Update svn properties.
parent
28324e5174
commit
135ff63c3d
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@ -1,466 +1,466 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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namespace OpenSim.Framework
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{
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public class InventoryFolderImpl : InventoryFolderBase
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{
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//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public static readonly string PATH_DELIMITER = "/";
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/// <summary>
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/// Items that are contained in this folder
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/// </summary>
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public Dictionary<UUID, InventoryItemBase> Items = new Dictionary<UUID, InventoryItemBase>();
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/// <summary>
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/// Child folders that are contained in this folder
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/// </summary>
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protected Dictionary<UUID, InventoryFolderImpl> m_childFolders = new Dictionary<UUID, InventoryFolderImpl>();
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// Constructors
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public InventoryFolderImpl(InventoryFolderBase folderbase)
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{
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Owner = folderbase.Owner;
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ID = folderbase.ID;
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Name = folderbase.Name;
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ParentID = folderbase.ParentID;
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Type = folderbase.Type;
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Version = folderbase.Version;
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}
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public InventoryFolderImpl()
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{
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}
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/// <summary>
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/// Create a new subfolder.
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/// </summary>
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/// <param name="folderID"></param>
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/// <param name="folderName"></param>
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/// <param name="type"></param>
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/// <returns>The newly created subfolder. Returns null if the folder already exists</returns>
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public InventoryFolderImpl CreateChildFolder(UUID folderID, string folderName, ushort type)
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{
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lock (m_childFolders)
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{
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if (!m_childFolders.ContainsKey(folderID))
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{
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InventoryFolderImpl subFold = new InventoryFolderImpl();
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subFold.Name = folderName;
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subFold.ID = folderID;
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subFold.Type = (short)type;
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subFold.ParentID = this.ID;
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subFold.Owner = Owner;
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m_childFolders.Add(subFold.ID, subFold);
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return subFold;
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}
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}
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return null;
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}
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/// <summary>
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/// Add a folder that already exists.
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/// </summary>
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/// <param name="folder"></param>
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public void AddChildFolder(InventoryFolderImpl folder)
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{
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lock (m_childFolders)
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{
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folder.ParentID = ID;
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m_childFolders[folder.ID] = folder;
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}
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}
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/// <summary>
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/// Does this folder contain the given child folder?
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/// </summary>
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/// <param name="folderID"></param>
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/// <returns></returns>
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public bool ContainsChildFolder(UUID folderID)
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{
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return m_childFolders.ContainsKey(folderID);
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}
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/// <summary>
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/// Get a child folder
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/// </summary>
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/// <param name="folderID"></param>
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/// <returns>The folder if it exists, null if it doesn't</returns>
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public InventoryFolderImpl GetChildFolder(UUID folderID)
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{
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InventoryFolderImpl folder = null;
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lock (m_childFolders)
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{
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m_childFolders.TryGetValue(folderID, out folder);
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}
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return folder;
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}
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/// <summary>
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/// Removes the given child subfolder.
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/// </summary>
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/// <param name="folderID"></param>
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/// <returns>
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/// The folder removed, or null if the folder was not present.
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/// </returns>
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public InventoryFolderImpl RemoveChildFolder(UUID folderID)
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{
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InventoryFolderImpl removedFolder = null;
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lock (m_childFolders)
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{
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if (m_childFolders.ContainsKey(folderID))
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{
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removedFolder = m_childFolders[folderID];
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m_childFolders.Remove(folderID);
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}
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}
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return removedFolder;
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}
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/// <summary>
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/// Delete all the folders and items in this folder.
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/// </summary>
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public void Purge()
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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folder.Purge();
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}
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m_childFolders.Clear();
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Items.Clear();
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}
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/// <summary>
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/// Returns the item if it exists in this folder or in any of this folder's descendant folders
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/// </summary>
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/// <param name="itemID"></param>
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/// <returns>null if the item is not found</returns>
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public InventoryItemBase FindItem(UUID itemID)
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{
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lock (Items)
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{
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if (Items.ContainsKey(itemID))
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{
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return Items[itemID];
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}
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}
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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InventoryItemBase item = folder.FindItem(itemID);
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if (item != null)
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{
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return item;
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}
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}
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}
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return null;
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}
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public InventoryItemBase FindAsset(UUID assetID)
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{
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lock (Items)
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{
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foreach (InventoryItemBase item in Items.Values)
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{
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if (item.AssetID == assetID)
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return item;
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}
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}
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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InventoryItemBase item = folder.FindAsset(assetID);
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if (item != null)
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{
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return item;
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}
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}
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}
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return null;
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}
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/// <summary>
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/// Deletes an item if it exists in this folder or any children
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/// </summary>
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/// <param name="folderID"></param>
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/// <returns></returns>
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public bool DeleteItem(UUID itemID)
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{
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bool found = false;
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lock (Items)
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{
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if (Items.ContainsKey(itemID))
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{
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Items.Remove(itemID);
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return true;
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}
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}
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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found = folder.DeleteItem(itemID);
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if (found == true)
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{
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break;
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}
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}
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}
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return found;
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}
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/// <summary>
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/// Returns the folder requested if it is this folder or is a descendent of this folder. The search is depth
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/// first.
