EXT-5581 : Centralize is_asset_fetch/knowlable into asset dictionary
Took out some ugly case statements and stuck those functions into the asset dictionary instead. This makes the code a lot more centralized/extensible since if we ever add assets, it'll be clear that their fetch/knowable fields need to be added (versus that logic being in some obscure case statement).master
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b3bbc9d9ac
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d4fef262bc
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@ -45,19 +45,25 @@ struct AssetEntry : public LLDictionaryEntry
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AssetEntry(const char *desc_name,
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const char *type_name, // 8 character limit!
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const char *human_name, // for decoding to human readable form; put any and as many printable characters you want in each one
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bool can_link) // can you create a link to this type?
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BOOL can_link, // can you create a link to this type?
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BOOL can_fetch, // can you fetch this asset by ID?
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BOOL can_know) // can you see this asset's ID?
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:
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LLDictionaryEntry(desc_name),
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mTypeName(type_name),
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mHumanName(human_name),
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mCanLink(can_link)
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mCanLink(can_link),
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mCanFetch(can_fetch),
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mCanKnow(can_know)
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{
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llassert(strlen(mTypeName) <= 8);
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}
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const char *mTypeName;
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const char *mHumanName;
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bool mCanLink;
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BOOL mCanLink;
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BOOL mCanFetch;
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BOOL mCanKnow;
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};
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class LLAssetDictionary : public LLSingleton<LLAssetDictionary>,
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@ -69,32 +75,32 @@ public:
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LLAssetDictionary::LLAssetDictionary()
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{
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// DESCRIPTION TYPE NAME HUMAN NAME CAN LINK?
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// |--------------------|-----------|-------------------|-----------|
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addEntry(LLAssetType::AT_TEXTURE, new AssetEntry("TEXTURE", "texture", "texture", FALSE));
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addEntry(LLAssetType::AT_SOUND, new AssetEntry("SOUND", "sound", "sound", FALSE));
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addEntry(LLAssetType::AT_CALLINGCARD, new AssetEntry("CALLINGCARD", "callcard", "calling card", FALSE));
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addEntry(LLAssetType::AT_LANDMARK, new AssetEntry("LANDMARK", "landmark", "landmark", FALSE));
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addEntry(LLAssetType::AT_SCRIPT, new AssetEntry("SCRIPT", "script", "legacy script", FALSE));
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addEntry(LLAssetType::AT_CLOTHING, new AssetEntry("CLOTHING", "clothing", "clothing", TRUE));
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addEntry(LLAssetType::AT_OBJECT, new AssetEntry("OBJECT", "object", "object", TRUE));
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addEntry(LLAssetType::AT_NOTECARD, new AssetEntry("NOTECARD", "notecard", "note card", FALSE));
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addEntry(LLAssetType::AT_CATEGORY, new AssetEntry("CATEGORY", "category", "folder", TRUE));
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addEntry(LLAssetType::AT_LSL_TEXT, new AssetEntry("LSL_TEXT", "lsltext", "lsl2 script", FALSE));
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addEntry(LLAssetType::AT_LSL_BYTECODE, new AssetEntry("LSL_BYTECODE", "lslbyte", "lsl bytecode", FALSE));
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addEntry(LLAssetType::AT_TEXTURE_TGA, new AssetEntry("TEXTURE_TGA", "txtr_tga", "tga texture", FALSE));
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addEntry(LLAssetType::AT_BODYPART, new AssetEntry("BODYPART", "bodypart", "body part", TRUE));
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addEntry(LLAssetType::AT_SOUND_WAV, new AssetEntry("SOUND_WAV", "snd_wav", "sound", FALSE));
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addEntry(LLAssetType::AT_IMAGE_TGA, new AssetEntry("IMAGE_TGA", "img_tga", "targa image", FALSE));
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addEntry(LLAssetType::AT_IMAGE_JPEG, new AssetEntry("IMAGE_JPEG", "jpeg", "jpeg image", FALSE));
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addEntry(LLAssetType::AT_ANIMATION, new AssetEntry("ANIMATION", "animatn", "animation", FALSE));
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addEntry(LLAssetType::AT_GESTURE, new AssetEntry("GESTURE", "gesture", "gesture", TRUE));
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addEntry(LLAssetType::AT_SIMSTATE, new AssetEntry("SIMSTATE", "simstate", "simstate", FALSE));
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// DESCRIPTION TYPE NAME HUMAN NAME CAN LINK? CAN FETCH? CAN KNOW?
