Update svn properties.

0.6.6-post-fixes
Jeff Ames 2009-06-09 17:48:22 +00:00
parent 28324e5174
commit 135ff63c3d
4 changed files with 1538 additions and 1538 deletions

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@ -1,466 +1,466 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
namespace OpenSim.Framework
{
public class InventoryFolderImpl : InventoryFolderBase
{
//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public static readonly string PATH_DELIMITER = "/";
/// <summary>
/// Items that are contained in this folder
/// </summary>
public Dictionary<UUID, InventoryItemBase> Items = new Dictionary<UUID, InventoryItemBase>();
/// <summary>
/// Child folders that are contained in this folder
/// </summary>
protected Dictionary<UUID, InventoryFolderImpl> m_childFolders = new Dictionary<UUID, InventoryFolderImpl>();
// Constructors
public InventoryFolderImpl(InventoryFolderBase folderbase)
{
Owner = folderbase.Owner;
ID = folderbase.ID;
Name = folderbase.Name;
ParentID = folderbase.ParentID;
Type = folderbase.Type;
Version = folderbase.Version;
}
public InventoryFolderImpl()
{
}
/// <summary>
/// Create a new subfolder.
/// </summary>
/// <param name="folderID"></param>
/// <param name="folderName"></param>
/// <param name="type"></param>
/// <returns>The newly created subfolder. Returns null if the folder already exists</returns>
public InventoryFolderImpl CreateChildFolder(UUID folderID, string folderName, ushort type)
{
lock (m_childFolders)
{
if (!m_childFolders.ContainsKey(folderID))
{
InventoryFolderImpl subFold = new InventoryFolderImpl();
subFold.Name = folderName;
subFold.ID = folderID;
subFold.Type = (short)type;
subFold.ParentID = this.ID;
subFold.Owner = Owner;
m_childFolders.Add(subFold.ID, subFold);
return subFold;
}
}
return null;
}
/// <summary>
/// Add a folder that already exists.
/// </summary>
/// <param name="folder"></param>
public void AddChildFolder(InventoryFolderImpl folder)
{
lock (m_childFolders)
{
folder.ParentID = ID;
m_childFolders[folder.ID] = folder;
}
}
/// <summary>
/// Does this folder contain the given child folder?
/// </summary>
/// <param name="folderID"></param>
/// <returns></returns>
public bool ContainsChildFolder(UUID folderID)
{
return m_childFolders.ContainsKey(folderID);
}
/// <summary>
/// Get a child folder
/// </summary>
/// <param name="folderID"></param>
/// <returns>The folder if it exists, null if it doesn't</returns>
public InventoryFolderImpl GetChildFolder(UUID folderID)
{
InventoryFolderImpl folder = null;
lock (m_childFolders)
{
m_childFolders.TryGetValue(folderID, out folder);
}
return folder;
}
/// <summary>
/// Removes the given child subfolder.
/// </summary>
/// <param name="folderID"></param>
/// <returns>
/// The folder removed, or null if the folder was not present.
/// </returns>
public InventoryFolderImpl RemoveChildFolder(UUID folderID)
{
InventoryFolderImpl removedFolder = null;
lock (m_childFolders)
{
if (m_childFolders.ContainsKey(folderID))
{
removedFolder = m_childFolders[folderID];
m_childFolders.Remove(folderID);
}
}
return removedFolder;
}
/// <summary>
/// Delete all the folders and items in this folder.
/// </summary>
public void Purge()
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
folder.Purge();
}
m_childFolders.Clear();
Items.Clear();
}
/// <summary>
/// Returns the item if it exists in this folder or in any of this folder's descendant folders
/// </summary>
/// <param name="itemID"></param>
/// <returns>null if the item is not found</returns>
public InventoryItemBase FindItem(UUID itemID)
{
lock (Items)
{
if (Items.ContainsKey(itemID))
{
return Items[itemID];
}
}
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
InventoryItemBase item = folder.FindItem(itemID);
if (item != null)
{
return item;
}
}
}
return null;
}
public InventoryItemBase FindAsset(UUID assetID)
{
lock (Items)
{
foreach (InventoryItemBase item in Items.Values)
{
if (item.AssetID == assetID)
return item;
}
}
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
InventoryItemBase item = folder.FindAsset(assetID);
if (item != null)
{
return item;
}
}
}
return null;
}
/// <summary>
/// Deletes an item if it exists in this folder or any children
/// </summary>
/// <param name="folderID"></param>
/// <returns></returns>
public bool DeleteItem(UUID itemID)
{
bool found = false;
lock (Items)
{
if (Items.ContainsKey(itemID))
{
Items.Remove(itemID);
return true;
}
}
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
found = folder.DeleteItem(itemID);
if (found == true)
{
break;
}
}
}
return found;
}
/// <summary>
/// Returns the folder requested if it is this folder or is a descendent of this folder. The search is depth
/// first.
/// </summary>
/// <returns>The requested folder if it exists, null if it does not.</returns>
public InventoryFolderImpl FindFolder(UUID folderID)
{
if (folderID == ID)
return this;
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
InventoryFolderImpl returnFolder = folder.FindFolder(folderID);
if (returnFolder != null)
return returnFolder;
}
}
return null;
}
/// <summary>
/// Look through all child subfolders for a folder marked as one for a particular asset type, and return it.
