Database:Assets

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(Added some additional entries to the assetType list)
m (Asset Fields: Added hallucinated types)
 
Line 94: Line 94:
 
:Integer which designates the asset's type
 
:Integer which designates the asset's type
 
:* Valid values are (need help checking and filling these in):
 
:* Valid values are (need help checking and filling these in):
:** -2 - Material
+
:** -2 - Material (Legacy)
 
:** 0 - Texture in JPEG2000 J2C stream format
 
:** 0 - Texture in JPEG2000 J2C stream format
 
:** 1 - Sound
 
:** 1 - Sound
Line 102: Line 102:
 
:** 6 - Object
 
:** 6 - Object
 
:** 7 - Notecard
 
:** 7 - Notecard
:** 8 - Folder
 
 
:** 10 - LSLText (aka a script)
 
:** 10 - LSLText (aka a script)
 
:** 13 - Body Part
 
:** 13 - Body Part
 
:** 20 - Animation
 
:** 20 - Animation
 
:** 21 - Gesture
 
:** 21 - Gesture
 +
:** 49 - Mesh
 +
:** 56 - Setting
 +
:** 57 - Material (PBR)
 +
:* Declared in openmetaverse but never seen in database :
 +
:** 8 - Folder
 +
:** 11 - LSLBytecode
 +
:** 17 - SoundWAV
 +
:** 18 - ImageTGA
 +
:** 19 - ImageJPEG
 +
:** 22 - Simstate
 
:** 24 - Link (to another inventory item)
 
:** 24 - Link (to another inventory item)
 
:** 25 - LinkFolder (to another inventory folder)
 
:** 25 - LinkFolder (to another inventory folder)
 
:** 26 - Marketplace folder
 
:** 26 - Marketplace folder
:** 49 - Mesh
 
:** 56 - Setting
 
  
 
;<div id="local">'''local'''</div>
 
;<div id="local">'''local'''</div>

Latest revision as of 13:32, 1 June 2023


The assets table records all assets including textures, notecards, scripts, and avatar parts       (back to Database Documentation)

[edit] Asset Table Structure

The structure of the assets table as of v0.7.1.1 is as follows:

Field Type Collation Attributes Null Default Extra
name varchar(64) utf8_general_ci No None
description varchar(64) utf8_general_ci No None
assetType tinyint(4) No None
local tinyint(1) No None
temporary tinyint(1) No None
data longblob BINARY No None
id char(36) utf8_general_ci No 000000-0000-0000-0000-000000000000
create_time int(11) Yes 0
access_time int(11) Yes 0
asset_flags int(11) No 0
CreatorID varchar(128) utf8_general_ci No



The structure of the assets table in some deprecated versions is as follows:

Field Type Collation Attributes Null Default Extra
Name varchar(64) NO NULL  
description varchar(64) NO NULL
Type tinyint(4) NO NULL
local tinyint(1) NO NULL
temporary tinyint(1) NO NULL
data longblob NO NULL
create_time int(11) YES 0
access_time int(11) YES 0


      (back to Database Documentation)



[edit] Asset Fields

name
Name of the asset as it would appear in inventory
description
Asset's description field, as it appears in various client-side editing widgets
assetType
Integer which designates the asset's type
  • Valid values are (need help checking and filling these in):
    • -2 - Material (Legacy)
    • 0 - Texture in JPEG2000 J2C stream format
    • 1 - Sound
    • 2 - Calling Card
    • 3 - Landmark
    • 5 - Clothing
    • 6 - Object
    • 7 - Notecard
    • 10 - LSLText (aka a script)
    • 13 - Body Part
    • 20 - Animation
    • 21 - Gesture
    • 49 - Mesh
    • 56 - Setting
    • 57 - Material (PBR)
  • Declared in openmetaverse but never seen in database :
    • 8 - Folder
    • 11 - LSLBytecode
    • 17 - SoundWAV
    • 18 - ImageTGA
    • 19 - ImageJPEG
    • 22 - Simstate
    • 24 - Link (to another inventory item)
    • 25 - LinkFolder (to another inventory folder)
    • 26 - Marketplace folder
local
For Future Use
temporary
For Future Use
data
This is the blob which contains the actual script, notecard text, binary image (texture) or other data characterized by the "Type" column
id
UUID which uniquely identifies the asset within the system
create_time
Date and time the asset was created in standard UNIX format
access_time
Date and time the asset was last used in standard UNIX format
asset_flags
Asset flags.
CreatorID
Creator avatar UUID



      (back to Database Documentation)

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