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/*
*
Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 libsecondlife;
using System.Collections;
using libsecondlife.Packets;
using libsecondlife.AssetSystem;
using System.IO;
namespace OpenSim
{
/// <summary>
/// Asset and Image management
/// </summary>
public class AssetManagement
{
public Dictionary<libsecondlife.LLUUID,AssetInfo> Assets;
public Dictionary<libsecondlife.LLUUID,TextureImage> Textures;
public ArrayList AssetRequests=new ArrayList(); //should change to a generic
public ArrayList TextureRequests=new ArrayList();
// public ArrayList uploads=new ArrayList();
private Server server;
public InventoryManager InventoryManager;
private System.Text.Encoding enc = System.Text.Encoding.ASCII;
/// <summary>
///
/// </summary>
/// <param name="server"></param>
public AssetManagement(Server server)
{
this.server=server;
Textures=new Dictionary<libsecondlife.LLUUID,TextureImage> ();
Assets=new Dictionary<libsecondlife.LLUUID,AssetInfo> ();
this.initialise();
}
/// <summary>
///
/// </summary>
private void initialise()
{
//Shape and skin base assets
AssetInfo Asset=new AssetInfo();
Asset.filename="base_shape.dat";
Asset.Full_ID=new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
this.LoadAsset(Asset, false);
this.Assets.Add(Asset.Full_ID, Asset);
Asset=new AssetInfo();
Asset.filename="base_skin.dat";
Asset.Full_ID=new LLUUID("e0ee49b5a4184df8d3c9a65361fe7f49");
this.LoadAsset(Asset, false);
this.Assets.Add(Asset.Full_ID, Asset);
//our test images
//Change these filenames to images you want to use.
TextureImage Image=new TextureImage();
Image.filename="testpic2.jp2";
Image.Full_ID=new LLUUID("00000000-0000-0000-5005-000000000005");
Image.Name="test Texture";
this.LoadAsset(Image, true);
this.Textures.Add(Image.Full_ID, Image);
Image=new TextureImage();
Image.filename="map_base.jp2";
Image.Full_ID=new LLUUID("00000000-0000-0000-7007-000000000006");
this.LoadAsset(Image, true);
this.Textures.Add(Image.Full_ID, Image);
Image=new TextureImage();
Image.filename="map1.jp2";
Image.Full_ID=new LLUUID("00000000-0000-0000-7009-000000000008");
this.LoadAsset(Image, true);
this.Textures.Add(Image.Full_ID, Image);
}
/// <summary>
///
/// </summary>
/// <param name="UserInfo"></param>
/// <param name="AssetID"></param>
/// <param name="TransferRequest"></param>
#region AssetRegion
public void AddAssetRequest(User_Agent_info UserInfo, LLUUID AssetID, TransferRequestPacket TransferRequest)
{
if(!this.Assets.ContainsKey(AssetID))
{
//not found asset
return;
}
AssetInfo info=this.Assets[AssetID];
//for now as it will be only skin or shape request just send back the asset
TransferInfoPacket Transfer=new TransferInfoPacket();
Transfer.TransferInfo.ChannelType=2;
Transfer.TransferInfo.Status=0;
Transfer.TransferInfo.TargetType=0;
Transfer.TransferInfo.Params=TransferRequest.TransferInfo.Params;
Transfer.TransferInfo.Size=info.data.Length;
Transfer.TransferInfo.TransferID=TransferRequest.TransferInfo.TransferID;
server.SendPacket(Transfer, true, UserInfo);
TransferPacketPacket TransferPacket=new TransferPacketPacket();
TransferPacket.TransferData.Packet=0;
TransferPacket.TransferData.ChannelType=2;
TransferPacket.TransferData.TransferID=TransferRequest.TransferInfo.TransferID;
if(info.data.Length>1000) //but needs to be less than 2000 at the moment
{
byte[] chunk=new byte[1000];
Array.Copy(info.data,chunk,1000);
TransferPacket.TransferData.Data=chunk;
TransferPacket.TransferData.Status=0;
server.SendPacket(TransferPacket,true,UserInfo);