/// </summary>
/// <param name="type"></param>
/// <returns>Returns null if no such folder is found</returns>
public InventoryFolderImpl FindFolderForType(int type)
{
lock (m_childFolders)
{
foreach (InventoryFolderImpl f in m_childFolders.Values)
{
if (f.Type == type)
return f;
}
}
return null;
}
/// <summary>
/// Find a folder given a PATH_DELIMITER delimited path starting from this folder
/// </summary>
///
/// This method does not handle paths that contain multiple delimitors
///
/// FIXME: We do not yet handle situations where folders have the same name. We could handle this by some
/// XPath like expression
///
/// FIXME: Delimitors which occur in names themselves are not currently escapable.
///
/// <param name="path">
/// The path to the required folder.
/// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
/// </param>
/// <returns>null if the folder is not found</returns>
public InventoryFolderImpl FindFolderByPath(string path)
{
if (path == string.Empty)
return this;
path = path.Trim();
if (path == PATH_DELIMITER)
return this;
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
if (folder.Name == components[0])
if (components.Length > 1)
return folder.FindFolderByPath(components[1]);
else
return folder;
}
}
// We didn't find a folder with the given name
return null;
}
/// <summary>
/// Find an item given a PATH_DELIMITOR delimited path starting from this folder.
///
/// This method does not handle paths that contain multiple delimitors
///
/// FIXME: We do not yet handle situations where folders or items have the same name. We could handle this by some
/// XPath like expression
///
/// FIXME: Delimitors which occur in names themselves are not currently escapable.
/// </summary>
/// <param name="path">
/// The path to the required item.
/// </param>
/// <returns>null if the item is not found</returns>
public InventoryItemBase FindItemByPath(string path)
{
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
if (components.Length == 1)
{
lock (Items)
{
foreach (InventoryItemBase item in Items.Values)
{
if (item.Name == components[0])
return item;
}
}
}
else
{
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
if (folder.Name == components[0])
return folder.FindItemByPath(components[1]);
}
}
}
// We didn't find an item or intermediate folder with the given name
return null;
}
/// <summary>
/// Return a copy of the list of child items in this folder. The items themselves are the originals.
/// </summary>
public List<InventoryItemBase> RequestListOfItems()
{
List<InventoryItemBase> itemList = new List<InventoryItemBase>();
lock (Items)
{
foreach (InventoryItemBase item in Items.Values)
{
itemList.Add(item);
}
}
//m_log.DebugFormat("[INVENTORY FOLDER IMPL]: Found {0} items", itemList.Count);
return itemList;
}
/// <summary>
/// Return a copy of the list of child folders in this folder. The folders themselves are the originals.
/// </summary>
public List<InventoryFolderBase> RequestListOfFolders()
{
List<InventoryFolderBase> folderList = new List<InventoryFolderBase>();
lock (m_childFolders)
{
foreach (InventoryFolderBase folder in m_childFolders.Values)
{
folderList.Add(folder);
}
}
return folderList;
}
public List<InventoryFolderImpl> RequestListOfFolderImpls()
{
List<InventoryFolderImpl> folderList = new List<InventoryFolderImpl>();
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
folderList.Add(folder);
}
}
return folderList;
}
/// <value>
/// The total number of items in this folder and in the immediate child folders (though not from other
/// descendants).
/// </value>
public int TotalCount
{
get
{
int total = Items.Count;
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
total = total + folder.TotalCount;
}
return total;
}
}
}
}
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
namespace OpenSim.Framework
{
public class InventoryFolderImpl : InventoryFolderBase
{
//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public static readonly string PATH_DELIMITER = "/";
/// <summary>
/// Items that are contained in this folder
/// </summary>
public Dictionary<UUID, InventoryItemBase> Items = new Dictionary<UUID, InventoryItemBase>();
/// <summary>
/// Child folders that are contained in this folder
/// </summary>
protected Dictionary<UUID, InventoryFolderImpl> m_childFolders = new Dictionary<UUID, InventoryFolderImpl>();
// Constructors
public InventoryFolderImpl(InventoryFolderBase folderbase)
{
Owner = folderbase.Owner;
ID = folderbase.ID;
Name = folderbase.Name;
ParentID = folderbase.ParentID;
Type = folderbase.Type;
Version = folderbase.Version;
}
public InventoryFolderImpl()
{
}
/// <summary>
/// Create a new subfolder.
/// </summary>
/// <param name="folderID"></param>
/// <param name="folderName"></param>
/// <param name="type"></param>
/// <returns>The newly created subfolder. Returns null if the folder already exists</returns>
public InventoryFolderImpl CreateChildFolder(UUID folderID, string folderName, ushort type)
{
lock (m_childFolders)
{
if (!m_childFolders.ContainsKey(folderID))
{
InventoryFolderImpl subFold = new InventoryFolderImpl();
subFold.Name = folderName;
subFold.ID = folderID;
subFold.Type = (short)type;
subFold.ParentID = this.ID;
subFold.Owner = Owner;
m_childFolders.Add(subFold.ID, subFold);
return subFold;
}
}
return null;
}
/// <summary>
/// Add a folder that already exists.
