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/*
*
Copyright (c) OpenSim project, http://osgrid.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.Net;
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;
private InventoryManager _inventoryManager;
private System.Text.Encoding _enc = System.Text.Encoding.ASCII;
/// <summary>
///
/// </summary>
/// <param name="_server"></param>
public AssetManagement(Server server, InventoryManager inventoryManager)
{
this._server = server;
this._inventoryManager = inventoryManager;
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.FullID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
this.LoadAsset(Asset, false);
this.Assets.Add(Asset.FullID, Asset);
Asset = new AssetInfo();
Asset.filename = "base_skin.dat";
Asset.FullID = new LLUUID("e0ee49b5a4184df8d3c9a65361fe7f49");
this.LoadAsset(Asset, false);
this.Assets.Add(Asset.FullID, Asset);
//our test images
//Change these filenames to images you want to use.
TextureImage Image = new TextureImage();
Image.filename = "testpic2.jp2";
Image.FullID = new LLUUID("00000000-0000-0000-5005-000000000005");
Image.Name = "test Texture";
this.LoadAsset(Image, true);
this.Textures.Add(Image.FullID, Image);
Image = new TextureImage();
Image.filename = "map_base.jp2";
Image.FullID = new LLUUID("00000000-0000-0000-7007-000000000006");
this.LoadAsset(Image, true);
this.Textures.Add(Image.FullID, Image);
Image = new TextureImage();
Image.filename = "map1.jp2";
Image.FullID = new LLUUID("00000000-0000-0000-7009-000000000008");
this.LoadAsset(Image, true);
this.Textures.Add(Image.FullID, Image);
}
/// <summary>
///
/// </summary>
/// <param name="UserInfo"></param>
/// <param name="AssetID"></param>
/// <param name="TransferRequest"></param>
#region AssetRegion
public void AddAssetRequest(UserAgentInfo 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,UserAgentInfo 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=13;
//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.FullID, Shape);
Avata.Wearables[0].ItemID = _inventoryManager.AddToInventory(UserInfo, BaseFolder, Shape);
Avata.Wearables[0].AssetID = Shape.FullID;
//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=13;
//Skin.Type = libsecondlife.AssetSystem.Asset.ASSET_TYPE_WEARABLE_BODY;
Array.Copy(Agentid,0,Skin.data,238,Agentid.Length);
this.Assets.Add(Skin.FullID, Skin);
Avata.Wearables[1].ItemID = _inventoryManager.AddToInventory(UserInfo, BaseFolder, Skin);
Avata.Wearables[1].AssetID = Skin.FullID;
//give a copy of test texture
TextureImage Texture = this.CloneImage(UserInfo.AgentID, Textures[new LLUUID("00000000-0000-0000-5005-000000000005")]);
this.Textures.Add(Texture.FullID, Texture);
_inventoryManager.AddToInventory(UserInfo, BaseFolder, Texture);
}
private void LoadAsset(AssetBase info, bool Image)
{
WebRequest AssetLoad = WebRequest.Create(Globals.Instance.AssetURL + "getasset/" + Globals.Instance.AssetSendKey + "/" + info.FullID + "/data");
WebResponse AssetResponse = AssetLoad.GetResponse();
byte[] idata = new byte[(int)AssetResponse.ContentLength];
BinaryReader br = new BinaryReader(AssetResponse.GetResponseStream());
idata = br.ReadBytes((int)AssetResponse.ContentLength);
br.Close();
AssetResponse.Close();
info.data = idata;
}
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.FullID = LLUUID.Random();
NewAsset.Type = SourceAsset.Type;
NewAsset.InvType = SourceAsset.InvType;
return(NewAsset);
}
#endregion
#region TextureRegion
public void AddTextureRequest(UserAgentInfo userInfo, LLUUID imageID)
{
if(!this.Textures.ContainsKey(imageID))
{
//not found image so send back image not in data base message
ImageNotInDatabasePacket im_not = new ImageNotInDatabasePacket();
im_not.ImageID.ID=imageID;
_server.SendPacket(im_not, true, userInfo);
return;
}
TextureImage imag = this.Textures[imageID];
TextureRequest req = new TextureRequest();
req.RequestUser = userInfo;
req.RequestImage = imageID;
req.ImageInfo = imag;
if(imag.data.LongLength>600) //should be bigger or smaller?
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(imag.data.Length-600+999)/1000;
}
else
{
req.NumPackets = 1;
}
this.TextureRequests.Add(req);
}
public void AddTexture(LLUUID imageID, 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.PacketCounter == 0)
{
//first time for this request so send imagedata packet
if(req.NumPackets == 1)
{
//only one packet so send whole file
ImageDataPacket im = new ImageDataPacket();
im.ImageID.Packets = 1;
im.ImageID.ID = req.ImageInfo.FullID;
im.ImageID.Size = (uint)req.ImageInfo.data.Length;
im.ImageData.Data = req.ImageInfo.data;
im.ImageID.Codec = 2;
_server.SendPacket(im, true, req.RequestUser);
req.PacketCounter++;
req.ImageInfo.last_used = time;
//System.Console.WriteLine("sent texture: "+req.image_info.FullID);
}
else
{
//more than one packet so split file up
ImageDataPacket im = new ImageDataPacket();
im.ImageID.Packets = (ushort)req.NumPackets;
im.ImageID.ID = req.ImageInfo.FullID;
im.ImageID.Size = (uint)req.ImageInfo.data.Length;
im.ImageData.Data = new byte[600];
Array.Copy(req.ImageInfo.data, 0, im.ImageData.Data, 0, 600);
im.ImageID.Codec = 2;
_server.SendPacket(im, true, req.RequestUser);
req.PacketCounter++;
req.ImageInfo.last_used = time;
//System.Console.WriteLine("sent first packet of texture:
}
}
else
{
//send imagepacket
//more than one packet so split file up
ImagePacketPacket im = new ImagePacketPacket();
im.ImageID.Packet = (ushort)req.PacketCounter;
im.ImageID.ID = req.ImageInfo.FullID;
int size = req.ImageInfo.data.Length - 600 - 1000*(req.PacketCounter - 1);
if(size > 1000) size = 1000;
im.ImageData.Data = new byte[size];
Array.Copy(req.ImageInfo.data, 600 + 1000*(req.PacketCounter - 1), im.ImageData.Data, 0, size);
_server.SendPacket(im, true, req.RequestUser);
req.PacketCounter++;
req.ImageInfo.last_used = time;
//System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID);
}
}
//remove requests that have been completed
for(int i = 0; i < num; i++)
{
req=(TextureRequest)this.TextureRequests[i];
if(req.PacketCounter == req.NumPackets)
{
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.FullID = LLUUID.Random();
newImage.Name = source.Name;
return(newImage);
}
#endregion
}
public class AssetRequest
{
public UserAgentInfo 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 FullID;
public sbyte Type;
public sbyte InvType;
public string Name;
public string Description;
public string filename;
public AssetBase()
{
}
}
public class TextureRequest
{
public UserAgentInfo RequestUser;
public LLUUID RequestImage;
public TextureImage ImageInfo;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 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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