85 lines
3.2 KiB
C#
85 lines
3.2 KiB
C#
/*
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* Copyright (c) 2006-2016, openmetaverse.co
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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.co 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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namespace OpenMetaverse.Assets
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{
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/// <summary>
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/// Base class for all Asset types
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/// </summary>
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public abstract class Asset
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{
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/// <summary>A byte array containing the raw asset data</summary>
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public byte[] AssetData;
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/// <summary>True if the asset it only stored on the server temporarily</summary>
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public bool Temporary;
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/// <summary>A unique ID</summary>
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private UUID _AssetID;
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/// <summary>The assets unique ID</summary>
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public UUID AssetID
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{
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get => _AssetID;
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internal set => _AssetID = value;
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}
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/// <summary>
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/// The "type" of asset, Notecard, Animation, etc
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/// </summary>
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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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/// <summary>
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/// Construct a new Asset object
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/// </summary>
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protected Asset() { }
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/// <summary>
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/// Construct a new Asset object
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/// </summary>
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/// <param name="assetID">A unique <see cref="UUID"/> specific to this asset</param>
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/// <param name="assetData">A byte array containing the raw asset data</param>
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protected Asset(UUID assetID, byte[] assetData)
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{
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_AssetID = assetID;
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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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/// <returns>True if the asset decoding succeeded, otherwise false</returns>
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public abstract bool Decode();
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}
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}
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