/// </summary>
/// <param name="folder"></param>
public void AddChildFolder(InventoryFolderImpl folder)
{
lock (m_childFolders)
{
folder.ParentID = ID;
m_childFolders[folder.ID] = folder;
}
}
/// <summary>
/// Does this folder contain the given child folder?
/// </summary>
/// <param name="folderID"></param>
/// <returns></returns>
public bool ContainsChildFolder(UUID folderID)
{
return m_childFolders.ContainsKey(folderID);
}
/// <summary>
/// Get a child folder
/// </summary>
/// <param name="folderID"></param>
/// <returns>The folder if it exists, null if it doesn't</returns>
public InventoryFolderImpl GetChildFolder(UUID folderID)
{
InventoryFolderImpl folder = null;
lock (m_childFolders)
{
m_childFolders.TryGetValue(folderID, out folder);
}
return folder;
}
/// <summary>
/// Removes the given child subfolder.
/// </summary>
/// <param name="folderID"></param>
/// <returns>
/// The folder removed, or null if the folder was not present.
/// </returns>
public InventoryFolderImpl RemoveChildFolder(UUID folderID)
{
InventoryFolderImpl removedFolder = null;
lock (m_childFolders)
{
if (m_childFolders.ContainsKey(folderID))
{
removedFolder = m_childFolders[folderID];
m_childFolders.Remove(folderID);
}
}
return removedFolder;
}
/// <summary>
/// Delete all the folders and items in this folder.
/// </summary>
public void Purge()
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
folder.Purge();
}
m_childFolders.Clear();
Items.Clear();
}
/// <summary>
/// Returns the item if it exists in this folder or in any of this folder's descendant folders
/// </summary>
/// <param name="itemID"></param>
/// <returns>null if the item is not found</returns>
public InventoryItemBase FindItem(UUID itemID)
{
lock (Items)
{
if (Items.ContainsKey(itemID))
{
return Items[itemID];
}
}
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
InventoryItemBase item = folder.FindItem(itemID);
if (item != null)
{
return item;
}
}
}
return null;
}
public InventoryItemBase FindAsset(UUID assetID)
{
lock (Items)
{
foreach (InventoryItemBase item in Items.Values)
{
if (item.AssetID == assetID)
return item;
}
}
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
InventoryItemBase item = folder.FindAsset(assetID);
if (item != null)
{
return item;
}
}
}
return null;
}
/// <summary>
/// Deletes an item if it exists in this folder or any children
/// </summary>
/// <param name="folderID"></param>
/// <returns></returns>
public bool DeleteItem(UUID itemID)
{
bool found = false;
lock (Items)
{
if (Items.ContainsKey(itemID))
{
Items.Remove(itemID);
return true;
}
}
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
found = folder.DeleteItem(itemID);
if (found == true)
{
break;
}
}
}
return found;
}
/// <summary>
/// Returns the folder requested if it is this folder or is a descendent of this folder. The search is depth
/// first.
/// </summary>
/// <returns>The requested folder if it exists, null if it does not.</returns>
public InventoryFolderImpl FindFolder(UUID folderID)
{
if (folderID == ID)
return this;
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
InventoryFolderImpl returnFolder = folder.FindFolder(folderID);
if (returnFolder != null)
return returnFolder;
}
}
return null;
}
/// <summary>
/// Look through all child subfolders for a folder marked as one for a particular asset type, and return it.
/// </summary>
/// <param name="type"></param>
/// <returns>Returns null if no such folder is found</returns>
public InventoryFolderImpl FindFolderForType(int type)
{
lock (m_childFolders)
{
foreach (InventoryFolderImpl f in m_childFolders.Values)
{
if (f.Type == type)
return f;
}
}
return null;
}
/// <summary>
/// Find a folder given a PATH_DELIMITER delimited path starting from this folder
/// </summary>
///
/// This method does not handle paths that contain multiple delimitors
///
/// FIXME: We do not yet handle situations where folders have the same name. We could handle this by some
/// XPath like expression
///
/// FIXME: Delimitors which occur in names themselves are not currently escapable.
///
/// <param name="path">
/// The path to the required folder.
/// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
/// </param>
/// <returns>null if the folder is not found</returns>
public InventoryFolderImpl FindFolderByPath(string path)
{
if (path == string.Empty)
return this;
path = path.Trim();
if (path == PATH_DELIMITER)
return this;
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
if (folder.Name == components[0])
if (components.Length > 1)
return folder.FindFolderByPath(components[1]);
else
return folder;
}
}
// We didn't find a folder with the given name
return null;
}
/// <summary>
/// Find an item given a PATH_DELIMITOR delimited path starting from this folder.
///
/// This method does not handle paths that contain multiple delimitors
///
/// FIXME: We do not yet handle situations where folders or items have the same name. We could handle this by some
/// XPath like expression
///
/// FIXME: Delimitors which occur in names themselves are not currently escapable.
/// </summary>
/// <param name="path">
/// The path to the required item.
/// </param>
/// <returns>null if the item is not found</returns>
public InventoryItemBase FindItemByPath(string path)
{
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
if (components.Length == 1)
{
lock (Items)
{
foreach (InventoryItemBase item in Items.Values)
{
if (item.Name == components[0])
return item;
}
}
}
else
{
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
if (folder.Name == components[0])
return folder.FindItemByPath(components[1]);
}
}
}
// We didn't find an item or intermediate folder with the given name
return null;
}
/// <summary>
/// Return a copy of the list of child items in this folder. The items themselves are the originals.
