Library Module: allows adding folders/items to the Library from IAR files placed under bin/Library. This works only for standalones.

mysql-performance
Diva Canto 2009-12-23 17:31:30 -08:00
parent 908992a105
commit 1fa938aab0
7 changed files with 490 additions and 1 deletions

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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 System.IO;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenMetaverse;
using log4net;
using Nini.Config;
namespace OpenSim.Region.CoreModules.Framework.Library
{
public class LibraryModule : ISharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static bool m_HasRunOnce = false;
private bool m_Enabled = false;
private string m_LibraryName = "OpenSim Library";
private Scene m_Scene;
#region ISharedRegionModule
public void Initialise(IConfigSource config)
{
m_Enabled = config.Configs["Modules"].GetBoolean("LibraryModule", m_Enabled);
if (m_Enabled)
{
IConfig libConfig = config.Configs["LibraryModule"];
if (libConfig != null)
m_LibraryName = libConfig.GetString("LibraryName", m_LibraryName);
}
}
public bool IsSharedModule
{
get { return true; }
}
public string Name
{
get { return "Library Module"; }
}
public Type ReplaceableInterface
{
get { return null; }
}
public void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
// Store only the first scene
if (m_Scene == null)
{
m_Scene = scene;
}
}
public void RemoveRegion(Scene scene)
{
}
public void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
// This will never run more than once, even if the region is restarted
if (!m_HasRunOnce)
{
LoadLibrariesFromArchives();
//DumpLibrary();
m_HasRunOnce = true;
}
}
public void PostInitialise()
{
}
public void Close()
{
m_Scene = null;
}
#endregion ISharedRegionModule
#region LoadLibraries
private string pathToLibraries = "Library";
protected void LoadLibrariesFromArchives()
{
InventoryFolderImpl lib = m_Scene.CommsManager.UserProfileCacheService.LibraryRoot;
if (lib == null)
{
m_log.Debug("[LIBRARY MODULE]: No library.");
return;
}
lib.Name = m_LibraryName;
RegionInfo regInfo = new RegionInfo();
Scene m_MockScene = new Scene(regInfo);
m_MockScene.CommsManager = m_Scene.CommsManager;
LocalInventoryService invService = new LocalInventoryService((LibraryRootFolder)lib);
m_MockScene.RegisterModuleInterface<IInventoryService>(invService);
m_MockScene.RegisterModuleInterface<IAssetService>(m_Scene.AssetService);
UserProfileData profile = new UserProfileData();
profile.FirstName = "OpenSim";
profile.ID = lib.Owner;
profile.SurName = "Library";
CachedUserInfo uinfo = new CachedUserInfo(invService, profile);
foreach (string iarFileName in Directory.GetFiles(pathToLibraries, "*.iar"))
{
string simpleName = Path.GetFileNameWithoutExtension(iarFileName);
m_log.InfoFormat("[LIBRARY MODULE]: Loading library archive {0} ({1})...", iarFileName, simpleName);
simpleName = GetInventoryPathFromName(simpleName);
try
{
InventoryArchiveReadRequest archread = new InventoryArchiveReadRequest(m_MockScene, uinfo, simpleName, iarFileName);
List<InventoryNodeBase> nodes = archread.Execute();
if (nodes.Count == 0)
{
// didn't find the subfolder with the given name; place it on the top
m_log.InfoFormat("[LIBRARY MODULE]: Didn't find {0} in library. Placing archive on the top level", simpleName);
archread.Close();
archread = new InventoryArchiveReadRequest(m_MockScene, uinfo, "/", iarFileName);
archread.Execute();
}
archread.Close();
}
catch (Exception e)
{
m_log.DebugFormat("[LIBRARY MODULE]: Exception when processing archive {0}: {1}", iarFileName, e.Message);
}
}
}
private void DumpLibrary()
{
InventoryFolderImpl lib = m_Scene.CommsManager.UserProfileCacheService.LibraryRoot;
m_log.DebugFormat(" - folder {0}", lib.Name);
DumpFolder(lib);
}
private void DumpFolder(InventoryFolderImpl folder)
{
foreach (InventoryItemBase item in folder.Items.Values)
{
m_log.DebugFormat(" --> item {0}", item.Name);
}
foreach (InventoryFolderImpl f in folder.RequestListOfFolderImpls())
{
m_log.DebugFormat(" - folder {0}", f.Name);
DumpFolder(f);
}
}
private string GetInventoryPathFromName(string name)
{
string[] parts = name.Split(new char[] { ' ' });
if (parts.Length == 3)
{
name = string.Empty;
// cut the last part
for (int i = 0; i < parts.Length - 1; i++)
name = name + ' ' + parts[i];
}
return name;
}
#endregion LoadLibraries
}
}