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// |--------------------|-----------|-------------------|-----------|-----------|---------|
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addEntry(LLAssetType::AT_TEXTURE, new AssetEntry("TEXTURE", "texture", "texture", FALSE, FALSE, TRUE));
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addEntry(LLAssetType::AT_SOUND, new AssetEntry("SOUND", "sound", "sound", FALSE, TRUE, TRUE));
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addEntry(LLAssetType::AT_CALLINGCARD, new AssetEntry("CALLINGCARD", "callcard", "calling card", FALSE, FALSE, FALSE));
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addEntry(LLAssetType::AT_LANDMARK, new AssetEntry("LANDMARK", "landmark", "landmark", FALSE, TRUE, TRUE));
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addEntry(LLAssetType::AT_SCRIPT, new AssetEntry("SCRIPT", "script", "legacy script", FALSE, FALSE, FALSE));
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addEntry(LLAssetType::AT_CLOTHING, new AssetEntry("CLOTHING", "clothing", "clothing", TRUE, TRUE, TRUE));
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addEntry(LLAssetType::AT_OBJECT, new AssetEntry("OBJECT", "object", "object", TRUE, FALSE, FALSE));
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addEntry(LLAssetType::AT_NOTECARD, new AssetEntry("NOTECARD", "notecard", "note card", FALSE, FALSE, TRUE));
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addEntry(LLAssetType::AT_CATEGORY, new AssetEntry("CATEGORY", "category", "folder", TRUE, FALSE, FALSE));
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addEntry(LLAssetType::AT_LSL_TEXT, new AssetEntry("LSL_TEXT", "lsltext", "lsl2 script", FALSE, FALSE, FALSE));
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addEntry(LLAssetType::AT_LSL_BYTECODE, new AssetEntry("LSL_BYTECODE", "lslbyte", "lsl bytecode", FALSE, FALSE, FALSE));
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addEntry(LLAssetType::AT_TEXTURE_TGA, new AssetEntry("TEXTURE_TGA", "txtr_tga", "tga texture", FALSE, FALSE, FALSE));
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addEntry(LLAssetType::AT_BODYPART, new AssetEntry("BODYPART", "bodypart", "body part", TRUE, TRUE, TRUE));
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addEntry(LLAssetType::AT_SOUND_WAV, new AssetEntry("SOUND_WAV", "snd_wav", "sound", FALSE, FALSE, FALSE));
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addEntry(LLAssetType::AT_IMAGE_TGA, new AssetEntry("IMAGE_TGA", "img_tga", "targa image", FALSE, FALSE, FALSE));
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addEntry(LLAssetType::AT_IMAGE_JPEG, new AssetEntry("IMAGE_JPEG", "jpeg", "jpeg image", FALSE, FALSE, FALSE));
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addEntry(LLAssetType::AT_ANIMATION, new AssetEntry("ANIMATION", "animatn", "animation", FALSE, TRUE, TRUE));
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addEntry(LLAssetType::AT_GESTURE, new AssetEntry("GESTURE", "gesture", "gesture", TRUE, TRUE, TRUE));
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addEntry(LLAssetType::AT_SIMSTATE, new AssetEntry("SIMSTATE", "simstate", "simstate", FALSE, FALSE, FALSE));
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addEntry(LLAssetType::AT_LINK, new AssetEntry("LINK", "link", "symbolic link", FALSE));
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addEntry(LLAssetType::AT_LINK_FOLDER, new AssetEntry("FOLDER_LINK", "link_f", "symbolic folder link", FALSE));
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addEntry(LLAssetType::AT_LINK, new AssetEntry("LINK", "link", "sym link", FALSE, FALSE, TRUE));
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addEntry(LLAssetType::AT_LINK_FOLDER, new AssetEntry("FOLDER_LINK", "link_f", "sym folder link", FALSE, FALSE, TRUE));
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addEntry(LLAssetType::AT_NONE, new AssetEntry("NONE", "-1", NULL, FALSE));
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addEntry(LLAssetType::AT_NONE, new AssetEntry("NONE", "-1", NULL, FALSE, FALSE, FALSE));
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};
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// static
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@ -196,7 +202,7 @@ LLAssetType::EType LLAssetType::lookupHumanReadable(const std::string& readable_
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}
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// static
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bool LLAssetType::lookupCanLink(EType asset_type)
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BOOL LLAssetType::lookupCanLink(EType asset_type)
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{
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const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
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const AssetEntry *entry = dict->lookup(asset_type);
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@ -204,18 +210,18 @@ bool LLAssetType::lookupCanLink(EType asset_type)
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{
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return entry->mCanLink;
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}
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return false;
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return FALSE;
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}
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// static
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// Not adding this to dictionary since we probably will only have these two types
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bool LLAssetType::lookupIsLinkType(EType asset_type)
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BOOL LLAssetType::lookupIsLinkType(EType asset_type)
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{
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if (asset_type == AT_LINK || asset_type == AT_LINK_FOLDER)
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{
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return true;
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return TRUE;
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}
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return false;
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return FALSE;
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}
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// static
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@ -225,3 +231,27 @@ const std::string &LLAssetType::badLookup()
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return sBadLookup;
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}
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// static
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BOOL LLAssetType::lookupIsAssetFetchByIDAllowed(EType asset_type)
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{
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const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
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const AssetEntry *entry = dict->lookup(asset_type);
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if (entry)
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{
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return entry->mCanFetch;
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}
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return FALSE;
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}
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// static
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BOOL LLAssetType::lookupIsAssetIDKnowable(EType asset_type)
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{
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const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
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const AssetEntry *entry = dict->lookup(asset_type);
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if (entry)
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{
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return entry->mCanKnow;
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}
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return FALSE;
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}