/// </summary>
public List<InventoryItemBase> RequestListOfItems()
{
List<InventoryItemBase> itemList = new List<InventoryItemBase>();
lock (Items)
{
foreach (InventoryItemBase item in Items.Values)
{
itemList.Add(item);
}
}
//m_log.DebugFormat("[INVENTORY FOLDER IMPL]: Found {0} items", itemList.Count);
return itemList;
}
/// <summary>
/// Return a copy of the list of child folders in this folder. The folders themselves are the originals.
/// </summary>
public List<InventoryFolderBase> RequestListOfFolders()
{
List<InventoryFolderBase> folderList = new List<InventoryFolderBase>();
lock (m_childFolders)
{
foreach (InventoryFolderBase folder in m_childFolders.Values)
{
folderList.Add(folder);
}
}
return folderList;
}
public List<InventoryFolderImpl> RequestListOfFolderImpls()
{
List<InventoryFolderImpl> folderList = new List<InventoryFolderImpl>();
lock (m_childFolders)
{
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
folderList.Add(folder);
}
}
return folderList;
}
/// <value>
/// The total number of items in this folder and in the immediate child folders (though not from other
/// descendants).
/// </value>
public int TotalCount
{
get
{
int total = Items.Count;
foreach (InventoryFolderImpl folder in m_childFolders.Values)
{
total = total + folder.TotalCount;
}
return total;
}
}
}
}

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@ -1,273 +1,273 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using log4net;
using Nini.Config;
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Data;
using OpenSim.Server.Base;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenMetaverse;
namespace OpenSim.Region.CoreModules.ServiceConnectors.Inventory
{
public class LocalInventoryServicesConnector :
ISharedRegionModule, IInventoryService
{
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
private IInventoryService m_InventoryService;
private bool m_Enabled = false;
public string Name
{
get { return "LocalInventoryServicesConnector"; }
}
public void Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("InventoryServices", "");
if (name == Name)
{
IConfig assetConfig = source.Configs["InventoryService"];
if (assetConfig == null)
{
m_log.Error("[INVENTORY CONNECTOR]: InventoryService missing from OpenSim.ini");
return;
}
string serviceDll = assetConfig.GetString("LocalServiceModule",
String.Empty);
if (serviceDll == String.Empty)
{
m_log.Error("[INVENTORY CONNECTOR]: No LocalServiceModule named in section InventoryService");
return;
}
Object[] args = new Object[] { source };
m_InventoryService =
ServerUtils.LoadPlugin<IInventoryService>(serviceDll,
args);
if (m_InventoryService == null)
{
m_log.Error("[INVENTORY CONNECTOR]: Can't load asset service");
return;
}
//List<IInventoryDataPlugin> plugins
// = DataPluginFactory.LoadDataPlugins<IInventoryDataPlugin>(
// configSettings.StandaloneInventoryPlugin,
// configSettings.StandaloneInventorySource);
//foreach (IInventoryDataPlugin plugin in plugins)
//{
// // Using the OSP wrapper plugin for database plugins should be made configurable at some point
// m_InventoryService.AddPlugin(new OspInventoryWrapperPlugin(plugin, this));
//}
m_Enabled = true;
m_log.Info("[INVENTORY CONNECTOR]: Local asset connector enabled");
}
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
scene.RegisterModuleInterface<IInventoryService>(this);
}
public void RemoveRegion(Scene scene)
{
}
public void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
m_log.InfoFormat("[INVENTORY CONNECTOR]: Enabled local assets for region {0}", scene.RegionInfo.RegionName);
}
#region IInventoryService
public bool CreateUserInventory(UUID user)
{
return m_InventoryService.CreateUserInventory(user);
}
public List<InventoryFolderBase> GetInventorySkeleton(UUID userId)
{
return m_InventoryService.GetInventorySkeleton(userId);
}
public InventoryCollection GetUserInventory(UUID id)
{
return m_InventoryService.GetUserInventory(id);
}
public void GetUserInventory(UUID userID, InventoryReceiptCallback callback)
{
m_InventoryService.GetUserInventory(userID, callback);
}
public List<InventoryItemBase> GetFolderItems(UUID folderID)
{
return m_InventoryService.GetFolderItems(folderID);
}
/// <summary>
/// Add a new folder to the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully added</returns>
public bool AddFolder(InventoryFolderBase folder)
{
return m_InventoryService.AddFolder(folder);
}
/// <summary>
/// Update a folder in the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully updated</returns>
public bool UpdateFolder(InventoryFolderBase folder)
{
return m_InventoryService.UpdateFolder(folder);
}
/// <summary>
/// Move an inventory folder to a new location
/// </summary>
/// <param name="folder">A folder containing the details of the new location</param>
/// <returns>true if the folder was successfully moved</returns>
public bool MoveFolder(InventoryFolderBase folder)
{
return m_InventoryService.MoveFolder(folder);
}
/// <summary>
/// Purge an inventory folder of all its items and subfolders.
