/* * 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.IO; using System.Threading; using Db4objects.Db4o; using Db4objects.Db4o.Query; using libsecondlife; using Nini.Config; using OpenSim.Framework.Console; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Types; using OpenSim.Framework.Utilities; namespace OpenSim.Framework.Communications.Caches { public class LocalAssetServer : IAssetServer { private IAssetReceiver _receiver; private BlockingQueue _assetRequests; private IObjectContainer db; private Thread _localAssetServerThread; public LocalAssetServer() { System.Console.WriteLine("Starting Db4o asset storage system"); bool yapfile; this._assetRequests = new BlockingQueue(); yapfile = File.Exists(Path.Combine(Util.dataDir(), "regionassets.yap")); MainLog.Instance.Verbose("Local Asset Server class created"); db = Db4oFactory.OpenFile(Path.Combine(Util.dataDir(), "regionassets.yap")); MainLog.Instance.Verbose("Db4 Asset database creation"); if (!yapfile) { this.SetUpAssetDatabase(); } this._localAssetServerThread = new Thread(new ThreadStart(RunRequests)); this._localAssetServerThread.IsBackground = true; this._localAssetServerThread.Start(); } public void SetReceiver(IAssetReceiver receiver) { this._receiver = receiver; } public void FetchAsset(LLUUID assetID, bool isTexture) { ARequest req = new ARequest(); req.AssetID = assetID; req.IsTexture = isTexture; this._assetRequests.Enqueue(req); } public void UpdateAsset(AssetBase asset) { } public void CreateAsset(AssetBase asset) { AssetStorage store = new AssetStorage(); store.Data = asset.Data; store.Name = asset.Name; store.UUID = asset.FullID; db.Set(store); db.Commit(); } public void SetServerInfo(string ServerUrl, string ServerKey) { } public void Close() { if (db != null) { MainLog.Instance.Verbose("Closing local asset server database"); db.Close(); } } private void RunRequests() { while (true) { byte[] idata = null; bool found = false; AssetStorage foundAsset = null; ARequest req = this._assetRequests.Dequeue(); IObjectSet result = db.Query(new AssetUUIDQuery(req.AssetID)); if (result.Count > 0) { foundAsset = (AssetStorage)result.Next(); found = true; } AssetBase asset = new AssetBase(); if (found) { asset.FullID = foundAsset.UUID; asset.Type = foundAsset.Type; asset.InvType = foundAsset.Type; asset.Name = foundAsset.Name; idata = foundAsset.Data; asset.Data = idata; _receiver.AssetReceived(asset, req.IsTexture); } else { //asset.FullID = ; _receiver.AssetNotFound(req.AssetID); } } } private void SetUpAssetDatabase() { MainLog.Instance.Verbose("Setting up asset database"); AssetBase Image = new AssetBase(); Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000001"); Image.Name = "Bricks"; this.LoadAsset(Image, true, "bricks.jp2"); AssetStorage store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000002"); Image.Name = "Plywood"; this.LoadAsset(Image, true, "plywood.jp2"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000003"); Image.Name = "Rocks"; this.LoadAsset(Image, true, "rocks.jp2"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000004"); Image.Name = "Granite"; this.LoadAsset(Image, true, "granite.jp2"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000005"); Image.Name = "Hardwood"; this.LoadAsset(Image, true, "hardwood.jp2"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-0000-0000-5005-000000000005"); Image.Name = "Prim Base Texture"; this.LoadAsset(Image, true, "plywood.jp2"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000006"); Image.Name = "Map Base Texture"; this.LoadAsset(Image, true, "map_base.jp2"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000007"); Image.Name = "Map Texture"; this.LoadAsset(Image, true, "map1.jp2"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000010"); Image.Name = "Female Body Texture"; this.LoadAsset(Image, true, "femalebody.jp2"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000011"); Image.Name = "Female Bottom Texture"; this.LoadAsset(Image, true, "femalebottom.jp2"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000012"); Image.Name = "Female Face Texture"; this.LoadAsset(Image, true, "femaleface.jp2"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("77c41e39-38f9-f75a-024e-585989bbabbb"); Image.Name = "Skin"; Image.Type = 13; Image.InvType = 13; this.LoadAsset(Image, false, "base_skin.dat"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73"); Image.Name = "Shape"; Image.Type = 13; Image.InvType = 13; this.LoadAsset(Image, false, "base_shape.dat"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-38f9-1111-024e-222222111110"); Image.Name = "Shirt"; Image.Type = 5; Image.InvType = 18; this.LoadAsset(Image, false, "newshirt.dat"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); Image = new AssetBase(); Image.FullID = new LLUUID("00000000-38f9-1111-024e-222222111120"); Image.Name = "Shirt"; Image.Type = 5; Image.InvType = 18; this.LoadAsset(Image, false, "newpants.dat"); store = new AssetStorage(); store.Data = Image.Data; store.Name = Image.Name; store.UUID = Image.FullID; db.Set(store); db.Commit(); string filePath = Path.Combine(Util.configDir(), "OpenSimAssetSet.xml"); if (File.Exists(filePath)) { XmlConfigSource source = new XmlConfigSource(filePath); ReadAssetDetails(source); } } protected void ReadAssetDetails(IConfigSource source) { AssetBase newAsset = null; for (int i = 0; i < source.Configs.Count; i++) { newAsset = new AssetBase(); newAsset.FullID = new LLUUID(source.Configs[i].GetString("assetID", LLUUID.Random().ToStringHyphenated())); newAsset.Name = source.Configs[i].GetString("name", ""); newAsset.Type = (sbyte)source.Configs[i].GetInt("assetType", 0); newAsset.InvType = (sbyte)source.Configs[i].GetInt("inventoryType", 0); string fileName = source.Configs[i].GetString("fileName", ""); if (fileName != "") { this.LoadAsset(newAsset, false, fileName); AssetStorage store = new AssetStorage(); store.Data = newAsset.Data; store.Name = newAsset.Name; store.UUID = newAsset.FullID; db.Set(store); db.Commit(); } } } private void LoadAsset(AssetBase info, bool image, string filename) { //should request Asset from storage manager //but for now read from file 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 class AssetUUIDQuery : Predicate { private LLUUID _findID; public AssetUUIDQuery(LLUUID find) { _findID = find; } public bool Match(AssetStorage asset) { return (asset.UUID == _findID); } } }