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Allow OpenSim operators to specify their own asset sets without needing to change the default OpenSim set. Equivalent changes to allow operators to also specify their own
standard inventory library directories and items to follow.
This commit is contained in:
@@ -44,18 +44,18 @@ namespace OpenSim.Framework.AssetLoader.Filesystem
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{
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public class AssetLoaderFileSystem : IAssetLoader
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{
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protected AssetBase CreateAsset(string assetIdStr, string name, string filename, bool isImage)
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protected AssetBase CreateAsset(string assetIdStr, string name, string path, bool isImage)
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{
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AssetBase asset = new AssetBase(
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new LLUUID(assetIdStr),
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name
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);
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if (!String.IsNullOrEmpty(filename))
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if (!String.IsNullOrEmpty(path))
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{
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MainLog.Instance.Verbose("ASSETS", "Loading: [{0}][{1}]", name, filename);
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MainLog.Instance.Verbose("ASSETS", "Loading: [{0}][{1}]", name, path);
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LoadAsset(asset, isImage, filename);
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LoadAsset(asset, isImage, path);
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}
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else
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{
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@@ -65,13 +65,11 @@ namespace OpenSim.Framework.AssetLoader.Filesystem
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return asset;
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}
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protected void LoadAsset(AssetBase info, bool image, string filename)
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protected void LoadAsset(AssetBase info, bool image, string path)
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{
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string dataPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "assets/OpenSimAssetSet"); //+ folder;
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string fileName = Path.Combine(dataPath, filename);
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FileInfo fInfo = new FileInfo(fileName);
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FileInfo fInfo = new FileInfo(path);
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long numBytes = fInfo.Length;
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FileStream fStream = new FileStream(fileName, FileMode.Open, FileAccess.Read);
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FileStream fStream = new FileStream(path, FileMode.Open, FileAccess.Read);
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byte[] idata = new byte[numBytes];
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BinaryReader br = new BinaryReader(fStream);
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idata = br.ReadBytes((int) numBytes);
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@@ -83,25 +81,64 @@ namespace OpenSim.Framework.AssetLoader.Filesystem
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public void ForEachXmlAsset(Action<AssetBase> action)
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{
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List<AssetBase> assets = new List<AssetBase>();
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// System.Console.WriteLine("trying loading asset into database");
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string filePath = Path.Combine(Util.configDir(), "assets/OpenSimAssetSet/OpenSimAssetSet.xml");
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if (File.Exists(filePath))
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List<AssetBase> assets = new List<AssetBase>();
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string assetSetsPath = Path.Combine(Util.assetsDir(), "AssetSets.xml");
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if (File.Exists(assetSetsPath))
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{
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string assetSetPath = "ERROR";
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try
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{
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XmlConfigSource source = new XmlConfigSource(assetSetsPath);
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for (int i = 0; i < source.Configs.Count; i++)
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{
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assetSetPath = source.Configs[i].GetString("file", "");
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LoadXmlAssetSet(Path.Combine(Util.assetsDir(), assetSetPath), assets);
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}
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}
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catch (XmlException e)
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{
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MainLog.Instance.Error("ASSETS", "Error loading {0} : {1}", assetSetPath, e);
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}
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}
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else
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{
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MainLog.Instance.Error(
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"ASSETS",
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"Asset set control file assets/AssetSets.xml does not exist! No assets loaded.");
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}
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assets.ForEach(action);
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}
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/// <summary>
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/// Use the asset set information at path to load assets
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/// </summary>
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/// <param name="path"></param>
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/// <param name="assets"></param>
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protected void LoadXmlAssetSet(string assetSetPath, List<AssetBase> assets)
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{
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MainLog.Instance.Verbose("ASSETS", "Loading asset set {0}", assetSetPath);
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if (File.Exists(assetSetPath))
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{
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try
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{
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XmlConfigSource source = new XmlConfigSource(filePath);
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XmlConfigSource source = new XmlConfigSource(assetSetPath);
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String dir = Path.GetDirectoryName(assetSetPath);
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for (int i = 0; i < source.Configs.Count; i++)
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{
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// System.Console.WriteLine("loading asset into database");
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string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToString());
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string name = source.Configs[i].GetString("name", "");
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sbyte type = (sbyte) source.Configs[i].GetInt("assetType", 0);
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sbyte invType = (sbyte) source.Configs[i].GetInt("inventoryType", 0);
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string fileName = source.Configs[i].GetString("fileName", "");
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string assetPath = Path.Combine(dir, source.Configs[i].GetString("fileName", ""));
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AssetBase newAsset = CreateAsset(assetIdStr, name, fileName, false);
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AssetBase newAsset = CreateAsset(assetIdStr, name, assetPath, false);
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newAsset.Type = type;
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newAsset.InvType = invType;
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@@ -110,10 +147,13 @@ namespace OpenSim.Framework.AssetLoader.Filesystem
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}
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catch (XmlException e)
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{
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MainLog.Instance.Error("ASSETS", "Error loading " + filePath + ": " + e.ToString());
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MainLog.Instance.Error("ASSETS", "Error loading {0} : {1}", assetSetPath, e);
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}
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}
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assets.ForEach(action);
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else
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{
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MainLog.Instance.Error("ASSETS", "Asset set file {0} does not exist!", assetSetPath);
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}
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}
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}
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}
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