AssetBase.cs 11 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.Xml.Serialization;
  29. using System.Reflection;
  30. using log4net;
  31. using OpenMetaverse;
  32. namespace OpenSim.Framework
  33. {
  34. [Flags]
  35. public enum AssetFlags : int
  36. {
  37. Normal = 0, // Immutable asset
  38. Maptile = 1, // What it says
  39. Rewritable = 2, // Content can be rewritten
  40. Collectable = 4 // Can be GC'ed after some time
  41. }
  42. /// <summary>
  43. /// Asset class. All Assets are reference by this class or a class derived from this class
  44. /// </summary>
  45. [Serializable]
  46. public class AssetBase
  47. {
  48. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  49. public static readonly int MAX_ASSET_NAME = 64;
  50. public static readonly int MAX_ASSET_DESC = 64;
  51. /// <summary>
  52. /// Data of the Asset
  53. /// </summary>
  54. private byte[] m_data;
  55. /// <summary>
  56. /// Meta Data of the Asset
  57. /// </summary>
  58. private AssetMetadata m_metadata;
  59. // This is needed for .NET serialization!!!
  60. // Do NOT "Optimize" away!
  61. public AssetBase()
  62. {
  63. m_metadata = new AssetMetadata();
  64. m_metadata.FullID = UUID.Zero;
  65. m_metadata.ID = UUID.Zero.ToString();
  66. m_metadata.Type = (sbyte)AssetType.Unknown;
  67. m_metadata.CreatorID = String.Empty;
  68. }
  69. public AssetBase(UUID assetID, string name, sbyte assetType, string creatorID)
  70. {
  71. if (assetType == (sbyte)AssetType.Unknown)
  72. {
  73. System.Diagnostics.StackTrace trace = new System.Diagnostics.StackTrace(true);
  74. m_log.ErrorFormat("[ASSETBASE]: Creating asset '{0}' ({1}) with an unknown asset type\n{2}",
  75. name, assetID, trace.ToString());
  76. }
  77. m_metadata = new AssetMetadata();
  78. m_metadata.FullID = assetID;
  79. m_metadata.Name = name;
  80. m_metadata.Type = assetType;
  81. m_metadata.CreatorID = creatorID;
  82. }
  83. public AssetBase(string assetID, string name, sbyte assetType, string creatorID)
  84. {
  85. if (assetType == (sbyte)AssetType.Unknown)
  86. {
  87. System.Diagnostics.StackTrace trace = new System.Diagnostics.StackTrace(true);
  88. m_log.ErrorFormat("[ASSETBASE]: Creating asset '{0}' ({1}) with an unknown asset type\n{2}",
  89. name, assetID, trace.ToString());
  90. }
  91. m_metadata = new AssetMetadata();
  92. m_metadata.ID = assetID;
  93. m_metadata.Name = name;
  94. m_metadata.Type = assetType;
  95. m_metadata.CreatorID = creatorID;
  96. }
  97. public bool ContainsReferences
  98. {
  99. get
  100. {
  101. return
  102. IsTextualAsset && (
  103. Type != (sbyte)AssetType.Notecard
  104. && Type != (sbyte)AssetType.CallingCard
  105. && Type != (sbyte)AssetType.LSLText
  106. && Type != (sbyte)AssetType.Landmark);
  107. }
  108. }
  109. public bool IsTextualAsset
  110. {
  111. get
  112. {
  113. return !IsBinaryAsset;
  114. }
  115. }
  116. /// <summary>
  117. /// Checks if this asset is a binary or text asset
  118. /// </summary>
  119. public bool IsBinaryAsset
  120. {
  121. get
  122. {
  123. return
  124. (Type == (sbyte) AssetType.Animation ||
  125. Type == (sbyte)AssetType.Gesture ||
  126. Type == (sbyte)AssetType.Simstate ||
  127. Type == (sbyte)AssetType.Unknown ||
  128. Type == (sbyte)AssetType.Object ||
  129. Type == (sbyte)AssetType.Sound ||
  130. Type == (sbyte)AssetType.SoundWAV ||
  131. Type == (sbyte)AssetType.Texture ||
  132. Type == (sbyte)AssetType.TextureTGA ||
  133. Type == (sbyte)AssetType.Folder ||
  134. Type == (sbyte)AssetType.RootFolder ||
  135. Type == (sbyte)AssetType.LostAndFoundFolder ||
  136. Type == (sbyte)AssetType.SnapshotFolder ||
  137. Type == (sbyte)AssetType.TrashFolder ||
  138. Type == (sbyte)AssetType.ImageJPEG ||
  139. Type == (sbyte) AssetType.ImageTGA ||
  140. Type == (sbyte) AssetType.LSLBytecode);
  141. }
  142. }
  143. public virtual byte[] Data
  144. {
  145. get { return m_data; }
  146. set { m_data = value; }
  147. }
  148. /// <summary>
  149. /// Asset UUID
  150. /// </summary>
  151. public UUID FullID
  152. {
  153. get { return m_metadata.FullID; }
  154. set { m_metadata.FullID = value; }
  155. }
  156. /// <summary>
  157. /// Asset MetaData ID (transferring from UUID to string ID)
  158. /// </summary>
  159. public string ID
  160. {
  161. get { return m_metadata.ID; }
  162. set { m_metadata.ID = value; }
  163. }
  164. public string Name
  165. {
  166. get { return m_metadata.Name; }
  167. set { m_metadata.Name = value; }
  168. }
  169. public string Description
  170. {
  171. get { return m_metadata.Description; }
  172. set { m_metadata.Description = value; }
  173. }
  174. /// <summary>
  175. /// (sbyte) AssetType enum
  176. /// </summary>
  177. public sbyte Type
  178. {
  179. get { return m_metadata.Type; }
  180. set { m_metadata.Type = value; }
  181. }
  182. /// <summary>
  183. /// Is this a region only asset, or does this exist on the asset server also
  184. /// </summary>
  185. public bool Local
  186. {
  187. get { return m_metadata.Local; }
  188. set { m_metadata.Local = value; }
  189. }
  190. /// <summary>
  191. /// Is this asset going to be saved to the asset database?