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@ -143,9 +143,12 @@ public:
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static EType getType(const std::string& desc_name);
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static const std::string& getDesc(EType asset_type);
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static bool lookupCanLink(EType asset_type);
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static bool lookupIsLinkType(EType asset_type);
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static BOOL lookupCanLink(EType asset_type);
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static BOOL lookupIsLinkType(EType asset_type);
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static BOOL lookupIsAssetFetchByIDAllowed(EType asset_type); // the asset allows direct download
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static BOOL lookupIsAssetIDKnowable(EType asset_type); // asset data can be known by the viewer
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static const std::string& badLookup(); // error string when a lookup fails
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protected:
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@ -60,7 +60,7 @@ void LLTransferSourceAsset::initTransfer()
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// to the simulator. This is subset of assets we allow to be
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// simply pulled straight from the asset system.
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LLUUID* tidp;
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if(is_asset_fetch_by_id_allowed(mParams.getAssetType()))
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if(LLAssetType::lookupIsAssetFetchByIDAllowed(mParams.getAssetType()))
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{
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tidp = new LLUUID(getID());
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gAssetStorage->getAssetData(
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@ -257,50 +257,3 @@ BOOL LLTransferSourceParamsAsset::unpackParams(LLDataPacker &dp)
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return TRUE;
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}
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/**
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* Helper functions
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*/
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bool is_asset_fetch_by_id_allowed(LLAssetType::EType type)
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{
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// *FIX: Make this list smaller.
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bool rv = false;
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switch(type)
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{
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case LLAssetType::AT_SOUND:
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case LLAssetType::AT_LANDMARK:
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case LLAssetType::AT_CLOTHING:
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case LLAssetType::AT_BODYPART:
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case LLAssetType::AT_ANIMATION:
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case LLAssetType::AT_GESTURE:
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rv = true;
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break;
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default:
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break;
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}
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return rv;
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}
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bool is_asset_id_knowable(LLAssetType::EType type)
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{
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// *FIX: Make this list smaller.
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bool rv = false;
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switch(type)
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{
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case LLAssetType::AT_TEXTURE:
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case LLAssetType::AT_SOUND:
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case LLAssetType::AT_LANDMARK:
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case LLAssetType::AT_CLOTHING:
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case LLAssetType::AT_NOTECARD:
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case LLAssetType::AT_BODYPART:
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case LLAssetType::AT_ANIMATION:
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case LLAssetType::AT_GESTURE:
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case LLAssetType::AT_LINK:
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case LLAssetType::AT_LINK_FOLDER:
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rv = true;
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break;
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default:
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break;
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}
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return rv;
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}
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@ -84,24 +84,4 @@ protected:
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S32 mCurPos;
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};
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/**
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* @brief Quick check to see if the asset allows direct download.
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*
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* This might not be the right place for this function call, but it
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* originally started life inside the LLTransferSourceAsset code.
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* @param type The type of asset.
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* @return Returns true if the asset can be fetched by id.
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*/
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bool is_asset_fetch_by_id_allowed(LLAssetType::EType type);
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/**
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* @brief Quick check to see if all asset data can be known by the viewer.
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*
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* This might not be the right place for this function call, but it
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* originally started life inside the LLTransferSourceAsset code.
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* @param type The type of asset.
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* @return Returns true if the asset id can be transmitted to the viewer.
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*/
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bool is_asset_id_knowable(LLAssetType::EType type);
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#endif // LL_LLTRANSFERSOURCEASSET_H
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@ -596,7 +596,7 @@ void LLInvFVBridge::getClipboardEntries(bool show_asset_id,
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LLViewerInventoryItem* inv_item = gInventory.getItem(mUUID);
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if (inv_item)
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{
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is_asset_knowable = is_asset_id_knowable(inv_item->getType());
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is_asset_knowable = LLAssetType::lookupIsAssetIDKnowable(inv_item->getType());
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}
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if ( !is_asset_knowable // disable menu item for Inventory items with unknown asset. EXT-5308
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|| (! ( isItemPermissive() || gAgent.isGodlike() ) )
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