Example #1
0
        public static void SaveAssetFile(Asset asset, BinaryFile file, bool notify, bool checkHash, bool doNotProcessForPreview)
        {
            // Quit if empty asset
            if (asset == null || asset.IsNull || asset.IsNew)
            {
                return;
            }

            // Quit if no file was uploaded
            if (file == null || file.IsEmpty)
            {
                return;
            }

            if (checkHash)
            {
                // Check the hash.  Don't allow a processed asset to be re-uploaded
                AssetFinder finder = new AssetFinder {
                    FileHash = file.FileHash, IsProcessed = true
                };
                Asset assetFromHash = Asset.FindOne(finder);

                if (!assetFromHash.IsNull)
                {
                    throw new InvalidAssetFileException(string.Format("{0} is already uploaded and has the Asset ID: {1}", file.FileName, assetFromHash.AssetId));
                }
            }

            m_Logger.DebugFormat("SaveAssetFile - AssetId: {0}", asset.AssetId);

            // Ensure asset has path
            if (asset.AssetFilePath.IsNull)
            {
                asset.AssetFilePathId = AssetFilePathManager.GetDefault().AssetFilePathId.GetValueOrDefault();
            }

            // Delete old files
            foreach (string path in Directory.GetFiles(asset.AssetFilePath.Path, asset.FileReference + ".*", SearchOption.AllDirectories))
            {
                File.Delete(path);
            }

            // Delete any cached files
            string cacheFolder = Path.Combine(Settings.CachedAssetFilesFolder, asset.AssetId.ToString());

            if (Directory.Exists(cacheFolder))
            {
                Directory.Delete(cacheFolder, true);
                m_Logger.DebugFormat("Deleted cache folder: {0}", cacheFolder);
            }

            // Update the asset file path
            asset.AssetFilePathId = AssetFilePathManager.GetDefault().AssetFilePathId.GetValueOrDefault();

            // Update asset file information
            asset.Filename = file.FileName;
            asset.FileSize = file.FileSize;
            asset.FileHash = file.FileHash;

            // The file extension comes from the view but set this for now
            // in case we need it elsewhere in the code before the Asset entity
            // is refreshed from the database.
            asset.FileExtension = file.FileExtension;

            // If not processing for Preview the asset.IsProcessed flag should be set
            // depending on the file extension.
            if (!doNotProcessForPreview)
            {
                asset.IsProcessed = (!APSGateway.Instance.CanProcess(file.FileExtension));
            }

            // Save asset to database
            Asset.Update(asset);
            Asset.SaveAssetMetadata(asset);

            // Construct location to save asset file
            string assetFolder   = GetFolder(asset.AssetFilePath, AssetFileType.AssetFile);
            string assetFilePath = Path.Combine(assetFolder, asset.FileReference + "." + file.FileExtension);

            // Save the file.  Don't bother doing a mimetype check here, as the
            // files will be forced to open the download box by using 'application/octet-stream'
            // as the content type, so the server doesn't need to set this value.
            file.SaveAs(assetFilePath);
            m_Logger.DebugFormat("Saved file: {0}", assetFilePath);

            // Send this to the gateway for processing unless the do not process flag is set.
            // When the preview and thumbnail are ready, the APS will callback to the web app to save them.
            if (!doNotProcessForPreview && !asset.IsProcessed)
            {
                APSGateway.Instance.ProcessFile(asset, notify, FileOutputs.All);
            }

            // Regenerate bitmaps.  This submits the assets to the APS and returns.
            // When the files are ready, the APS will callback to the web app to save them.
            AssetBitmapGroupManager.Generate(asset);

            // Check if file indexing is enabled, and if so, read the file contents into a byte
            // array and then store this in the database so that we can search it using full-text
            // indexing.  As we're using an indexed view, this is done using a subquery.
            // See AssetFinder.cs for full details of how this is implemented.
            if (AssetFinder.FileIndexingEnabled && m_IndexableExtensions.Contains(file.FileExtension))
            {
                ByteArray byteArray = ByteArray.New(file.InputStream);
                Asset.AddUpdateFileContents(asset.AssetId.GetValueOrDefault(), file.FileName, AssetFileType.AssetFile, byteArray, false);
            }