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully purged</returns>
public bool PurgeFolder(InventoryFolderBase folder)
{
return m_InventoryService.PurgeFolder(folder);
}
/// <summary>
/// Add a new item to the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully added</returns>
public bool AddItem(InventoryItemBase item)
{
return m_InventoryService.AddItem(item);
}
/// <summary>
/// Update an item in the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully updated</returns>
public bool UpdateItem(InventoryItemBase item)
{
return m_InventoryService.UpdateItem(item);
}
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
public bool DeleteItem(InventoryItemBase item)
{
return m_InventoryService.DeleteItem(item);
}
public InventoryItemBase QueryItem(InventoryItemBase item)
{
return m_InventoryService.QueryItem(item);
}
public InventoryFolderBase QueryFolder(InventoryFolderBase folder)
{
return m_InventoryService.QueryFolder(folder);
}
/// <summary>
/// Does the given user have an inventory structure?
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public bool HasInventoryForUser(UUID userID)
{
return m_InventoryService.HasInventoryForUser(userID);
}
/// <summary>
/// Retrieve the root inventory folder for the given user.
/// </summary>
/// <param name="userID"></param>
/// <returns>null if no root folder was found</returns>
public InventoryFolderBase RequestRootFolder(UUID userID)
{
return m_InventoryService.RequestRootFolder(userID);
}
public List<InventoryItemBase> GetActiveGestures(UUID userId)
{
return m_InventoryService.GetActiveGestures(userId);
}
#endregion IInventoryService
}
}
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using log4net;
using Nini.Config;
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Data;
using OpenSim.Server.Base;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenMetaverse;
namespace OpenSim.Region.CoreModules.ServiceConnectors.Inventory
{
public class LocalInventoryServicesConnector :
ISharedRegionModule, IInventoryService
{
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
private IInventoryService m_InventoryService;
private bool m_Enabled = false;
public string Name
{
get { return "LocalInventoryServicesConnector"; }
}
public void Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("InventoryServices", "");
if (name == Name)
{
IConfig assetConfig = source.Configs["InventoryService"];
if (assetConfig == null)
{
m_log.Error("[INVENTORY CONNECTOR]: InventoryService missing from OpenSim.ini");
return;
}
string serviceDll = assetConfig.GetString("LocalServiceModule",
String.Empty);
if (serviceDll == String.Empty)
{
m_log.Error("[INVENTORY CONNECTOR]: No LocalServiceModule named in section InventoryService");
return;
}
Object[] args = new Object[] { source };
m_InventoryService =
ServerUtils.LoadPlugin<IInventoryService>(serviceDll,
args);
if (m_InventoryService == null)
{
m_log.Error("[INVENTORY CONNECTOR]: Can't load asset service");
return;
}
//List<IInventoryDataPlugin> plugins
// = DataPluginFactory.LoadDataPlugins<IInventoryDataPlugin>(
// configSettings.StandaloneInventoryPlugin,
// configSettings.StandaloneInventorySource);
//foreach (IInventoryDataPlugin plugin in plugins)
//{
// // Using the OSP wrapper plugin for database plugins should be made configurable at some point
// m_InventoryService.AddPlugin(new OspInventoryWrapperPlugin(plugin, this));
//}
m_Enabled = true;
m_log.Info("[INVENTORY CONNECTOR]: Local asset connector enabled");
}
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
scene.RegisterModuleInterface<IInventoryService>(this);
}
public void RemoveRegion(Scene scene)
{
}
public void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
m_log.InfoFormat("[INVENTORY CONNECTOR]: Enabled local assets for region {0}", scene.RegionInfo.RegionName);
}
#region IInventoryService
public bool CreateUserInventory(UUID user)
{
return m_InventoryService.CreateUserInventory(user);
}
public List<InventoryFolderBase> GetInventorySkeleton(UUID userId)
{
return m_InventoryService.GetInventorySkeleton(userId);
}
public InventoryCollection GetUserInventory(UUID id)
{
return m_InventoryService.GetUserInventory(id);
}
public void GetUserInventory(UUID userID, InventoryReceiptCallback callback)
{
m_InventoryService.GetUserInventory(userID, callback);
}
public List<InventoryItemBase> GetFolderItems(UUID folderID)
{
return m_InventoryService.GetFolderItems(folderID);
}
/// <summary>
/// Add a new folder to the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully added</returns>
public bool AddFolder(InventoryFolderBase folder)
{
return m_InventoryService.AddFolder(folder);
}
/// <summary>
/// Update a folder in the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully updated</returns>
public bool UpdateFolder(InventoryFolderBase folder)
{
return m_InventoryService.UpdateFolder(folder);
}
/// <summary>
/// Move an inventory folder to a new location
/// </summary>
/// <param name="folder">A folder containing the details of the new location</param>
/// <returns>true if the folder was successfully moved</returns>
public bool MoveFolder(InventoryFolderBase folder)
{
return m_InventoryService.MoveFolder(folder);
}
/// <summary>
/// Purge an inventory folder of all its items and subfolders.
