/* * 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 { /// /// Constants for the archiving module /// public class ArchiveConstants { /// /// The location of the archive control file /// public static readonly string CONTROL_FILE_PATH = "archive.xml"; /// /// Path for the assets held in an archive /// public static readonly string ASSETS_PATH = "assets/"; /// /// Path for the assets metadata file /// //public static readonly string ASSETS_METADATA_PATH = "assets.xml"; /// /// Path for the prims file /// public static readonly string OBJECTS_PATH = "objects/"; /// /// Path for terrains. Technically these may be assets, but I think it's quite nice to split them out. /// public static readonly string TERRAINS_PATH = "terrains/"; /// /// Extensions used for asset types in the archive /// public static readonly IDictionary ASSET_TYPE_TO_EXTENSION = new Dictionary(); public static readonly IDictionary EXTENSION_TO_ASSET_TYPE = new Dictionary(); 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; } } }