbose( "Closing local asset server database");
126 db.Close();
127 }
128 }
129
130 private void RunRequests()
131 {
132 while (true)
133 {
134 byte[] idata = null;
135 bool found = false;
136 AssetStorage foundAsset = null;
137 ARequest req = this._assetRequests.Dequeue();
138 IObjectSet result = db.Query(new AssetUUIDQuery(req.AssetID));
139 if (result.Count > 0)
140 {
141 foundAsset = (AssetStorage)result.Next();
142 found = true;
143 }
144
145 AssetBase asset = new AssetBase();
146 if (found)
147 {
148 asset.FullID = foundAsset.UUID;
149 asset.Type = foundAsset.Type;
150 asset.InvType = foundAsset.Type;
151 asset.Name = foundAsset.Name;
152 idata = foundAsset.Data;
153 }
154 else
155 {
156 asset.FullID = LLUUID.Zero;
157 }
158 asset.Data = idata;
159 _receiver.AssetReceived(asset, req.IsTexture);
160 }
161
162 }
163
164 private void SetUpAssetDatabase()
165 {
166 try
167 {
168
169 MainLog.Instance.Verbose( "Setting up asset database");
170
171 AssetBase Image = new AssetBase();
172 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000001");
173 Image.Name = "Bricks";
174 this.LoadAsset(Image, true, "bricks.jp2");
175 AssetStorage store = new AssetStorage();
176 store.Data = Image.Data;
177 store.Name = Image.Name;
178 store.UUID = Image.FullID;
179 db.Set(store);
180 db.Commit();
181
182 Image = new AssetBase();
183 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000002");
184 Image.Name = "Plywood";
185 this.LoadAsset(Image, true, "plywood.jp2");
186 store = new AssetStorage();
187 store.Data = Image.Data;
188 store.Name = Image.Name;
189 store.UUID = Image.FullID;
190 db.Set(store);
191 db.Commit();
192
193 Image = new AssetBase();
194 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000003");
195 Image.Name = "Rocks";
196 this.LoadAsset(Image, true, "rocks.jp2");
197 store = new AssetStorage();
198 store.Data = Image.Data;
199 store.Name = Image.Name;
200 store.UUID = Image.FullID;
201 db.Set(store);
202 db.Commit();
203
204 Image = new AssetBase();
205 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000004");
206 Image.Name = "Granite";
207 this.LoadAsset(Image, true, "granite.jp2");
208 store = new AssetStorage();
209 store.Data = Image.Data;
210 store.Name = Image.Name;
211 store.UUID = Image.FullID;
212 db.Set(store);
213 db.Commit();
214
215 Image = new AssetBase();
216 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000005");
217 Image.Name = "Hardwood";
218 this.LoadAsset(Image, true, "hardwood.jp2");
219 store = new AssetStorage();
220 store.Data = Image.Data;
221 store.Name = Image.Name;
222 store.UUID = Image.FullID;
223 db.Set(store);
224 db.Commit();
225
226 Image = new AssetBase();
227 Image.FullID = new LLUUID("00000000-0000-0000-5005-000000000005");
228 Image.Name = "Prim Base Texture";
229 this.LoadAsset(Image, true, "plywood.jp2");
230 store = new AssetStorage();
231 store.Data = Image.Data;
232 store.Name = Image.Name;
233 store.UUID = Image.FullID;
234 db.Set(store);
235 db.Commit();
236
237 Image = new AssetBase();
238 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000006");
239 Image.Name = "Map Base Texture";
240 this.LoadAsset(Image, true, "map_base.jp2");
241 store = new AssetStorage();
242 store.Data = Image.Data;
243 store.Name = Image.Name;
244 store.UUID = Image.FullID;
245 db.Set(store);
246 db.Commit();
247
248 Image = new AssetBase();
249 Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000007");
250 Image.Name = "Map Texture";
251 this.LoadAsset(Image, true, "map1.jp2");
252 store = new AssetStorage();
253 store.Data = Image.Data;
254 store.Name = Image.Name;
255 store.UUID = Image.FullID;
256 db.Set(store);
257 db.Commit();
258
259 Image = new AssetBase();
260 Image.FullID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
261 Image.Name = "Shape";
262 this.LoadAsset(Image, false, "base_shape.dat");
263 store = new AssetStorage();
264 store.Data = Image.Data;
265 store.Name = Image.Name;
266 store.UUID = Image.FullID;
267 db.Set(store);
268 db.Commit();
269 }
270 catch (Exception e)
271 {
272 Console.WriteLine("exception loading default assets into database");
273 Console.WriteLine(e.Message);
274 }
275
276 }
277
278 private void LoadAsset(AssetBase info, bool image, string filename)
279 {
280 //should request Asset from storage manager
281 //but for now read from file
282
283 string dataPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "assets"); //+ folder;
284 string fileName = Path.Combine(dataPath, filename);
285 FileInfo fInfo = new FileInfo(fileName);
286 long numBytes = fInfo.Length;
287 FileStream fStream = new FileStream(fileName, FileMode.Open, FileAccess.Read);
288 byte[] idata = new byte[numBytes];
289 BinaryReader br = new BinaryReader(fStream);
290 idata = br.ReadBytes((int)numBytes);
291 br.Close();
292 fStream.Close();
293 info.Data = idata;
294 //info.loaded=true;
295 }
296 }
297 public class AssetUUIDQuery : Predicate
298 {
299 private LLUUID _findID;
300
301 public AssetUUIDQuery(LLUUID find)
302 {
303 _findID = find;
304 }
305 public bool Match(AssetStorage asset)
306 {
307 return (asset.UUID == _findID);
308 }
309 }
310
311}