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully purged</returns>
public bool PurgeFolder(InventoryFolderBase folder)
{
return m_InventoryService.PurgeFolder(folder);
}
/// <summary>
/// Add a new item to the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully added</returns>
public bool AddItem(InventoryItemBase item)
{
return m_InventoryService.AddItem(item);
}
/// <summary>
/// Update an item in the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully updated</returns>
public bool UpdateItem(InventoryItemBase item)
{
return m_InventoryService.UpdateItem(item);
}
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
public bool DeleteItem(InventoryItemBase item)
{
return m_InventoryService.DeleteItem(item);
}
public InventoryItemBase QueryItem(InventoryItemBase item)
{
return m_InventoryService.QueryItem(item);
}
public InventoryFolderBase QueryFolder(InventoryFolderBase folder)
{
return m_InventoryService.QueryFolder(folder);
}
/// <summary>
/// Does the given user have an inventory structure?
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public bool HasInventoryForUser(UUID userID)
{
return m_InventoryService.HasInventoryForUser(userID);
}
/// <summary>
/// Retrieve the root inventory folder for the given user.
/// </summary>
/// <param name="userID"></param>
/// <returns>null if no root folder was found</returns>
public InventoryFolderBase RequestRootFolder(UUID userID)
{
return m_InventoryService.RequestRootFolder(userID);
}
public List<InventoryItemBase> GetActiveGestures(UUID userId)
{
return m_InventoryService.GetActiveGestures(userId);
}
#endregion IInventoryService
}
}

View File

@ -1,276 +1,276 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Reflection;
using log4net;
using Nini.Config;
using Nwc.XmlRpc;
using OpenSim.Server.Base;
using OpenSim.Services.Interfaces;
using OpenSim.Framework;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Server.Handlers.Base;
using OpenMetaverse;
namespace OpenSim.Server.Handlers.Inventory
{
public class InventoryServiceInConnector : ServiceConnector
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private IInventoryService m_InventoryService;
private bool m_doLookup = false;
//private static readonly int INVENTORY_DEFAULT_SESSION_TIME = 30; // secs
//private AuthedSessionCache m_session_cache = new AuthedSessionCache(INVENTORY_DEFAULT_SESSION_TIME);
private string m_userserver_url;
public InventoryServiceInConnector(IConfigSource config, IHttpServer server) :
base(config, server)
{
IConfig serverConfig = config.Configs["InventoryService"];
if (serverConfig == null)
throw new Exception("No section 'InventoryService' in config file");
string inventoryService = serverConfig.GetString("LocalServiceModule",
String.Empty);
if (inventoryService == String.Empty)
throw new Exception("No InventoryService in config file");
Object[] args = new Object[] { config };
m_InventoryService =
ServerUtils.LoadPlugin<IInventoryService>(inventoryService, args);
m_userserver_url = serverConfig.GetString("UserServerURI", String.Empty);
m_doLookup = serverConfig.GetBoolean("SessionAuthentication", false);
AddHttpHandlers(server);
}
protected virtual void AddHttpHandlers(IHttpServer m_httpServer)
{
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<Guid, InventoryCollection>(
"POST", "/GetInventory/", GetUserInventory, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryFolderBase, bool>(
"POST", "/UpdateFolder/", m_InventoryService.UpdateFolder, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryFolderBase, bool>(
"POST", "/MoveFolder/", m_InventoryService.MoveFolder, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryFolderBase, bool>(
"POST", "/PurgeFolder/", m_InventoryService.PurgeFolder, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryItemBase, bool>(
"POST", "/DeleteItem/", m_InventoryService.DeleteItem, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryItemBase, InventoryItemBase>(
"POST", "/QueryItem/", m_InventoryService.QueryItem, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryFolderBase, InventoryFolderBase>(
"POST", "/QueryFolder/", m_InventoryService.QueryFolder, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<Guid, bool>(
"POST", "/CreateInventory/", CreateUsersInventory, CheckTrustSource));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryFolderBase, bool>(
"POST", "/NewFolder/", m_InventoryService.AddFolder, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<InventoryFolderBase, bool>(
"POST", "/CreateFolder/", m_InventoryService.AddFolder, CheckTrustSource));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryItemBase, bool>(
"POST", "/NewItem/", m_InventoryService.AddItem, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<InventoryItemBase, bool>(
"POST", "/AddNewItem/", m_InventoryService.AddItem, CheckTrustSource));
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<Guid, List<InventoryItemBase>>(
"POST", "/GetItems/", GetFolderItems, CheckTrustSource));
// for persistent active gestures
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<Guid, List<InventoryItemBase>>
("POST", "/ActiveGestures/", GetActiveGestures, CheckTrustSource));
// WARNING: Root folders no longer just delivers the root and immediate child folders (e.g
// system folders such as Objects, Textures), but it now returns the entire inventory skeleton.
// It would have been better to rename this request, but complexities in the BaseHttpServer
// (e.g. any http request not found is automatically treated as an xmlrpc request) make it easier
// to do this for now.