  192. /// </summary>
  193. public bool Temporary
  194. {
  195. get { return m_metadata.Temporary; }
  196. set { m_metadata.Temporary = value; }
  197. }
  198. public string CreatorID
  199. {
  200. get { return m_metadata.CreatorID; }
  201. set { m_metadata.CreatorID = value; }
  202. }
  203. public AssetFlags Flags
  204. {
  205. get { return m_metadata.Flags; }
  206. set { m_metadata.Flags = value; }
  207. }
  208. [XmlIgnore]
  209. public AssetMetadata Metadata
  210. {
  211. get { return m_metadata; }
  212. set { m_metadata = value; }
  213. }
  214. public override string ToString()
  215. {
  216. return FullID.ToString();
  217. }
  218. }
  219. [Serializable]
  220. public class AssetMetadata
  221. {
  222. private UUID m_fullid;
  223. private string m_id;
  224. private string m_name = String.Empty;
  225. private string m_description = String.Empty;
  226. private DateTime m_creation_date;
  227. private sbyte m_type = (sbyte)AssetType.Unknown;
  228. private string m_content_type;
  229. private byte[] m_sha1;
  230. private bool m_local;
  231. private bool m_temporary;
  232. private string m_creatorid;
  233. private AssetFlags m_flags;
  234. public UUID FullID
  235. {
  236. get { return m_fullid; }
  237. set { m_fullid = value; m_id = m_fullid.ToString(); }
  238. }
  239. public string ID
  240. {
  241. //get { return m_fullid.ToString(); }
  242. //set { m_fullid = new UUID(value); }
  243. get
  244. {
  245. if (String.IsNullOrEmpty(m_id))
  246. m_id = m_fullid.ToString();
  247. return m_id;
  248. }
  249. set
  250. {
  251. UUID uuid = UUID.Zero;
  252. if (UUID.TryParse(value, out uuid))
  253. {
  254. m_fullid = uuid;
  255. m_id = m_fullid.ToString();
  256. }
  257. else
  258. m_id = value;
  259. }
  260. }
  261. public string Name
  262. {
  263. get { return m_name; }
  264. set { m_name = value; }
  265. }
  266. public string Description
  267. {
  268. get { return m_description; }
  269. set { m_description = value; }
  270. }
  271. public DateTime CreationDate
  272. {
  273. get { return m_creation_date; }
  274. set { m_creation_date = value; }
  275. }
  276. public sbyte Type
  277. {
  278. get { return m_type; }
  279. set { m_type = value; }
  280. }
  281. public string ContentType
  282. {
  283. get
  284. {
  285. if (!String.IsNullOrEmpty(m_content_type))
  286. return m_content_type;
  287. else
  288. return SLUtil.SLAssetTypeToContentType(m_type);
  289. }
  290. set
  291. {
  292. m_content_type = value;
  293. sbyte type = (sbyte)SLUtil.ContentTypeToSLAssetType(value);
  294. if (type != -1)
  295. m_type = type;
  296. }
  297. }
  298. public byte[] SHA1
  299. {
  300. get { return m_sha1; }
  301. set { m_sha1 = value; }
  302. }
  303. public bool Local
  304. {
  305. get { return m_local; }
  306. set { m_local = value; }
  307. }
  308. public bool Temporary
  309. {
  310. get { return m_temporary; }
  311. set { m_temporary = value; }
  312. }
  313. public string CreatorID
  314. {
  315. get { return m_creatorid; }
  316. set { m_creatorid = value; }
  317. }
  318. public AssetFlags Flags
  319. {
  320. get { return m_flags; }
  321. set { m_flags = value; }
  322. }
  323. }
  324. }