AssetService

=Introduction=

The OpenSimulator asset services stores asset data (textures, serialized objects, scripts, etc.) and provides this on request.

=API=

GET:/assets
Request uri format is

/assets/

e.g.

/assets/e0eb480b-e405-491d-8ed1-6d0ababe822c

Sample return data

   f87f97ff-a493-4fb6-b263-1c8a0f1efc12  f87f97ff-a493-4fb6-b263-1c8a0f1efc12 terrainImage_bbbbbbbb-bf88-45ac-aace-35bd76426c81 test one 0 false</Local> <Temporary>false</Temporary> <CreatorID>bbbbbbbb-bf88-45ac-aace-35bd76426c81</CreatorID> <Flags>Maptile</Flags> </AssetBase>

where


 * Data - Base64 encoding of the asset data. No maximum length.
 * FullID - UUID of the asset. This is identical to ID for historical reasons.
 * ID UUID of the asset. This is identical to ID for historical reasons.
 * Name - the name of the asset in the database.  This is not actively used since assets are referred to by their inventory names.  Can be useful for debugging purposes.  Maximum size is 64 characters.
 * Description - Description of asset. This is not actively used but can be useful in debugging.  Maximum size is 64 characters.
 * Type - Type of asset. An integer that comes from OpenMetaverse.AssetType.
 * Local - true or false. In other contexts signals whether asset is local to that simulator only.  In the context of the asset service this should always be false.
 * Temporary - true or false. Signals whether the asset should be treated as temporary (and so can be removed on simulator restart) or permanent (which is the usual case).
 * CreatorID - The UUID of the entity that created the asset.
 * Flags - Multiple flags must be comma separated (e.g. <Flags>Maptile,Collectable</Flags>). Each flag can have leading or trailing whitespace (e.g. <Flags>Maptile,Collectable</Flags>).  Possible flags are
 * Normal - Normal non-maptile immustable asset.
 * Maptile - Maptile asset.
 * Rewritable - Content can be rewritten
 * Collectable - Asset can be removed after some time (this is poorly defined and may not currently be used).