AssetService

=Introduction=

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

=API=

GET /assets
Uri format is

/assets/

e.g.

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

There is no content in the request body.

If the asset was not found, you will receive a 404 status code response with an empty body.

If the asset was found then asset data will be returned. Sample return data is

   f87f97ff-a493-4fb6-b263-1c8a0f1efc12  f87f97ff-a493-4fb6-b263-1c8a0f1efc12 test texture test one 0 false</Local> <Temporary>false</Temporary> <CreatorID>bbbbbbbb-bf88-45ac-aace-35bd76426c81</CreatorID> <Flags>Normal</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 ID of the entity that created the asset. Often a UUID but not mandatory.  This is not actively used but can be useful in debugging.
 * 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).

One should not rely on this element order. One should also be prepared to ignore or otherwise deal with extra elements.

POST /assets
Uri format is

/assets

e.g.

Sample request body

<?xml version="1.0" encoding="utf-8"?> <AssetBase>  f87f97ff-a493-4fb6-b263-1c8a0f1efc12</Guid> </FullID> f87f97ff-a493-4fb6-b263-1c8a0f1efc12</ID> test texture</Name> test one</Description> 0</Type> </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. Optional, defaults to 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. Options, defaults to 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 ID of the entity that created the asset. Optional, the default is blank.  Often a UUID but not mandatory.  This is not actively used but can be useful in debugging.
 * 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>).  Optional, the default is Normal.  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).

The order of elements is not important.

If the request is well-formed XML, then data in the form.

<?xml version="1.0" encoding="utf-8"?> f87f97ff-a493-4fb6-b263-1c8a0f1efc12

is always returned where string contains the UUID of the asset posted.

From OpenSimulator 0.7.5 onwards, an HTTP status code of 400 (Bad Request) will be returned if the XML is not well-formed. In OpenSimulator 0.7.4 and previously, the simulator would simply drop the request and not respond.

DELETE /assets
TODO

POST /get_assets_exist
Returns whether assets exist in the assets database.

Request
The Uri doesn't have any parameters in the path.

The request body contains a list of Asset UUID's.

Sample request body:

<?xml version="1.0" encoding="utf-8"?> <ArrayOfString xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> cdad34d4-2227-4356-b4a1-7f6a91836d2d 89556747-24cb-43ed-920b-47caed15465f </ArrayOfString>

Response
For each asset, returns whether it exists or not (true/false).

Sample response:

<?xml version="1.0" encoding="utf-8"?> <ArrayOfBoolean xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> true false </ArrayOfBoolean>