Standard library folders can now be configued in the xml in inventory/OpenSimLibrary - no hardcoded changes are required. For some reason, all the folders are currently
showing up as texture folders, even though they are configured with the same types as the agent inventory folders. This should be resolved soon.afrisby
parent
b0a6299937
commit
60fa75ac04
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@ -26,10 +26,12 @@
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*
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*/
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using System.Collections.Generic;
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using System.IO;
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using System.Xml;
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Framework.Console;
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namespace OpenSim.Framework.Communications.Cache
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@ -41,44 +43,62 @@ namespace OpenSim.Framework.Communications.Cache
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public class LibraryRootFolder : InventoryFolderImpl
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{
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private LLUUID libOwner = new LLUUID("11111111-1111-0000-0000-000100bba000");
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private InventoryFolderImpl m_textureFolder;
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/// <summary>
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/// Holds the root library folder and all its descendents. This is really only used during inventory
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/// setup so that we don't have to repeatedly search the tree of library folders.
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/// </summary>
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protected Dictionary<LLUUID, InventoryFolderImpl> libraryFolders
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= new Dictionary<LLUUID, InventoryFolderImpl>();
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public LibraryRootFolder()
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{
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MainLog.Instance.Verbose("LIBRARYINVENTORY", "Loading library inventory");
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agentID = libOwner;
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folderID = new LLUUID("00000112-000f-0000-0000-000100bba000");
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name = "OpenSim Library";
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parentID = LLUUID.Zero;
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type = (short) -1;
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type = (short) 8;
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version = (ushort) 1;
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InventoryFolderImpl folderInfo = new InventoryFolderImpl();
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folderInfo.agentID = libOwner;
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folderInfo.folderID = new LLUUID("00000112-000f-0000-0000-000100bba001");
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folderInfo.name = "Texture Library";
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folderInfo.parentID = folderID;
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folderInfo.type = -1;
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folderInfo.version = 1;
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SubFolders.Add(folderInfo.folderID, folderInfo);
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m_textureFolder = folderInfo;
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libraryFolders.Add(folderID, this);
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CreateLibraryItems();
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string filePath = Path.Combine(Util.configDir(), "inventory/OpenSimLibrary/OpenSimLibrary.xml");
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if (File.Exists(filePath))
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string foldersPath = Path.Combine(Util.configDir(), "inventory/OpenSimLibrary/OpenSimLibraryFolders.xml");
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if (File.Exists(foldersPath))
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{
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try
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{
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XmlConfigSource source = new XmlConfigSource(filePath);
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XmlConfigSource source = new XmlConfigSource(foldersPath);
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ReadFoldersFromFile(source);
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}
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catch (XmlException e)
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{
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MainLog.Instance.Error("AGENTINVENTORY", "Error loading " + foldersPath + ": " + e.ToString());
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}
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}
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CreateLibraryItems();
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string itemsPath = Path.Combine(Util.configDir(), "inventory/OpenSimLibrary/OpenSimLibrary.xml");
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if (File.Exists(itemsPath))
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{
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try
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{
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XmlConfigSource source = new XmlConfigSource(itemsPath);
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ReadItemsFromFile(source);
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}
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catch (XmlException e)
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{
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MainLog.Instance.Error("AGENTINVENTORY", "Error loading " + filePath + ": " + e.ToString());
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MainLog.Instance.Error("AGENTINVENTORY", "Error loading " + itemsPath + ": " + e.ToString());
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}
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}
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}
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/// <summary>
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/// Hardcoded item creation. Please don't add any more items here - future items should be created
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/// in the xml in the bin/inventory folder.