TransferPacket=new TransferPacketPacket();
TransferPacket.TransferData.Packet=1;
TransferPacket.TransferData.ChannelType=2;
TransferPacket.TransferData.TransferID=TransferRequest.TransferInfo.TransferID;
byte[] chunk1=new byte[(info.data.Length-1000)];
Array.Copy(info.data, 1000, chunk1, 0, chunk1.Length);
TransferPacket.TransferData.Data=chunk1;
TransferPacket.TransferData.Status=1;
server.SendPacket(TransferPacket, true, UserInfo);
}
else
{
TransferPacket.TransferData.Status=1; //last packet? so set to 1
TransferPacket.TransferData.Data=info.data;
server.SendPacket(TransferPacket, true, UserInfo);
}
}
public void CreateNewInventorySet(ref AvatarData Avata,User_Agent_info UserInfo)
{
//Create Folders
LLUUID BaseFolder=Avata.BaseFolder;
InventoryManager.CreateNewFolder(UserInfo, Avata.InventoryFolder);
InventoryManager.CreateNewFolder(UserInfo, BaseFolder);
//Give a copy of default shape
AssetInfo Base=this.Assets[new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73")];
AssetInfo Shape=this.CloneAsset(UserInfo.AgentID, Base);
Shape.filename="";
Shape.Name="Default Shape";
Shape.Description="Default Shape";
Shape.InvType=18;
Shape.Type=libsecondlife.AssetSystem.Asset.ASSET_TYPE_WEARABLE_BODY;
byte[] Agentid=enc.GetBytes(UserInfo.AgentID.ToStringHyphenated());
Array.Copy(Agentid, 0, Shape.data, 294, Agentid.Length);
this.Assets.Add(Shape.Full_ID, Shape);
Avata.Wearables[0].ItemID=InventoryManager.AddToInventory(UserInfo, BaseFolder, Shape);
Avata.Wearables[0].AssetID=Shape.Full_ID;
//Give copy of default skin
Base=this.Assets[new LLUUID("e0ee49b5a4184df8d3c9a65361fe7f49")];
AssetInfo Skin=this.CloneAsset(UserInfo.AgentID, Base);
Skin.filename="";
Skin.Name="Default Skin";
Skin.Description="Default Skin";
Skin.InvType=18;
Skin.Type=libsecondlife.AssetSystem.Asset.ASSET_TYPE_WEARABLE_BODY;
Array.Copy(Agentid,0,Skin.data,238,Agentid.Length);
this.Assets.Add(Skin.Full_ID, Skin);
Avata.Wearables[1].ItemID=InventoryManager.AddToInventory(UserInfo, BaseFolder, Skin);
Avata.Wearables[1].AssetID=Skin.Full_ID;
//give a copy of test texture
TextureImage Texture=this.CloneImage(UserInfo.AgentID,Textures[new LLUUID("00000000-0000-0000-5005-000000000005")]);
this.Textures.Add(Texture.Full_ID, Texture);
InventoryManager.AddToInventory(UserInfo, BaseFolder, Texture);
}
private void LoadAsset(AssetBase info, bool Image)
{
//should request Asset from storage manager
//but for now read from file
string folder;
if(Image)
{
folder=@"\textures\";
}
else
{
folder=@"\assets\";
}
string data_path = System.AppDomain.CurrentDomain.BaseDirectory + folder;
string filename=data_path+@info.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 AssetInfo CloneAsset(LLUUID NewOwner, AssetInfo SourceAsset)
{
AssetInfo NewAsset=new AssetInfo();
NewAsset.data=new byte[SourceAsset.data.Length];
Array.Copy(SourceAsset.data,NewAsset.data,SourceAsset.data.Length);
NewAsset.Full_ID=LLUUID.Random();
NewAsset.Type=SourceAsset.Type;
NewAsset.InvType=SourceAsset.InvType;
return(NewAsset);
}
#endregion
#region TextureRegion
public void AddTextureRequest(User_Agent_info user, LLUUID image_id)
{
if(!this.Textures.ContainsKey(image_id))
{
//not found image so send back image not in data base message
ImageNotInDatabasePacket im_not=new ImageNotInDatabasePacket();
im_not.ImageID.ID=image_id;
server.SendPacket(im_not, true, user);
return;
}
TextureImage imag=this.Textures[image_id];
TextureRequest req=new TextureRequest();
req.RequestUser=user;
req.RequestImage=image_id;
req.image_info=imag;
if(imag.data.LongLength>1000) //should be bigger or smaller?
