Database:Assets
From OpenSimulator
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: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): | ||
− | :** 0 - | + | :** 0 - Texture in JPEG2000 J2C stream format |
:** 1 - Sound | :** 1 - Sound | ||
:** 2 - Calling Card | :** 2 - Calling Card | ||
:** 3 - Landmark | :** 3 - Landmark | ||
− | :** 4 - | + | :** 4 - Script [Obsolete] |
:** 5 - Clothing | :** 5 - Clothing | ||
− | :** 6 - Primitive | + | :** 6 - Primitive that can contain textures, sounds, and more |
− | :** 7 - | + | :** 7 - Notecard |
− | :** 8 - | + | :** 8 - Folder |
− | :** 9 - | + | :** 9 - Root Inventory Folder |
− | :** 10 - | + | :** 10 - LSLText (aka a script) |
− | :** 11 - | + | :** 11 - LSL bytecode for a script |
− | :** 12 - | + | :** 12 - Texture in uncompressed TGA format |
:** 13 - Body Part | :** 13 - Body Part | ||
− | :** 14 - | + | :** 14 - Trash Folder |
− | :** 15 - | + | :** 15 - Snapshot Folder |
− | :** 16 - | + | :** 16 - Lost and Found Folder |
− | :** 17 - | + | :** 17 - Sound file in uncompressed format |
− | :** 18 - | + | :** 18 - Uncompressed TGA non-square image (not to be used as a texture) |
− | :** 19 - | + | :** 19 - Compressed JPEG non-square image (not to be used as a texture) |
:** 20 - Animation | :** 20 - Animation | ||
:** 21 - Gesture | :** 21 - Gesture | ||
+ | :** 22 - Sim state file | ||
<br /> | <br /> | ||
Revision as of 13:21, 8 August 2013
The assets table records all assets including textures, notecards, scripts, and avatar parts (back to Database Documentation)
Asset Table Structure
The current(?) structure of the assets table is as follows:
Field | Type | Null | Key | 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 | |||
id | char(36) | NO | PRI | 00000000-0000-0000-0000-000000000000 | ||
create_time | int(11) | YES | 0 | |||
access_time | int(11) | YES | 0 |
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 |
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):
- 0 - Texture in JPEG2000 J2C stream format
- 1 - Sound
- 2 - Calling Card
- 3 - Landmark
- 4 - Script [Obsolete]
- 5 - Clothing
- 6 - Primitive that can contain textures, sounds, and more
- 7 - Notecard
- 8 - Folder
- 9 - Root Inventory Folder
- 10 - LSLText (aka a script)
- 11 - LSL bytecode for a script
- 12 - Texture in uncompressed TGA format
- 13 - Body Part
- 14 - Trash Folder
- 15 - Snapshot Folder
- 16 - Lost and Found Folder
- 17 - Sound file in uncompressed format
- 18 - Uncompressed TGA non-square image (not to be used as a texture)
- 19 - Compressed JPEG non-square image (not to be used as a texture)
- 20 - Animation
- 21 - Gesture
- 22 - Sim state file
- Valid values are (need help checking and filling these in):
- 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)