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/// </summary>
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/// <returns>The requested folder if it exists, null if it does not.</returns>
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public InventoryFolderImpl FindFolder(UUID folderID)
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{
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if (folderID == ID)
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return this;
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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InventoryFolderImpl returnFolder = folder.FindFolder(folderID);
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if (returnFolder != null)
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return returnFolder;
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}
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}
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return null;
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}
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/// <summary>
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/// Look through all child subfolders for a folder marked as one for a particular asset type, and return it.
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/// </summary>
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/// <param name="type"></param>
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/// <returns>Returns null if no such folder is found</returns>
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public InventoryFolderImpl FindFolderForType(int type)
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{
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl f in m_childFolders.Values)
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{
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if (f.Type == type)
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return f;
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}
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}
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return null;
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}
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/// <summary>
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/// Find a folder given a PATH_DELIMITER delimited path starting from this folder
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/// </summary>
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///
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/// This method does not handle paths that contain multiple delimitors
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///
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/// FIXME: We do not yet handle situations where folders have the same name. We could handle this by some
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/// XPath like expression
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///
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/// FIXME: Delimitors which occur in names themselves are not currently escapable.
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///
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/// <param name="path">
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/// The path to the required folder.
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/// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
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/// </param>
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/// <returns>null if the folder is not found</returns>
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public InventoryFolderImpl FindFolderByPath(string path)
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{
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if (path == string.Empty)
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return this;
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path = path.Trim();
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if (path == PATH_DELIMITER)
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return this;
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string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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if (folder.Name == components[0])
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if (components.Length > 1)
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return folder.FindFolderByPath(components[1]);
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else
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return folder;
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}
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}
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// We didn't find a folder with the given name
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return null;
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}
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/// <summary>
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/// Find an item given a PATH_DELIMITOR delimited path starting from this folder.
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///
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/// This method does not handle paths that contain multiple delimitors
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///
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/// FIXME: We do not yet handle situations where folders or items have the same name. We could handle this by some
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/// XPath like expression
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///
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/// FIXME: Delimitors which occur in names themselves are not currently escapable.
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/// </summary>
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/// <param name="path">
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/// The path to the required item.
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/// </param>
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/// <returns>null if the item is not found</returns>
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public InventoryItemBase FindItemByPath(string path)
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{
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string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
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if (components.Length == 1)
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{
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lock (Items)
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{
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foreach (InventoryItemBase item in Items.Values)
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{
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if (item.Name == components[0])
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return item;
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}
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}
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}
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else
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{
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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if (folder.Name == components[0])
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return folder.FindItemByPath(components[1]);
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}
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}
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}
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// We didn't find an item or intermediate folder with the given name
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return null;
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}
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/// <summary>
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/// Return a copy of the list of child items in this folder. The items themselves are the originals.
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/// </summary>
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public List<InventoryItemBase> RequestListOfItems()
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{
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List<InventoryItemBase> itemList = new List<InventoryItemBase>();
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lock (Items)
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{
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foreach (InventoryItemBase item in Items.Values)
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{
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itemList.Add(item);
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}
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}
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//m_log.DebugFormat("[INVENTORY FOLDER IMPL]: Found {0} items", itemList.Count);
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return itemList;
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}
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/// <summary>
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/// Return a copy of the list of child folders in this folder. The folders themselves are the originals.
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/// </summary>
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public List<InventoryFolderBase> RequestListOfFolders()
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{
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List<InventoryFolderBase> folderList = new List<InventoryFolderBase>();
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lock (m_childFolders)
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{
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foreach (InventoryFolderBase folder in m_childFolders.Values)
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{
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folderList.Add(folder);
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}
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}
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return folderList;
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}
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public List<InventoryFolderImpl> RequestListOfFolderImpls()
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{
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List<InventoryFolderImpl> folderList = new List<InventoryFolderImpl>();
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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folderList.Add(folder);
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}
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}
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return folderList;
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}
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/// <value>
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/// The total number of items in this folder and in the immediate child folders (though not from other
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/// descendants).
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/// </value>
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public int TotalCount
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{
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get
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{
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int total = Items.Count;
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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total = total + folder.TotalCount;
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}
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return total;
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}
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}
|
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}
|
||||
}
|
||||
/*
|
||||
* 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -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
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue