ArchiveConstants.cs 12 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Text;
  30. using OpenMetaverse;
  31. namespace OpenSim.Framework.Serialization
  32. {
  33. /// <summary>
  34. /// Constants for the archiving module
  35. /// </summary>
  36. public class ArchiveConstants
  37. {
  38. /// <value>
  39. /// The location of the archive control file
  40. /// </value>
  41. public const string CONTROL_FILE_PATH = "archive.xml";
  42. /// <value>
  43. /// Path for the assets held in an archive
  44. /// </value>
  45. public const string ASSETS_PATH = "assets/";
  46. /// <value>
  47. /// Path for the inventory data
  48. /// </value>
  49. public const string INVENTORY_PATH = "inventory/";
  50. /// <value>
  51. /// Path for the prims file
  52. /// </value>
  53. public const string OBJECTS_PATH = "objects/";
  54. /// <value>
  55. /// Path for terrains. Technically these may be assets, but I think it's quite nice to split them out.
  56. /// </value>
  57. public const string TERRAINS_PATH = "terrains/";
  58. /// <value>
  59. /// Path for region settings.
  60. /// </value>
  61. public const string SETTINGS_PATH = "settings/";
  62. /// <value>
  63. /// Path for region settings.
  64. /// </value>
  65. public const string LANDDATA_PATH = "landdata/";
  66. /// <value>
  67. /// Path for user profiles
  68. /// </value>
  69. public const string USERS_PATH = "userprofiles/";
  70. /// <value>
  71. /// The character the separates the uuid from extension information in an archived asset filename
  72. /// </value>
  73. public const string ASSET_EXTENSION_SEPARATOR = "_";
  74. /// <value>
  75. /// Used to separate components in an inventory node name
  76. /// </value>
  77. public const string INVENTORY_NODE_NAME_COMPONENT_SEPARATOR = "__";
  78. /// <summary>
  79. /// Template used for creating filenames in OpenSim Archives.
  80. /// </summary>
  81. public const string OAR_OBJECT_FILENAME_TEMPLATE = "{0}_{1:000}-{2:000}-{3:000}__{4}.xml";
  82. /// <value>
  83. /// Extensions used for asset types in the archive
  84. /// </value>
  85. public static readonly IDictionary<sbyte, string> ASSET_TYPE_TO_EXTENSION = new Dictionary<sbyte, string>();
  86. public static readonly IDictionary<string, sbyte> EXTENSION_TO_ASSET_TYPE = new Dictionary<string, sbyte>();
  87. static ArchiveConstants()
  88. {
  89. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Animation] = ASSET_EXTENSION_SEPARATOR + "animation.bvh";
  90. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Bodypart] = ASSET_EXTENSION_SEPARATOR + "bodypart.txt";
  91. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.CallingCard] = ASSET_EXTENSION_SEPARATOR + "callingcard.txt";
  92. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Clothing] = ASSET_EXTENSION_SEPARATOR + "clothing.txt";
  93. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Folder] = ASSET_EXTENSION_SEPARATOR + "folder.txt"; // Not sure if we'll ever see this
  94. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Gesture] = ASSET_EXTENSION_SEPARATOR + "gesture.txt";
  95. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageJPEG] = ASSET_EXTENSION_SEPARATOR + "image.jpg";
  96. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.ImageTGA] = ASSET_EXTENSION_SEPARATOR + "image.tga";
  97. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Landmark] = ASSET_EXTENSION_SEPARATOR + "landmark.txt";
  98. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LostAndFoundFolder] = ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"; // Not sure if we'll ever see this
  99. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLBytecode] = ASSET_EXTENSION_SEPARATOR + "bytecode.lso";
  100. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.LSLText] = ASSET_EXTENSION_SEPARATOR + "script.lsl";
  101. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Mesh] = ASSET_EXTENSION_SEPARATOR + "mesh.llmesh";
  102. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Notecard] = ASSET_EXTENSION_SEPARATOR + "notecard.txt";
  103. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Object] = ASSET_EXTENSION_SEPARATOR + "object.xml";
  104. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.RootFolder] = ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"; // Not sure if we'll ever see this
  105. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Simstate] = ASSET_EXTENSION_SEPARATOR + "simstate.bin"; // Not sure if we'll ever see this
  106. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SnapshotFolder] = ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"; // Not sure if we'll ever see this