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/// </summary>
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private void CreateLibraryItems()
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{
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InventoryItemBase item =
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@ -134,6 +154,50 @@ namespace OpenSim.Framework.Communications.Cache
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return item;
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}
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/// <summary>
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/// Read library inventory folders from an external source
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/// </summary>
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/// <param name="source"></param>
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private void ReadFoldersFromFile(IConfigSource source)
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{
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for (int i = 0; i < source.Configs.Count; i++)
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{
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IConfig config = source.Configs[i];
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InventoryFolderImpl folderInfo = new InventoryFolderImpl();
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folderInfo.folderID = new LLUUID(config.GetString("folderID", folderID.ToString()));
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folderInfo.name = config.GetString("name", "unknown");
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folderInfo.parentID = new LLUUID(config.GetString("parentFolderID", folderID.ToString()));
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folderInfo.type = (short)config.GetInt("type", 8);
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folderInfo.agentID = libOwner;
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folderInfo.version = 1;
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if (libraryFolders.ContainsKey(folderInfo.parentID))
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{
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InventoryFolderImpl parentFolder = libraryFolders[folderInfo.parentID];
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libraryFolders.Add(folderInfo.folderID, folderInfo);
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parentFolder.SubFolders.Add(folderInfo.folderID, folderInfo);
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// MainLog.Instance.Verbose(
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// "LIBRARYINVENTORY", "Adding folder {0} ({1})", folderInfo.name, folderInfo.folderID);
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}
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else
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{
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MainLog.Instance.Warn(
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"LIBRARYINVENTORY",
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"Couldn't add folder {0} ({1}) since parent folder with ID {2} does not exist!",
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folderInfo.name, folderInfo.folderID, folderInfo.parentID);
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}
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}
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}
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/// <summary>
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/// Read library inventory items metadata from an external source
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/// </summary>
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/// <param name="source"></param>
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private void ReadItemsFromFile(IConfigSource source)
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{
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for (int i = 0; i < source.Configs.Count; i++)
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new LLUUID(source.Configs[i].GetString("inventoryID", folderID.ToString()));
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item.assetID = new LLUUID(source.Configs[i].GetString("assetID", LLUUID.Random().ToString()));
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item.parentFolderID
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= new LLUUID(source.Configs[i].GetString("folderID", LLUUID.Random().ToString()));
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= new LLUUID(source.Configs[i].GetString("folderID", folderID.ToString()));
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item.inventoryDescription = source.Configs[i].GetString("description", "");
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item.inventoryName = source.Configs[i].GetString("name", "");
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item.assetType = source.Configs[i].GetInt("assetType", 0);
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item.inventoryEveryOnePermissions = (uint) source.Configs[i].GetLong("everyonePermissions", 0x7FFFFFFF);
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item.inventoryBasePermissions = (uint) source.Configs[i].GetLong("basePermissions", 0x7FFFFFFF);
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if (item.parentFolderID == folderID)
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if (libraryFolders.ContainsKey(item.parentFolderID))
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{
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Items.Add(item.inventoryID, item);
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InventoryFolderImpl parentFolder = libraryFolders[item.parentFolderID];
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parentFolder.Items.Add(item.inventoryID, item);
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}
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else
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{
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// Very temporary - will only work for immediate child folders
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if (SubFolders.ContainsKey(item.parentFolderID))
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{
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SubFolders[item.parentFolderID].Items.Add(item.inventoryID, item);
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}
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MainLog.Instance.Warn(
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"LIBRARYINVENTORY",
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"Couldn't add item {0} ({1}) since parent folder with ID {2} does not exist!",
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item.inventoryName, item.inventoryID, item.parentFolderID);
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}
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}
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}
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/// <summary>
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/// Looks like a simple getter, but is written like this for some consistency with the other Request
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/// methods in the superclass
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/// </summary>
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/// <returns></returns>
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public Dictionary<LLUUID, InventoryFolderImpl> RequestSelfAndDescendentFolders()
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{
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return libraryFolders;
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}
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}
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}
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@ -28,9 +28,12 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using libsecondlife;
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using Nwc.XmlRpc;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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namespace OpenSim.Framework.UserManagement
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protected UserManagerBase m_userManager = null;
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protected Mutex m_loginMutex = new Mutex(false);
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public LoginService(UserManagerBase userManager, string welcomeMess)
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/// <summary>
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/// Used during login to send the skeleton of the OpenSim Library to the client.
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/// </summary>
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protected LibraryRootFolder m_libraryRootFolder;
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public LoginService(
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UserManagerBase userManager, LibraryRootFolder libraryRootFolder, string welcomeMess)
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{
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m_userManager = userManager;
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m_libraryRootFolder = libraryRootFolder;
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if (welcomeMess != "")
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{
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m_welcomeMessage = welcomeMess;
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}
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/// <summary>
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///
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/// Converts the inventory library skeleton into the form required by the rpc request.
