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- /*
- * 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 OpenSimulator 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.Collections.Generic;
- using System.IO;
- using System.Reflection;
- using System.Xml;
- using log4net;
- using Nini.Config;
- using OpenMetaverse;
- /// <summary>
- /// Loads assets from the filesystem location. Not yet a plugin, though it should be.
- /// </summary>
- namespace OpenSim.Framework.AssetLoader.Filesystem
- {
- public class AssetLoaderFileSystem : IAssetLoader
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected static AssetBase CreateAsset(string assetIdStr, string name, string path, sbyte type)
- {
- AssetBase asset = new AssetBase(new UUID(assetIdStr), name, type);
- if (!String.IsNullOrEmpty(path))
- {
- //m_log.InfoFormat("[ASSETS]: Loading: [{0}][{1}]", name, path);
- LoadAsset(asset, path);
- }
- else
- {
- m_log.InfoFormat("[ASSETS]: Instantiated: [{0}]", name);
- }
- return asset;
- }
- protected static void LoadAsset(AssetBase info, string path)
- {
- // bool image =
- // (info.Type == (sbyte)AssetType.Texture ||
- // info.Type == (sbyte)AssetType.TextureTGA ||
- // info.Type == (sbyte)AssetType.ImageJPEG ||
- // info.Type == (sbyte)AssetType.ImageTGA);
- FileInfo fInfo = new FileInfo(path);
- long numBytes = fInfo.Length;
- if (fInfo.Exists)
- {
- FileStream fStream = new FileStream(path, 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;
- }
- else
- {
- m_log.ErrorFormat("[ASSETS]: file: [{0}] not found !", path);
- }
- }
- public void ForEachDefaultXmlAsset(string assetSetFilename, Action<AssetBase> action)
- {
- List<AssetBase> assets = new List<AssetBase>();
- if (File.Exists(assetSetFilename))
- {
- string assetSetPath = "ERROR";
- string assetRootPath = "";
- try
- {
- XmlConfigSource source = new XmlConfigSource(assetSetFilename);
- assetRootPath = Path.GetFullPath(source.SavePath);
- assetRootPath = Path.GetDirectoryName(assetRootPath);
- for (int i = 0; i < source.Configs.Count; i++)
- {
- assetSetPath = source.Configs[i].GetString("file", String.Empty);
- LoadXmlAssetSet(Path.Combine(assetRootPath, assetSetPath), assets);
- }
- }
- catch (XmlException e)
- {
- m_log.ErrorFormat("[ASSETS]: Error loading {0} : {1}", assetSetPath, e);
- }
- }
- else
- {
- m_log.ErrorFormat("[ASSETS]: Asset set control file {0} does not exist! No assets loaded.", assetSetFilename);
- }
- assets.ForEach(action);
- }
- /// <summary>
- /// Use the asset set information at path to load assets
- /// </summary>
- /// <param name="assetSetPath"></param>
- /// <param name="assets"></param>
- protected static void LoadXmlAssetSet(string assetSetPath, List<AssetBase> assets)
- {
- //m_log.InfoFormat("[ASSETS]: Loading asset set {0}", assetSetPath);
- if (File.Exists(assetSetPath))
- {
- try
- {
- XmlConfigSource source = new XmlConfigSource(assetSetPath);
- String dir = Path.GetDirectoryName(assetSetPath);
- for (int i = 0; i < source.Configs.Count; i++)
- {
- string assetIdStr = source.Configs[i].GetString("assetID", UUID.Random().ToString());
- string name = source.Configs[i].GetString("name", String.Empty);
- sbyte type = (sbyte)source.Configs[i].GetInt("assetType", 0);
- string assetPath = Path.Combine(dir, source.Configs[i].GetString("fileName", String.Empty));
- AssetBase newAsset = CreateAsset(assetIdStr, name, assetPath, type);
- newAsset.Type = type;
- assets.Add(newAsset);
- }
- }
- catch (XmlException e)
- {
- m_log.ErrorFormat("[ASSETS]: Error loading {0} : {1}", assetSetPath, e);
- }
- }
- else
- {
- m_log.ErrorFormat("[ASSETS]: Asset set file {0} does not exist!", assetSetPath);
- }
- }
- }
- }
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