/* * 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.Xml.Serialization; using OpenMetaverse; namespace OpenSim.Framework { [Flags] // this enum is stuck, can not be changed or will break compatibilty with any version older than that change public enum AssetFlags : int { Normal = 0, // Immutable asset Maptile = 1, // What it says Rewritable = 2, // Content can be rewritten Collectable = 4, // Can be GC'ed after some time } /// /// Asset class. All Assets are reference by this class or a class derived from this class /// [Serializable] public class AssetBase { //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public static readonly int MAX_ASSET_NAME = 64; public static readonly int MAX_ASSET_DESC = 64; /// /// Data of the Asset /// private byte[] m_data; /// /// Meta Data of the Asset /// private AssetMetadata m_metadata; private int m_uploadAttempts; // This is needed for .NET serialization!!! // Do NOT "Optimize" away! public AssetBase() { m_metadata = new AssetMetadata { FullID = UUID.Zero, ID = UUID.Zero.ToString(), Type = (sbyte)AssetType.Unknown, CreatorID = string.Empty }; } public AssetBase(UUID assetID, string name, sbyte assetType, string creatorID) { /* if (assetType == (sbyte)AssetType.Unknown) { System.Diagnostics.StackTrace trace = new System.Diagnostics.StackTrace(true); m_log.ErrorFormat("[ASSETBASE]: Creating asset '{0}' ({1}) with an unknown asset type\n{2}", name, assetID, trace.ToString()); } */ m_metadata = new AssetMetadata { FullID = assetID, Name = name, Type = assetType, CreatorID = creatorID }; } public AssetBase(string assetID, string name, sbyte assetType, string creatorID) { /* if (assetType == (sbyte)AssetType.Unknown) { System.Diagnostics.StackTrace trace = new System.Diagnostics.StackTrace(true); m_log.ErrorFormat("[ASSETBASE]: Creating asset '{0}' ({1}) with an unknown asset type\n{2}", name, assetID, trace.ToString()); } */ m_metadata = new AssetMetadata { ID = assetID, Name = name, Type = assetType, CreatorID = creatorID }; } public bool ContainsReferences { get { return IsTextualAsset && ( Type != (sbyte)AssetType.Notecard && Type != (sbyte)AssetType.CallingCard && Type != (sbyte)AssetType.LSLText && Type != (sbyte)AssetType.Landmark); } } public bool IsTextualAsset { get { return !IsBinaryAsset; } } /// /// Checks if this asset is a binary or text asset /// public bool IsBinaryAsset { get { return (Type == (sbyte)AssetType.Animation || Type == (sbyte)AssetType.Gesture || Type == (sbyte)AssetType.Simstate || Type == (sbyte)AssetType.Unknown || Type == (sbyte)AssetType.Object || Type == (sbyte)AssetType.Sound || Type == (sbyte)AssetType.SoundWAV || Type == (sbyte)AssetType.Texture || Type == (sbyte)AssetType.TextureTGA || Type == (sbyte)AssetType.Folder || Type == (sbyte)AssetType.ImageJPEG || Type == (sbyte)AssetType.ImageTGA || Type == (sbyte)AssetType.Mesh || Type == (sbyte) AssetType.LSLBytecode); } } public byte[] Data { get { return m_data; } set { m_data = value; } } /// /// Asset UUID /// public UUID FullID { get { return m_metadata.FullID; } set { m_metadata.FullID = value; } } /// /// Asset MetaData ID (transferring from UUID to string ID) /// public string ID { get { return m_metadata.ID; } set { m_metadata.ID = value; } } public string Name { get { return m_metadata.Name; } set { m_metadata.Name = value; } } public string Description { get { return m_metadata.Description; } set { m_metadata.Description = value; } } /// /// (sbyte) AssetType enum /// public sbyte Type { get { return m_metadata.Type; } set { m_metadata.Type = value; } } public int UploadAttempts { get { return m_uploadAttempts; } set { m_uploadAttempts = value; } } /// /// Is this a region only asset, or does this exist on the asset server also /// public bool Local { get { return m_metadata.Local; } set { m_metadata.Local = value; } } /// /// Is this asset going to be saved to the asset database? /// public bool Temporary { get { return m_metadata.Temporary; } set { m_metadata.Temporary = value; } } public string CreatorID { get { return m_metadata.CreatorID; } set { m_metadata.CreatorID = value; } } public AssetFlags Flags { get { return m_metadata.Flags; } set { m_metadata.Flags = value; } } [XmlIgnore] public AssetMetadata Metadata { get { return m_metadata; } set { m_metadata = value; } } public override string ToString() { return FullID.ToString(); } } [Serializable] public class AssetMetadata { private UUID m_fullid; private string m_id; private string m_name = string.Empty; private string m_description = string.Empty; private DateTime m_creation_date; private sbyte m_type = (sbyte)AssetType.Unknown; private string m_content_type; private byte[] m_sha1; private bool m_local; private bool m_temporary; private string m_creatorid; private AssetFlags m_flags; public UUID FullID { get { return m_fullid; } set { m_fullid = value; m_id = m_fullid.ToString(); } } public string ID { //get { return m_fullid.ToString(); } //set { m_fullid = new UUID(value); } get { if (string.IsNullOrEmpty(m_id)) m_id = m_fullid.ToString(); return m_id; } set { if (UUID.TryParse(value, out UUID uuid)) { m_fullid = uuid; m_id = uuid.ToString(); } else m_id = value; } } public string Name { get { return m_name; } set { m_name = value; } } public string Description { get { return m_description; } set { m_description = value; } } public DateTime CreationDate { get { return m_creation_date; } set { m_creation_date = value; } } public sbyte Type { get { return m_type; } set { m_type = value; } } public string ContentType { get { if (!string.IsNullOrEmpty(m_content_type)) return m_content_type; else return SLUtil.SLAssetTypeToContentType(m_type); } set { m_content_type = value; sbyte type = SLUtil.ContentTypeToSLAssetType(value); if (type != -1) m_type = type; } } public byte[] SHA1 { get { return m_sha1; } set { m_sha1 = value; } } public bool Local { get { return m_local; } set { m_local = value; } } public bool Temporary { get { return m_temporary; } set { m_temporary = value; } } public string CreatorID { get { return m_creatorid; } set { m_creatorid = value; } } public AssetFlags Flags { get { return m_flags; } set { m_flags = value; } } } }