* Converted all timers to System.Threading timers to fix problems running in services and the CF * UDPBase now uses our own ReaderWriterLock that is more efficient, and CF compatible * Login uses a hand-created LoginProxy object instead of dynamically building the class with reflection .Emit() * Replaced ParameterizedThreadStart calls with class-wide variables for CF compat. * Removed transfer timeout code (irrelevant now that uploads go through CAPS) * Added several new Helpers methods to wrap desktop and CF conditional code * Replaced Monitor calls with AutoResetEvent in BlockingQueue * InventoryNodeDictionary uses generics now * Removed final lingering piece of XML serialization * Added CookComputing.XmlRpc.CF.dll for the CF git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1479 52acb1d6-8a22-11de-b505-999d5b087335
412 lines
14 KiB
C#
412 lines
14 KiB
C#
using System;
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using System.Text;
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using System.Collections.Generic;
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namespace libsecondlife
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{
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public abstract class Asset
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{
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public byte[] AssetData;
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private LLUUID _AssetID;
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public LLUUID AssetID
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{
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get { return _AssetID; }
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internal set { _AssetID = value; }
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}
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public abstract AssetType AssetType
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{
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get;
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}
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public Asset() { }
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public Asset(byte[] assetData)
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{
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AssetData = assetData;
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}
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/// <summary>
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/// Regenerates the <code>AssetData</code> byte array from the properties
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/// of the derived class.
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/// </summary>
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public abstract void Encode();
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/// <summary>
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/// Decodes the AssetData, placing it in appropriate properties of the derived
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/// class.
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/// </summary>
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public abstract void Decode();
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}
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public class AssetNotecard : Asset
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{
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public override AssetType AssetType { get { return AssetType.Notecard; } }
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public string Text = null;
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public AssetNotecard() { }
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public AssetNotecard(byte[] assetData) : base(assetData) { }
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public AssetNotecard(string text)
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{
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Text = text;
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}
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public override void Encode()
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{
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AssetData = Helpers.StringToField(Text);
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}
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public override void Decode()
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{
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Text = Helpers.FieldToUTF8String(AssetData);
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}
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}
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public class AssetScriptText : Asset
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{
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public override AssetType AssetType { get { return AssetType.LSLText; } }
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public string Source;
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public AssetScriptText() { }
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public AssetScriptText(byte[] assetData) : base(assetData) { }
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public AssetScriptText(string source)
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{
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Source = source;
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}
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public override void Encode()
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{
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AssetData = Helpers.StringToField(Source);
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}
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public override void Decode()
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{
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Source = Helpers.FieldToUTF8String(AssetData);
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}
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}
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public class AssetScriptBinary : Asset
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{
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public override AssetType AssetType { get { return AssetType.LSLBytecode; } }
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public byte[] Bytecode;
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public AssetScriptBinary() { }
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public AssetScriptBinary(byte[] assetData) : base (assetData)
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{
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Bytecode = assetData;
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}
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public override void Encode() { AssetData = Bytecode; }
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public override void Decode() { Bytecode = AssetData; }
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}
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public class AssetTexture : Asset
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{
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public override AssetType AssetType { get { return AssetType.Texture; } }
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public Image Image;
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public AssetTexture() { }
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public AssetTexture(byte[] assetData) : base(assetData) { }
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public AssetTexture(Image image)
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{
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Image = image;
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}
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public override void Encode()
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{
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#if PocketPC
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throw new Exception("OpenJPEG encoding is not supported on the PocketPC");
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#else
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AssetData = OpenJPEGNet.OpenJPEG.Encode(Image);
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#endif
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}
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public override void Decode()
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{
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#if PocketPC
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throw new Exception("OpenJPEG decoding is not supported on the PocketPC");
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#else
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Image = OpenJPEGNet.OpenJPEG.Decode(AssetData);
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#endif
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}
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}
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public class AssetPrim : Asset
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{
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public override AssetType AssetType { get { return AssetType.Primitive; } }
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public AssetPrim() { }
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public override void Encode() { }
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public override void Decode() { }
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}
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public class AssetSound : Asset
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{
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public override AssetType AssetType { get { return AssetType.Sound; } }
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public AssetSound() { }
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// TODO: Sometime we could add OGG encoding/decoding?