{
//over 1000 bytes so split up file
req.num_packets=(int)imag.data.LongLength/1000;
req.num_packets++;
}
else
{
req.num_packets=1;
}
this.TextureRequests.Add(req);
}
public void AddTexture(LLUUID image_id, string name, byte[] data)
{
}
public void DoWork(ulong time)
{
if(this.TextureRequests.Count==0)
{
//no requests waiting
return;
}
int num;
//should be running in its own thread but for now is called by timer
if(this.TextureRequests.Count<5)
{
//lower than 5 so do all of them
num=this.TextureRequests.Count;
}
else
{
num=5;
}
TextureRequest req;
for(int i=0; i<num; i++)
{
req=(TextureRequest)this.TextureRequests[i];
if(req.packet_counter==0)
{
//first time for this request so send imagedata packet
if(req.num_packets==1)
{
//only one packet so send whole file
ImageDataPacket im=new ImageDataPacket();
im.ImageID.Packets=1;
im.ImageID.ID=req.image_info.Full_ID;
im.ImageID.Size=(uint)req.image_info.data.Length;
im.ImageData.Data=req.image_info.data;
im.ImageID.Codec=2;
server.SendPacket(im,true,req.RequestUser);
req.packet_counter++;
req.image_info.last_used=time;
System.Console.WriteLine("sent texture: "+req.image_info.Full_ID);
}
else
{
//more than one packet so split file up
}
}
else
{
//send imagepacket
}
}
//remove requests that have been completed
for(int i=0; i<num; i++)
{
req=(TextureRequest)this.TextureRequests[i];
if(req.packet_counter==req.num_packets)
{
this.TextureRequests.Remove(req);
}
}
}
public void RecieveTexture(Packet pack)
{
}
public TextureImage CloneImage(LLUUID NewOwner,TextureImage Source)
{
TextureImage NewImage=new TextureImage();
NewImage.data=new byte[Source.data.Length];
Array.Copy(Source.data,NewImage.data,Source.data.Length);
NewImage.filename=Source.filename;
NewImage.Full_ID=LLUUID.Random();
NewImage.Name=Source.Name;
return(NewImage);
}
#endregion
}
public class AssetRequest
{
public User_Agent_info RequestUser;
public LLUUID RequestImage;
public AssetInfo asset_inf;
public long data_pointer=0;
public int num_packets=0;
public int packet_counter=0;
public AssetRequest()
{
}
}
public class AssetInfo:AssetBase
{
//public byte[] data;
//public LLUUID Full_ID;
public bool loaded;
public ulong last_used; //need to add a tick/time counter and keep record
// of how often images are requested to unload unused ones.
public AssetInfo()
{
}
}
public class AssetBase
{
public byte[] data;
public LLUUID Full_ID;
public sbyte Type;
public sbyte InvType;
public string Name;
public string Description;
public string filename;
public AssetBase()
{
}
}
public class TextureRequest
{
public User_Agent_info RequestUser;
public LLUUID RequestImage;
public TextureImage image_info;
public long data_pointer=0;
public int num_packets=0;
public int packet_counter=0;
public TextureRequest()
{
}
}
public class TextureImage: AssetBase
{
//any need for this class now most has been moved into AssetBase?
//public byte[] data;
//public LLUUID Full_ID;
//public string name;
public bool loaded;
public ulong last_used; //need to add a tick/time counter and keep record
// of how often images are requested to unload unused ones.
public TextureImage()
{
}
}
}
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