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Factor out common asset loading from AssetServerBase and Grid/AssetServer/Main
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Xml;
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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/// <summary>
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/// Loads assets from the filesystem location. Not yet a plugin, though it should be.
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/// </summary>
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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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{
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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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{
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MainLog.Instance.Verbose("ASSETS", "Loading: [{0}][{1}]", name, filename);
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LoadAsset(asset, isImage, filename);
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}
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else
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{
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MainLog.Instance.Verbose("ASSETS", "Instantiated: [{0}]", name);
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}
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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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{
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string dataPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "assets"); //+ folder;
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string fileName = Path.Combine(dataPath, filename);
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FileInfo fInfo = new FileInfo(fileName);
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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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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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br.Close();
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fStream.Close();
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info.Data = idata;
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//info.loaded=true;
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}
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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(), "OpenSimAssetSet.xml");
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if (File.Exists(filePath))
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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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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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AssetBase newAsset = CreateAsset(assetIdStr, name, fileName, false);
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newAsset.Type = type;
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newAsset.InvType = invType;
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assets.Add(newAsset);
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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 " + filePath + ": " + e.ToString());
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}
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}
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assets.ForEach(action);
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}
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}
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}
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