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public override void Encode() { }
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public override void Decode() { }
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}
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public enum WearableType : byte
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{
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Shape = 0,
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Skin,
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Hair,
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Eyes,
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Shirt,
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Pants,
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Shoes,
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Socks,
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Jacket,
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Gloves,
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Undershirt,
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Underpants,
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Skirt,
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Invalid = 255
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};
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public abstract class AssetWearable : Asset
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{
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public string Name = String.Empty;
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public string Description = String.Empty;
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public WearableType WearableType = WearableType.Shape;
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public SaleType ForSale;
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public int SalePrice;
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public LLUUID Creator;
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public LLUUID Owner;
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public LLUUID LastOwner;
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public LLUUID Group;
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public bool GroupOwned;
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public Permissions Permissions;
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public Dictionary<int, float> Params = new Dictionary<int, float>();
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public Dictionary<AppearanceManager.TextureIndex, LLUUID> Textures = new Dictionary<AppearanceManager.TextureIndex, LLUUID>();
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public AssetWearable() { }
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public AssetWearable(byte[] assetData) : base(assetData) { }
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public AssetWearable(string source)
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{
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AssetData = Helpers.StringToField(source);
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}
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public override void Decode()
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{
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// FIXME: This doesn't appear to do any sanity checking at all, probably should and return a bool?
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int version = -1;
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int n = -1;
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string data = Helpers.FieldToUTF8String(AssetData);
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n = data.IndexOf('\n');
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version = Int32.Parse(data.Substring(19, n - 18));
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data = data.Remove(0, n);
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if (version != 22)
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throw new Exception("Wearable asset has unrecognized version " + version);
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n = data.IndexOf('\n');
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Name = data.Substring(0, n);
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data = data.Remove(0, n);
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n = data.IndexOf('\n');
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Description = data.Substring(0, n);
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data = data.Remove(0, n);
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// Split in to an upper and lower half
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string upper, lower;
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Helpers.StringSplitAt(data, "parameters", out upper, out lower);
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Permissions = new Permissions();
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// Parse the upper half
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string[] lines = upper.Split('\n');
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foreach (string thisline in lines)
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{
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string line = thisline.Trim();
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string[] fields = line.Split('\t');
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if (fields.Length == 2)
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{
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if (fields[0] == "creator_mask")
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{
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// Deprecated, apply this as the base mask
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Permissions.BaseMask = (PermissionMask)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
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}
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else if (fields[0] == "base_mask")
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{
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Permissions.BaseMask = (PermissionMask)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
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}
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else if (fields[0] == "owner_mask")
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{
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Permissions.OwnerMask = (PermissionMask)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
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}
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else if (fields[0] == "group_mask")
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{
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Permissions.GroupMask = (PermissionMask)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
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}
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else if (fields[0] == "everyone_mask")
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{
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Permissions.EveryoneMask = (PermissionMask)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
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}
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else if (fields[0] == "next_owner_mask")
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{
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Permissions.NextOwnerMask = (PermissionMask)UInt32.Parse(fields[1], System.Globalization.NumberStyles.HexNumber);
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}
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else if (fields[0] == "creator_id")
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{
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Creator = new LLUUID(fields[1]);
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}
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else if (fields[0] == "owner_id")
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{
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Owner = new LLUUID(fields[1]);
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}
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else if (fields[0] == "last_owner_id")
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{
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LastOwner = new LLUUID(fields[1]);
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}
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else if (fields[0] == "group_id")
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{
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Group = new LLUUID(fields[1]);
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}
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else if (fields[0] == "group_owned")
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{
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GroupOwned = (Int32.Parse(fields[1]) != 0);
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}
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else if (fields[0] == "sale_type")
