This corrects a severe error where as AssetTypes were being reused for the Folder FolderType id resulting in invalid ids for various system folder types causing inventory validation issues from within the SL viewer.
120 lines
6.9 KiB
C#
120 lines
6.9 KiB
C#
/*
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* Copyright (c) 2006-2014, openmetaverse.org
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* All rights reserved.
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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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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.org nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using OpenMetaverse;
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namespace OpenMetaverse.Assets
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{
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/// <summary>
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/// Constants for the archiving module
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/// </summary>
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public class ArchiveConstants
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{
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/// <summary>
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/// The location of the archive control file
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/// </summary>
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public static readonly string CONTROL_FILE_PATH = "archive.xml";
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/// <summary>
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/// Path for the assets held in an archive
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/// </summary>
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public static readonly string ASSETS_PATH = "assets/";
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/// <summary>
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/// Path for the prims file
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/// </summary>
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public static readonly string OBJECTS_PATH = "objects/";
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/// <summary>
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/// Path for terrains. Technically these may be assets, but I think it's quite nice to split them out.
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/// </summary>
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public static readonly string TERRAINS_PATH = "terrains/";
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/// <summary>
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/// Path for region settings.
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/// </summary>
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public static readonly string SETTINGS_PATH = "settings/";
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/// <value>
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/// Path for region settings.
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/// </value>
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public const string LANDDATA_PATH = "landdata/";
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/// <summary>
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/// The character the separates the uuid from extension information in an archived asset filename
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/// </summary>
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public static readonly string ASSET_EXTENSION_SEPARATOR = "_";
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/// <summary>
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/// Extensions used for asset types in the archive
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/// </summary>
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public static readonly IDictionary<AssetType, string> ASSET_TYPE_TO_EXTENSION = new Dictionary<AssetType, string>();
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public static readonly IDictionary<string, AssetType> EXTENSION_TO_ASSET_TYPE = new Dictionary<string, AssetType>();
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static ArchiveConstants()
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{
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ASSET_TYPE_TO_EXTENSION[AssetType.Animation] = ASSET_EXTENSION_SEPARATOR + "animation.bvh";
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ASSET_TYPE_TO_EXTENSION[AssetType.Bodypart] = ASSET_EXTENSION_SEPARATOR + "bodypart.txt";
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ASSET_TYPE_TO_EXTENSION[AssetType.CallingCard] = ASSET_EXTENSION_SEPARATOR + "callingcard.txt";
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ASSET_TYPE_TO_EXTENSION[AssetType.Clothing] = ASSET_EXTENSION_SEPARATOR + "clothing.txt";
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ASSET_TYPE_TO_EXTENSION[AssetType.Folder] = ASSET_EXTENSION_SEPARATOR + "folder.txt"; // Not sure if we'll ever see this
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ASSET_TYPE_TO_EXTENSION[AssetType.Gesture] = ASSET_EXTENSION_SEPARATOR + "gesture.txt";
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ASSET_TYPE_TO_EXTENSION[AssetType.ImageJPEG] = ASSET_EXTENSION_SEPARATOR + "image.jpg";
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ASSET_TYPE_TO_EXTENSION[AssetType.ImageTGA] = ASSET_EXTENSION_SEPARATOR + "image.tga";
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ASSET_TYPE_TO_EXTENSION[AssetType.Landmark] = ASSET_EXTENSION_SEPARATOR + "landmark.txt";
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ASSET_TYPE_TO_EXTENSION[AssetType.LSLBytecode] = ASSET_EXTENSION_SEPARATOR + "bytecode.lso";
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ASSET_TYPE_TO_EXTENSION[AssetType.LSLText] = ASSET_EXTENSION_SEPARATOR + "script.lsl";
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ASSET_TYPE_TO_EXTENSION[AssetType.Notecard] = ASSET_EXTENSION_SEPARATOR + "notecard.txt";
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ASSET_TYPE_TO_EXTENSION[AssetType.Object] = ASSET_EXTENSION_SEPARATOR + "object.xml";
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ASSET_TYPE_TO_EXTENSION[AssetType.Simstate] = ASSET_EXTENSION_SEPARATOR + "simstate.bin"; // Not sure if we'll ever see this
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ASSET_TYPE_TO_EXTENSION[AssetType.Sound] = ASSET_EXTENSION_SEPARATOR + "sound.ogg";
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ASSET_TYPE_TO_EXTENSION[AssetType.SoundWAV] = ASSET_EXTENSION_SEPARATOR + "sound.wav";
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ASSET_TYPE_TO_EXTENSION[AssetType.Texture] = ASSET_EXTENSION_SEPARATOR + "texture.jp2";
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ASSET_TYPE_TO_EXTENSION[AssetType.TextureTGA] = ASSET_EXTENSION_SEPARATOR + "texture.tga";
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "animation.bvh"] = AssetType.Animation;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bodypart.txt"] = AssetType.Bodypart;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "callingcard.txt"] = AssetType.CallingCard;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "clothing.txt"] = AssetType.Clothing;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "folder.txt"] = AssetType.Folder;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "gesture.txt"] = AssetType.Gesture;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.jpg"] = AssetType.ImageJPEG;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "image.tga"] = AssetType.ImageTGA;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "landmark.txt"] = AssetType.Landmark;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "bytecode.lso"] = AssetType.LSLBytecode;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "script.lsl"] = AssetType.LSLText;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "notecard.txt"] = AssetType.Notecard;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "object.xml"] = AssetType.Object;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "simstate.bin"] = AssetType.Simstate;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.ogg"] = AssetType.Sound;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "sound.wav"] = AssetType.SoundWAV;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.jp2"] = AssetType.Texture;
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EXTENSION_TO_ASSET_TYPE[ASSET_EXTENSION_SEPARATOR + "texture.tga"] = AssetType.TextureTGA;
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}
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}
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}
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