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using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
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.Cache
{
public abstract class AssetServerBase : IAssetServer
{
protected IAssetReceiver _receiver;
protected BlockingQueue<ARequest> _assetRequests;
protected Thread _localAssetServerThread;
protected IAssetProvider m_assetProviderPlugin;
protected object syncLock = new object();
protected abstract void StoreAsset(AssetBase asset);
protected abstract void CommitAssets();
public void LoadDefaultAssets()
{
MainLog.Instance.Verbose("SQL ASSET SERVER", "Setting up asset database");
ForEachDefaultAsset( this, StoreAsset );
ForEachXmlAsset( this, StoreAsset );
CommitAssets();
}
public static AssetBase CreateAsset(IAssetServer assetServer, string assetIdStr, string name, string filename, bool isImage)
{
AssetBase asset = new AssetBase(
new LLUUID(assetIdStr),
name
);
if (!String.IsNullOrEmpty(filename))
{
MainLog.Instance.Verbose("ASSETS", "Loading: [{0}][{1}]", name, filename );
assetServer.LoadAsset(asset, isImage, filename);
}
else
{
MainLog.Instance.Verbose("ASSETS", "Instantiated: [{0}]", name );
}
return asset;
}
private static AssetBase CreateImageAsset(IAssetServer assetServer, string assetIdStr, string name, string filename)
{
return CreateAsset(assetServer, assetIdStr, name, filename, true);
}
public static List<AssetBase> GetDefaultAssets(IAssetServer assetServer)
{
List<AssetBase> assets = new List<AssetBase>();
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000001", "Bricks", "bricks.jp2"));
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000002", "Plywood", "plywood.jp2"));
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000003", "Rocks", "rocks.jp2"));
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000004", "Granite", "granite.jp2"));
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000005", "Hardwood", "hardwood.jp2"));
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-5005-000000000005", "Prim Base Texture", "plywood.jp2"));
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000006", "Map Base Texture", "map_base.jp2"));
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000007", "Map Texture", "map1.jp2"));
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000010", "Female Body Texture", "femalebody.jp2"));
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000011", "Female Bottom Texture", "femalebottom.jp2"));
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000012", "Female Face Texture", "femaleface.jp2"));
assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000001", "Bricks", "bricks.jp2"));
assets.Add(CreateAsset(assetServer, "77c41e39-38f9-f75a-024e-585989bbabbb", "Skin", "base_skin.dat", false));
assets.Add(CreateAsset(assetServer, "66c41e39-38f9-f75a-024e-585989bfab73", "Shape", "base_shape.dat", false));
assets.Add(CreateAsset(assetServer, "00000000-38f9-1111-024e-222222111110", "Shirt", "newshirt.dat", false));
assets.Add(CreateAsset(assetServer, "00000000-38f9-1111-024e-222222111120", "Shirt", "newpants.dat", false));
return assets;
}
public static void ForEachDefaultAsset(IAssetServer assetServer, Action<AssetBase> action)
{
List<AssetBase> assets = GetDefaultAssets(assetServer);
assets.ForEach(action);
}
public AssetServerBase()
{
System.Console.WriteLine("Starting Db4o asset storage system");
this._assetRequests = new BlockingQueue<ARequest>();
}
public 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 static void ForEachXmlAsset(IAssetServer assetServer, Action<AssetBase> action)
{
string filePath = Path.Combine(Util.configDir(), "OpenSimAssetSet.xml");
if (File.Exists(filePath))
{
XmlConfigSource source = new XmlConfigSource(filePath);
for (int i = 0; i < source.Configs.Count; i++)
{
string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToStringHyphenated());
string name = source.Configs[i].GetString("name", "");
sbyte type = (sbyte)source.Configs[i].GetInt("assetType", 0);
sbyte invType = (sbyte)source.Configs[i].GetInt("inventoryType", 0);
string fileName = source.Configs[i].GetString("fileName", "");
AssetBase newAsset = CreateAsset(assetServer, assetIdStr, name, fileName, false);
newAsset.Type = type;
newAsset.InvType = invType;
}
}
}
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)
{
lock (syncLock)
{
m_assetProviderPlugin.UpdateAsset(asset);
m_assetProviderPlugin.CommitAssets();
}
}
public void StoreAndCommitAsset(AssetBase asset)
{
lock (syncLock)
{
StoreAsset(asset);
CommitAssets();
}
}
public void SetServerInfo(string ServerUrl, string ServerKey)
{
}
public abstract void Close();
}
}
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