IAR Format 0.1
From OpenSimulator
(New page: == Detail == An inventory archive is a gzipped tar file (tar.gz) with the extension .iar. This can be extracted and created with standard tools ([http://www.7-zip.org/ 7-zip] on Windows)...) |
Revision as of 06:44, 25 September 2009
Contents |
Detail
An inventory archive is a gzipped tar file (tar.gz) with the extension .iar. This can be extracted and created with standard tools (7-zip on Windows). The structure of the archive is as follows
archive.xml assets/ inventory/
archive.xml
This is the archive control file. At the moment it contains only a major and minor version number, to allow compatibility with future format changes.
assets/
This directory contains all the assets in the archive. Each filename has the following format
<uuid>_<asset type>.<asset extension>
The uuid section must always be present and form a valid uuid - it is used directly as the uuid for that asset. The asset type and asset extension are used to identify the type of asset and the asset extension allows the asset to be associated with different editors on platforms such as Windows. For instance, a script will always have the asset type and extension script.lsl. A full list of asset types and extensions can be found in the file
OpenSim/Framework/Serialization/ArchiveConstants.cs
in the OpenSim distribution.
inventory/
This folder contains the inventory structure for the archive.
Each folder has the format
<folder name>__<folder id>
For example
folder A__52bfa79f-d7fd-4140-9a54-e33c0e235b87
This is to allow the archiving of folders with identical names. The actual IDs are not important, they exist here only to distinguish identically named folders contained in the same parent folder. The IDs are not used when the archive is loaded.
Items in inventory folders have the format
<item name>__<item id>.xml
For example
OpenSim ball__b9608a97-6766-43fc-ad69-d9fecbc7d560.xml
Again, the IDs serve only to distinguish identically named items. They are not used when the archive is loaded.
Item XML format
Here's an example of the format used to save items.
<?xml version="1.0" encoding="utf-16"?> <InventoryItem> <Name>boxee</Name> <ID>1bc27214-bd75-4151-ae9c-c9ca79c1a016</ID> <InvType>6</InvType> <CreatorUUID>ospa:n=Justin Clark-Casey</CreatorUUID> <CreationDate>1253888489</CreationDate> <Owner>517d9f5d-2ef2-49ba-a47c-c1658ffe715f</Owner> <Description /> <AssetType>6</AssetType> <AssetID>a66bfff2-4190-4e08-a2df-106317d4a6dd</AssetID> <SaleType>0</SaleType> <SalePrice>0</SalePrice> <BasePermissions>581639</BasePermissions> <CurrentPermissions>581647</CurrentPermissions> <EveryOnePermissions>0</EveryOnePermissions> <NextPermissions>2147483647</NextPermissions> <Flags>0</Flags> <GroupID>00000000-0000-0000-0000-000000000000</GroupID> <GroupOwned>False</GroupOwned> </InventoryItem>
The CreatorUUID is in OpenSim Profile Anchor (OSPA) format. At the moment, this is simply
n:=<name>
When the archive is loaded, if an existing user name matches that contained in the CreatorUUID OSPA, then the item creator will be assigned to that user. If no name matches then the registered creator will revert to the user that loaded the item.
TODO: explain other elements, ideally accompanied by an XML Schema