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<Guid, List<InventoryFolderBase>>
("POST", "/RootFolders/", GetInventorySkeleton, CheckTrustSource));
}
#region Wrappers for converting the Guid parameter
public InventoryCollection GetUserInventory(Guid guid)
{
UUID userID = new UUID(guid);
return m_InventoryService.GetUserInventory(userID);
}
public List<InventoryItemBase> GetFolderItems(Guid folderID)
{
List<InventoryItemBase> allItems = new List<InventoryItemBase>();
List<InventoryItemBase> items = m_InventoryService.GetFolderItems(new UUID(folderID));
if (items != null)
{
allItems.InsertRange(0, items);
}
return allItems;
}
public bool CreateUsersInventory(Guid rawUserID)
{
UUID userID = new UUID(rawUserID);
return m_InventoryService.CreateUserInventory(userID);
}
public List<InventoryItemBase> GetActiveGestures(Guid rawUserID)
{
UUID userID = new UUID(rawUserID);
return m_InventoryService.GetActiveGestures(userID);
}
public List<InventoryFolderBase> GetInventorySkeleton(Guid rawUserID)
{
UUID userID = new UUID(rawUserID);
return m_InventoryService.GetInventorySkeleton(userID);
}
#endregion
/// <summary>
/// Check that the source of an inventory request is one that we trust.
/// </summary>
/// <param name="peer"></param>
/// <returns></returns>
public bool CheckTrustSource(IPEndPoint peer)
{
if (m_doLookup)
{
m_log.InfoFormat("[INVENTORY IN CONNECTOR]: Checking trusted source {0}", peer);
UriBuilder ub = new UriBuilder(m_userserver_url);
IPAddress[] uaddrs = Dns.GetHostAddresses(ub.Host);
foreach (IPAddress uaddr in uaddrs)
{
if (uaddr.Equals(peer.Address))
{
return true;
}
}
m_log.WarnFormat(
"[INVENTORY IN CONNECTOR]: Rejecting request since source {0} was not in the list of trusted sources",
peer);
return false;
}
else
{
return true;
}
}
/// <summary>
/// Check that the source of an inventory request for a particular agent is a current session belonging to
/// that agent.
/// </summary>
/// <param name="session_id"></param>
/// <param name="avatar_id"></param>
/// <returns></returns>
public bool CheckAuthSession(string session_id, string avatar_id)
{
if (m_doLookup)
{
m_log.InfoFormat("[INVENTORY IN CONNECTOR]: checking authed session {0} {1}", session_id, avatar_id);
//if (m_session_cache.getCachedSession(session_id, avatar_id) == null)
//{
// cache miss, ask userserver
Hashtable requestData = new Hashtable();
requestData["avatar_uuid"] = avatar_id;
requestData["session_id"] = session_id;
ArrayList SendParams = new ArrayList();
SendParams.Add(requestData);
XmlRpcRequest UserReq = new XmlRpcRequest("check_auth_session", SendParams);
XmlRpcResponse UserResp = UserReq.Send(m_userserver_url, 3000);
Hashtable responseData = (Hashtable)UserResp.Value;
if (responseData.ContainsKey("auth_session") && responseData["auth_session"].ToString() == "TRUE")
{
m_log.Info("[INVENTORY IN CONNECTOR]: got authed session from userserver");
//// add to cache; the session time will be automatically renewed
//m_session_cache.Add(session_id, avatar_id);
return true;
}
//}
//else
//{
// // cache hits
// m_log.Info("[GRID AGENT INVENTORY]: got authed session from cache");
// return true;
//}
m_log.Warn("[INVENTORY IN CONNECTOR]: unknown session_id, request rejected");
return false;
}
else
{
return true;
}
}
}
}
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Reflection;
using log4net;
using Nini.Config;
using Nwc.XmlRpc;
using OpenSim.Server.Base;
using OpenSim.Services.Interfaces;
using OpenSim.Framework;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Server.Handlers.Base;
using OpenMetaverse;
namespace OpenSim.Server.Handlers.Inventory
{
public class InventoryServiceInConnector : ServiceConnector
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private IInventoryService m_InventoryService;
private bool m_doLookup = false;
//private static readonly int INVENTORY_DEFAULT_SESSION_TIME = 30; // secs
//private AuthedSessionCache m_session_cache = new AuthedSessionCache(INVENTORY_DEFAULT_SESSION_TIME);
private string m_userserver_url;
public InventoryServiceInConnector(IConfigSource config, IHttpServer server) :
base(config, server)
{
IConfig serverConfig = config.Configs["InventoryService"];
if (serverConfig == null)
throw new Exception("No section 'InventoryService' in config file");
string inventoryService = serverConfig.GetString("LocalServiceModule",
String.Empty);
if (inventoryService == String.Empty)
throw new Exception("No InventoryService in config file");
Object[] args = new Object[] { config };
m_InventoryService =
ServerUtils.LoadPlugin<IInventoryService>(inventoryService, args);
m_userserver_url = serverConfig.GetString("UserServerURI", String.Empty);
m_doLookup = serverConfig.GetBoolean("SessionAuthentication", false);
AddHttpHandlers(server);
}
protected virtual void AddHttpHandlers(IHttpServer m_httpServer)
{
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<Guid, InventoryCollection>(
"POST", "/GetInventory/", GetUserInventory, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryFolderBase, bool>(
"POST", "/UpdateFolder/", m_InventoryService.UpdateFolder, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryFolderBase, bool>(
"POST", "/MoveFolder/", m_InventoryService.MoveFolder, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryFolderBase, bool>(
"POST", "/PurgeFolder/", m_InventoryService.PurgeFolder, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryItemBase, bool>(
"POST", "/DeleteItem/", m_InventoryService.DeleteItem, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryItemBase, InventoryItemBase>(
"POST", "/QueryItem/", m_InventoryService.QueryItem, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryFolderBase, InventoryFolderBase>(
"POST", "/QueryFolder/", m_InventoryService.QueryFolder, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<Guid, bool>(
"POST", "/CreateInventory/", CreateUsersInventory, CheckTrustSource));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryFolderBase, bool>(
"POST", "/NewFolder/", m_InventoryService.AddFolder, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<InventoryFolderBase, bool>(
"POST", "/CreateFolder/", m_InventoryService.AddFolder, CheckTrustSource));
m_httpServer.AddStreamHandler(
new RestDeserialiseSecureHandler<InventoryItemBase, bool>(
"POST", "/NewItem/", m_InventoryService.AddItem, CheckAuthSession));
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<InventoryItemBase, bool>(
"POST", "/AddNewItem/", m_InventoryService.AddItem, CheckTrustSource));
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<Guid, List<InventoryItemBase>>(
"POST", "/GetItems/", GetFolderItems, CheckTrustSource));
// for persistent active gestures
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<Guid, List<InventoryItemBase>>
("POST", "/ActiveGestures/", GetActiveGestures, CheckTrustSource));
// WARNING: Root folders no longer just delivers the root and immediate child folders (e.g
// system folders such as Objects, Textures), but it now returns the entire inventory skeleton.
