/*
* 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;
}
}
}