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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 System.Reflection;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Services.Interfaces;
using OpenMetaverse;
using log4net;
namespace OpenSim.Region.CoreModules.Framework.Library
{
public class LocalInventoryService : IInventoryService
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private LibraryRootFolder m_Library;
public LocalInventoryService(LibraryRootFolder lib)
{
m_Library = lib;
}
/// <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 GetRootFolder(UUID userID) { return m_Library; }
/// <summary>
/// Gets everything (folders and items) inside a folder
/// </summary>
/// <param name="userId"></param>
/// <param name="folderID"></param>
/// <returns></returns>
public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
{
InventoryFolderImpl folder = null;
InventoryCollection inv = new InventoryCollection();
inv.UserID = m_Library.Owner;
if (folderID != m_Library.ID)
{
folder = m_Library.FindFolder(folderID);
if (folder == null)
{
inv.Folders = new List<InventoryFolderBase>();
inv.Items = new List<InventoryItemBase>();
return inv;
}
}
else
folder = m_Library;
inv.Folders = folder.RequestListOfFolders();
inv.Items = folder.RequestListOfItems();
m_log.DebugFormat("[LIBRARY MODULE]: Got content for folder {0}", folder.Name);
return inv;
}
/// <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)
{
//m_log.DebugFormat("[LIBRARY MODULE]: Adding folder {0} ({1}) to {2}", folder.Name, folder.ID, folder.ParentID);
InventoryFolderImpl parent = m_Library;
if (m_Library.ID != folder.ParentID)
parent = m_Library.FindFolder(folder.ParentID);
if (parent == null)
{
m_log.DebugFormat("[LIBRARY MODULE]: could not add folder {0} because parent folder {1} not found", folder.Name, folder.ParentID);
return false;
}
parent.CreateChildFolder(folder.ID, folder.Name, (ushort)folder.Type);
return true;
}
/// <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)
{
//m_log.DebugFormat("[LIBRARY MODULE]: Adding item {0} to {1}", item.Name, item.Folder);
InventoryFolderImpl folder = m_Library;
if (m_Library.ID != item.Folder)
folder = m_Library.FindFolder(item.Folder);
if (folder == null)
{
m_log.DebugFormat("[LIBRARY MODULE]: could not add item {0} because folder {1} not found", item.Name, item.Folder);
return false;
}
folder.Items.Add(item.ID, item);
return true;
}
public bool CreateUserInventory(UUID user) { return false; }
/// <summary>
/// Gets the skeleton of the inventory -- folders only
/// </summary>
/// <param name="userId"></param>
/// <returns></returns>
public List<InventoryFolderBase> GetInventorySkeleton(UUID userId) { return null; }
/// <summary>
/// Synchronous inventory fetch.
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public InventoryCollection GetUserInventory(UUID userID) { return null; }
/// <summary>
/// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
/// inventory has been received
/// </summary>
/// <param name="userID"></param>
/// <param name="callback"></param>
public void GetUserInventory(UUID userID, InventoryReceiptCallback callback) { }
/// <summary>
/// Gets the user folder for the given folder-type
/// </summary>
/// <param name="userID"></param>
/// <param name="type"></param>
/// <returns></returns>
public InventoryFolderBase GetFolderForType(UUID userID, AssetType type) { return null; }
/// <summary>
/// Gets the items inside a folder
/// </summary>
/// <param name="userID"></param>
/// <param name="folderID"></param>
/// <returns></returns>
public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID) { return null; }
/// <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 false; }
/// <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 false; }
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
//bool DeleteItem(InventoryItemBase item);
public bool DeleteFolders(UUID userID, List<UUID> folderIDs) { return false; }
/// <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 false; }
/// <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 false; }
public bool MoveItems(UUID ownerID, List<InventoryItemBase> items) { return false; }
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
//bool DeleteItem(InventoryItemBase item);
public bool DeleteItems(UUID userID, List<UUID> itemIDs) { return false; }
/// <summary>
/// Get an item, given by its UUID
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public InventoryItemBase GetItem(InventoryItemBase item) { return null; }
/// <summary>
/// Get a folder, given by its UUID
/// </summary>
/// <param name="folder"></param>
/// <returns></returns>
public InventoryFolderBase GetFolder(InventoryFolderBase folder) { return null; }
/// <summary>
/// Does the given user have an inventory structure?
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public bool HasInventoryForUser(UUID userID) { return false; }
/// <summary>
/// Get the active gestures of the agent.
/// </summary>
/// <param name="userId"></param>
/// <returns></returns>
public List<InventoryItemBase> GetActiveGestures(UUID userId) { return null; }
/// <summary>
/// Get the union of permissions of all inventory items
/// that hold the given assetID.
/// </summary>
/// <param name="userID"></param>
/// <param name="assetID"></param>
/// <returns>The permissions or 0 if no such asset is found in
/// the user's inventory</returns>
public int GetAssetPermissions(UUID userID, UUID assetID) { return 0; }
}
}

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<RegionModule id="CoreAssetCache" type="OpenSim.Region.CoreModules.Asset.CoreAssetCache" />
<RegionModule id="GlynnTuckerAssetCache" type="OpenSim.Region.CoreModules.Asset.GlynnTuckerAssetCache" />
<RegionModule id="CenomeMemoryAssetCache" type="OpenSim.Region.CoreModules.Asset.CenomeMemoryAssetCache"/>
<RegionModule id="LibraryModule" type="OpenSim.Region.CoreModules.Framework.Library.LibraryModule"/>
<!-- Service connectors OUT modules -->
<RegionModule id="LocalUserServicesConnector" type="OpenSim.Region.CoreModules.ServiceConnectorsOut.User.LocalUserServicesConnector" />
<RegionModule id="RemoteUserServicesConnector" type="OpenSim.Region.CoreModules.ServiceConnectorsOut.User.RemoteUserServicesConnector" />

0
bin/Library/.keep Normal file
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NeighbourServices = "LocalNeighbourServicesConnector"
AuthorizationServices = "LocalAuthorizationServicesConnector"
GridServices = "LocalGridServicesConnector"
LibraryModule = true
[AssetService]
LocalServiceModule = "OpenSim.Services.AssetService.dll:AssetService"
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[GridService]
LocalServiceModule = "OpenSim.Services.GridService.dll:GridService"
Realm = "regions"

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;;--- For MySql region storage (alternative)
;StorageProvider = "OpenSim.Data.MySQL.dll:MySqlRegionData"
;ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=***;"
[LibraryModule]
; Set this if you want to change the name of the OpenSim Library
;LibraryName = "My World's Library"

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@ -21,7 +21,7 @@
HGAuthServiceInConnector = true
HypergridServiceInConnector = true
NeighbourServiceInConnector = true
LibraryModule = true
[AssetService]
; For the AssetServiceInConnector