// It would have been better to rename this request, but complexities in the BaseHttpServer
// (e.g. any http request not found is automatically treated as an xmlrpc request) make it easier
// to do this for now.
m_httpServer.AddStreamHandler(
new RestDeserialiseTrustedHandler<Guid, List<InventoryFolderBase>>
("POST", "/RootFolders/", GetInventorySkeleton, CheckTrustSource));
}
#region Wrappers for converting the Guid parameter
public InventoryCollection GetUserInventory(Guid guid)
{
UUID userID = new UUID(guid);
return m_InventoryService.GetUserInventory(userID);
}
public List<InventoryItemBase> GetFolderItems(Guid folderID)
{
List<InventoryItemBase> allItems = new List<InventoryItemBase>();
List<InventoryItemBase> items = m_InventoryService.GetFolderItems(new UUID(folderID));
if (items != null)
{
allItems.InsertRange(0, items);
}
return allItems;
}
public bool CreateUsersInventory(Guid rawUserID)
{
UUID userID = new UUID(rawUserID);
return m_InventoryService.CreateUserInventory(userID);
}
public List<InventoryItemBase> GetActiveGestures(Guid rawUserID)
{
UUID userID = new UUID(rawUserID);
return m_InventoryService.GetActiveGestures(userID);
}
public List<InventoryFolderBase> GetInventorySkeleton(Guid rawUserID)
{
UUID userID = new UUID(rawUserID);
return m_InventoryService.GetInventorySkeleton(userID);
}
#endregion
/// <summary>
/// Check that the source of an inventory request is one that we trust.
/// </summary>
/// <param name="peer"></param>
/// <returns></returns>
public bool CheckTrustSource(IPEndPoint peer)
{
if (m_doLookup)
{
m_log.InfoFormat("[INVENTORY IN CONNECTOR]: Checking trusted source {0}", peer);
UriBuilder ub = new UriBuilder(m_userserver_url);
IPAddress[] uaddrs = Dns.GetHostAddresses(ub.Host);
foreach (IPAddress uaddr in uaddrs)
{
if (uaddr.Equals(peer.Address))
{
return true;
}
}
m_log.WarnFormat(
"[INVENTORY IN CONNECTOR]: Rejecting request since source {0} was not in the list of trusted sources",
peer);
return false;
}
else
{
return true;
}
}
/// <summary>
/// Check that the source of an inventory request for a particular agent is a current session belonging to
/// that agent.
/// </summary>
/// <param name="session_id"></param>
/// <param name="avatar_id"></param>
/// <returns></returns>
public bool CheckAuthSession(string session_id, string avatar_id)
{
if (m_doLookup)
{
m_log.InfoFormat("[INVENTORY IN CONNECTOR]: checking authed session {0} {1}", session_id, avatar_id);
//if (m_session_cache.getCachedSession(session_id, avatar_id) == null)
//{
// cache miss, ask userserver
Hashtable requestData = new Hashtable();
requestData["avatar_uuid"] = avatar_id;
requestData["session_id"] = session_id;
ArrayList SendParams = new ArrayList();
SendParams.Add(requestData);
XmlRpcRequest UserReq = new XmlRpcRequest("check_auth_session", SendParams);
XmlRpcResponse UserResp = UserReq.Send(m_userserver_url, 3000);
Hashtable responseData = (Hashtable)UserResp.Value;
if (responseData.ContainsKey("auth_session") && responseData["auth_session"].ToString() == "TRUE")
{
m_log.Info("[INVENTORY IN CONNECTOR]: got authed session from userserver");
//// add to cache; the session time will be automatically renewed
//m_session_cache.Add(session_id, avatar_id);
return true;
}
//}
//else
//{
// // cache hits
// m_log.Info("[GRID AGENT INVENTORY]: got authed session from cache");
// return true;
//}
m_log.Warn("[INVENTORY IN CONNECTOR]: unknown session_id, request rejected");
return false;
}
else
{
return true;
}
}
}
}