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