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{
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ForSale = InventoryManager.StringToSaleType(fields[1]);
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}
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else if (fields[0] == "sale_price")
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{
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SalePrice = Int32.Parse(fields[1]);
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}
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}
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else if (line.StartsWith("type "))
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{
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WearableType = (WearableType)Int32.Parse(line.Substring(5));
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break;
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}
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}
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// Break up the lower half in to parameters and textures
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string parameters, textures;
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Helpers.StringSplitAt(lower, "textures", out parameters, out textures);
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// Parse the parameters
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lines = parameters.Split('\n');
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foreach (string line in lines)
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{
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string[] fields = line.Split(' ');
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// Use exception handling to deal with all the lines we aren't interested in
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try
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{
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int id = Int32.Parse(fields[0]);
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float weight = Single.Parse(fields[1], System.Globalization.NumberStyles.Float,
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Helpers.EnUsCulture.NumberFormat);
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Params[id] = weight;
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}
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catch (Exception)
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{
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}
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}
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// Parse the textures
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lines = textures.Split('\n');
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foreach (string line in lines)
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{
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string[] fields = line.Split(' ');
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// Use exception handling to deal with all the lines we aren't interested in
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try
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{
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AppearanceManager.TextureIndex id = (AppearanceManager.TextureIndex)Int32.Parse(fields[0]);
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LLUUID texture = new LLUUID(fields[1]);
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Textures[id] = texture;
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}
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catch (Exception)
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{
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}
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}
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}
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public override void Encode()
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{
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const string NL = "\n";
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StringBuilder data = new StringBuilder("LLWearable version 22\n");
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data.Append(Name); data.Append(NL); data.Append(NL);
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data.Append("\tpermissions 0\n\t{\n");
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data.Append("\t\tbase_mask\t"); data.Append(Helpers.UIntToHexString((uint)Permissions.BaseMask)); data.Append(NL);
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data.Append("\t\towner_mask\t"); data.Append(Helpers.UIntToHexString((uint)Permissions.OwnerMask)); data.Append(NL);
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data.Append("\t\tgroup_mask\t"); data.Append(Helpers.UIntToHexString((uint)Permissions.GroupMask)); data.Append(NL);
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data.Append("\t\teveryone_mask\t"); data.Append(Helpers.UIntToHexString((uint)Permissions.EveryoneMask)); data.Append(NL);
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data.Append("\t\tnext_owner_mask\t"); data.Append(Helpers.UIntToHexString((uint)Permissions.NextOwnerMask)); data.Append(NL);
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data.Append("\t\tcreator_id\t"); data.Append(Creator.ToStringHyphenated()); data.Append(NL);
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data.Append("\t\towner_id\t"); data.Append(Owner.ToStringHyphenated()); data.Append(NL);
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data.Append("\t\tlast_owner_id\t"); data.Append(LastOwner.ToStringHyphenated()); data.Append(NL);
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data.Append("\t\tgroup_id\t"); data.Append(Group.ToStringHyphenated()); data.Append(NL);
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if (GroupOwned) data.Append("\t\tgroup_owned\t1\n");
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data.Append("\t}\n");
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data.Append("\tsale_info\t0\n");
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data.Append("\t{\n");
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data.Append("\t\tsale_type\t"); data.Append(InventoryManager.SaleTypeToString(ForSale)); data.Append(NL);
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data.Append("\t\tsale_price\t"); data.Append(SalePrice); data.Append(NL);
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data.Append("\t}\n");
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data.Append("type "); data.Append((int)WearableType); data.Append(NL);
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data.Append("parameters "); data.Append(Params.Count); data.Append(NL);
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foreach (KeyValuePair<int, float> param in Params)
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{
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data.Append(param.Key); data.Append(" "); data.Append(Helpers.FloatToTerseString(param.Value)); data.Append(NL);
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}
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data.Append("textures "); data.Append(Textures.Count); data.Append(NL);
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foreach (KeyValuePair<AppearanceManager.TextureIndex, LLUUID> texture in Textures)
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{
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data.Append(texture.Key); data.Append(" "); data.Append(texture.Value.ToStringHyphenated()); data.Append(NL);
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}
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AssetData = Helpers.StringToField(data.ToString());
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}
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}
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public class AssetClothing : AssetWearable
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{
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public override AssetType AssetType { get { return AssetType.Clothing; } }
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public AssetClothing() { }
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public AssetClothing(byte[] assetData) : base(assetData) { }
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public AssetClothing(string source) : base(source) { }
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}
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public class AssetBodypart : AssetWearable
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{
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public override AssetType AssetType { get { return AssetType.Bodypart; } }
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public AssetBodypart() { }
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public AssetBodypart(byte[] assetData) : base(assetData) { }
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public AssetBodypart(string source) : base(source) { }
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}
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}
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