  107. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Sound] = ASSET_EXTENSION_SEPARATOR + "sound.ogg";
  108. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV] = ASSET_EXTENSION_SEPARATOR + "sound.wav";
  109. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2";
  110. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga";
  111. ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.TrashFolder] = ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"; // Not sure if we'll ever see this
  112. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = (sbyte)AssetType.Animation;
  113. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = (sbyte)AssetType.Bodypart;
  114. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "callingcard.txt"] = (sbyte)AssetType.CallingCard;
  115. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "clothing.txt"] = (sbyte)AssetType.Clothing;
  116. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "folder.txt"] = (sbyte)AssetType.Folder;
  117. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "gesture.txt"] = (sbyte)AssetType.Gesture;
  118. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.jpg"] = (sbyte)AssetType.ImageJPEG;
  119. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.tga"] = (sbyte)AssetType.ImageTGA;
  120. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "landmark.txt"] = (sbyte)AssetType.Landmark;
  121. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "lostandfoundfolder.txt"] = (sbyte)AssetType.LostAndFoundFolder;
  122. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bytecode.lso"] = (sbyte)AssetType.LSLBytecode;
  123. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "script.lsl"] = (sbyte)AssetType.LSLText;
  124. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "mesh.llmesh"] = (sbyte)AssetType.Mesh;
  125. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "notecard.txt"] = (sbyte)AssetType.Notecard;
  126. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "object.xml"] = (sbyte)AssetType.Object;
  127. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "rootfolder.txt"] = (sbyte)AssetType.RootFolder;
  128. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "simstate.bin"] = (sbyte)AssetType.Simstate;
  129. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "snapshotfolder.txt"] = (sbyte)AssetType.SnapshotFolder;
  130. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.ogg"] = (sbyte)AssetType.Sound;
  131. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.wav"] = (sbyte)AssetType.SoundWAV;
  132. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.jp2"] = (sbyte)AssetType.Texture;
  133. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = (sbyte)AssetType.TextureTGA;
  134. EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "trashfolder.txt"] = (sbyte)AssetType.TrashFolder;
  135. }
  136. /// <summary>
  137. /// Create the filename used to store an object in an OpenSim Archive.
  138. /// </summary>
  139. /// <param name="objectName"></param>
  140. /// <param name="uuid"></param>
  141. /// <param name="pos"></param>
  142. /// <returns></returns>
  143. public static string CreateOarObjectFilename(string objectName, UUID uuid, Vector3 pos)
  144. {
  145. return string.Format(
  146. OAR_OBJECT_FILENAME_TEMPLATE, objectName,
  147. Math.Round(pos.X), Math.Round(pos.Y), Math.Round(pos.Z),
  148. uuid);
  149. }
  150. /// <summary>
  151. /// Create the path used to store an object in an OpenSim Archives.
  152. /// </summary>
  153. /// <param name="objectName"></param>
  154. /// <param name="uuid"></param>
  155. /// <param name="pos"></param>
  156. /// <returns></returns>
  157. public static string CreateOarObjectPath(string objectName, UUID uuid, Vector3 pos)
  158. {
  159. return OBJECTS_PATH + CreateOarObjectFilename(objectName, uuid, pos);
  160. }
  161. /// <summary>
  162. /// Extract a plain path from an IAR path
  163. /// </summary>
  164. /// <param name="iarPath"></param>
  165. /// <returns></returns>
  166. public static string ExtractPlainPathFromIarPath(string iarPath)
  167. {
  168. List<string> plainDirs = new List<string>();
  169. string[] iarDirs = iarPath.Split(new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
  170. foreach (string iarDir in iarDirs)
  171. {
  172. if (!iarDir.Contains(ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR))
  173. plainDirs.Add(iarDir);
  174. int i = iarDir.LastIndexOf(ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR);
  175. plainDirs.Add(iarDir.Remove(i));
  176. }
  177. return string.Join("/", plainDirs.ToArray());
  178. }
  179. }
  180. }