            // Now create the zip file if required
            if (ZipAssetFiles)
            {
                AssetFileZipper.CreateZip(asset);
            }
        }
Example #2
0
        /// <summary>
        /// Saves the asset into the database, and the file to disk.
        /// </summary>
        private Asset SaveUploadedAsset(BinaryFile file, string sourceFolder)
        {
            // Basic asset values
            Asset asset = Asset.New();

            asset.Filename          = file.FileName;
            asset.UploadDate        = DateTime.Now;
            asset.UploadedByUserId  = UploadedBy.UserId.GetValueOrDefault();
            asset.BrandId           = UploadedBy.PrimaryBrandId;
            asset.ContactEmail      = UploadedBy.Email;
            asset.UsageRestrictions = UploadedBy.PrimaryBrand.DefaultUsageRestrictionsCopy;
            asset.CopyrightOwner    = UploadedBy.CompanyName;
            asset.CreateDate        = DateTime.Now;
            asset.LastUpdate        = DateTime.Now;

            // Get the asset type ID based on file extension if the type was not specified
            asset.AssetTypeId = (AssetTypeId == Int32.MinValue) ? AssetTypeManager.GetAssetTypeId(file.FileExtension) : AssetTypeId;

            // Set the asset publish status depending on whether the uploading user is required to use workflow
            asset.AssetPublishStatus = (UploadedBy.UseWorkflow) ? AssetPublishStatus.NotApproved : AssetPublishStatus.Approved;

            // Set the asset file path (required for referential integrity in the database)
            asset.AssetFilePathId = AssetFilePathManager.GetDefault().AssetFilePathId.GetValueOrDefault();

            // Default download restrictions
            asset.WatermarkPreview = false;
            asset.InternalUsers_DownloadApprovalRequired = false;
            asset.InternalUsers_HideFromUsers            = false;
            asset.ExternalUsers_DownloadApprovalRequired = false;
            asset.ExternalUsers_HideFromUsers            = false;

            // Default production year to current year
            asset.ProductionYear = DateTime.Now.Year;

            // Publish year cannot be null, so default to current year
            // and set expiry date to 2 years ahead
            asset.PublishDate = DateTime.Now;
            asset.ExpiryDate  = DateTime.Now.AddYears(2);

            // Get the base Category which willl be the default brand category if Specify during cataloguing
            // or the target category if a target category has been passed.
            Category baseCategory;
            int      categoryId;

            if (TargetCategoryId == int.MinValue)
            {
                baseCategory = CategoryCache.Instance.GetRootCategory(asset.BrandId);
            }
            else
            {
                baseCategory = CategoryCache.Instance.GetById(TargetCategoryId);
            }

            if (sourceFolder != String.Empty && CreateCategorySubFolders)
            {
                categoryId = CategoryManager.CreateCategoryTreeFromPath(baseCategory.CategoryId, asset.BrandId, sourceFolder, asset.UploadedByUser);
            }
            else
            {
                categoryId = baseCategory.CategoryId.GetValueOrDefault();
            }

            // Set processed flag depending on the DoNotProcessForPreview. If this is true
            // the IsProcessed flag should also be set to true.
            asset.IsProcessed = DoNotProcessForPreview;

            // Assign default categories
            asset.CategoryList.Clear();
            asset.CategoryList.Add(CategoryCache.Instance.GetById(categoryId));
            asset.PrimaryCategoryId = asset.CategoryList[0].CategoryId.GetValueOrDefault();

            OnProgress("Saving asset...");

            if (BeforeSave != null)
            {
                BeforeSave(this, new AssetEventArgs(asset));
            }

            Asset.Update(asset);
            Asset.SaveAssetMetadata(asset);
            OnProgress("Saved with reference: " + asset.AssetId);

            if (AfterSave != null)
            {
                AfterSave(this, new AssetEventArgs(asset));
            }

            if (BeforeFileSave != null)
            {
                BeforeFileSave(this, new AssetEventArgs(asset));
            }

            if (!file.IsEmpty)
            {
                // Hash should only be checked for non super-admins
                bool checkHash = (UploadedBy.UserRole != UserRole.SuperAdministrator);

                // Save the file
                OnProgress("Saving asset file to disk: " + file.FileName);
                AssetFileManager.SaveAssetFile(asset, file, SendEmailOnCompletion, checkHash, DoNotProcessForPreview);
                OnProgress("Saved file '" + file.FileName + "' to disk");

                // Fire post-save events
                if (AfterFileSave != null)
                {
                    AfterFileSave(this, new AssetEventArgs(asset));
                }
            }

            m_Logger.DebugFormat("Saved {0} to database, asset ID: {1}", file.FileName, asset.AssetId);

            return(asset);
        }