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/// </summary>
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/// <returns></returns>
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protected virtual ArrayList GetInventoryLibrary()
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{
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//return new ArrayList();
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Hashtable TempHash = new Hashtable();
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TempHash["name"] = "OpenSim Library";
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TempHash["parent_id"] = LLUUID.Zero.ToString();
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TempHash["version"] = 1;
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TempHash["type_default"] = -1;
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TempHash["folder_id"] = "00000112-000f-0000-0000-000100bba000";
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ArrayList temp = new ArrayList();
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temp.Add(TempHash);
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Dictionary<LLUUID, InventoryFolderImpl> rootFolders
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= m_libraryRootFolder.RequestSelfAndDescendentFolders();
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ArrayList folderHashes = new ArrayList();
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TempHash = new Hashtable();
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TempHash["name"] = "Texture Library";
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TempHash["parent_id"] = "00000112-000f-0000-0000-000100bba000";
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TempHash["version"] = 1;
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TempHash["type_default"] = -1;
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TempHash["folder_id"] = "00000112-000f-0000-0000-000100bba001";
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temp.Add(TempHash);
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foreach (InventoryFolderBase folder in rootFolders.Values)
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{
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Hashtable TempHash = new Hashtable();
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TempHash["name"] = folder.name;
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TempHash["parent_id"] = folder.parentID.ToString();
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TempHash["version"] = folder.version;
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TempHash["type_default"] = folder.type;
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TempHash["folder_id"] = folder.folderID.ToString();
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folderHashes.Add(TempHash);
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}
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return temp;
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return folderHashes;
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}
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/// <summary>
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using System.IO;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Servers;
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m_userManager._config = Cfg;
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m_userManager.AddPlugin(Cfg.DatabaseProvider);
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m_loginService = new UserLoginService(m_userManager, Cfg, Cfg.DefaultStartupMsg);
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m_loginService = new UserLoginService(
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m_userManager, new LibraryRootFolder(), Cfg, Cfg.DefaultStartupMsg);
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MainLog.Instance.Verbose("REGION", "Starting HTTP process");
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BaseHttpServer httpServer = new BaseHttpServer(Cfg.HttpPort);
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@ -32,7 +32,9 @@ using System.Collections.Generic;
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using System.Threading;
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using libsecondlife;
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using Nwc.XmlRpc;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Data;
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using OpenSim.Framework.Servers;
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@ -45,8 +47,9 @@ namespace OpenSim.Grid.UserServer
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{
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public UserConfig m_config;
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public UserLoginService(UserManagerBase userManager, UserConfig config, string welcomeMess)
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: base(userManager, welcomeMess)
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public UserLoginService(
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UserManagerBase userManager, LibraryRootFolder libraryRootFolder, UserConfig config, string welcomeMess)
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: base(userManager, libraryRootFolder, welcomeMess)
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{
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m_config = config;
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}
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@ -326,12 +326,25 @@ namespace OpenSim
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m_moduleLoader = new ModuleLoader(m_log, m_config);
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MainLog.Instance.Verbose("Plugins", "Loading OpenSim application plugins");
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foreach (TypeExtensionNode node in AddinManager.GetExtensionNodes("/OpenSim/Startup"))
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ExtensionNodeList nodes = AddinManager.GetExtensionNodes("/OpenSim/Startup");
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MainLog.Instance.Verbose("PLUGINS", "Loading {0} OpenSim application plugins", nodes.Count);
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foreach (TypeExtensionNode node in nodes)
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{
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IApplicationPlugin plugin = (IApplicationPlugin) node.CreateInstance();
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plugin.Initialise(this);
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m_plugins.Add(plugin);
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// Debug code to try and track down a bizzare ubuntu/mono/linux bug on standalone where we
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// appear to try and initialize all the plugins twice. Currently disabled
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// MainLog.Instance.Verbose("PLUGINS", "Hitting plugin {0}", plugin.ToString());
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// if (m_plugins.Contains(plugin))
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// {
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// MainLog.Instance.Verbose("PLUGINS", "Skipping {0}", plugin.ToString());
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// }
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// else
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// {
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plugin.Initialise(this);
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m_plugins.Add(plugin);
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// }
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}
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// Start UDP servers
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@ -30,7 +30,9 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.UserManagement;
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using InventoryFolder=OpenSim.Framework.InventoryFolder;
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public LocalLoginService(UserManagerBase userManager, string welcomeMess, CommunicationsLocal parent,
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NetworkServersInfo serversInfo, bool authenticate)
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: base(userManager, welcomeMess)
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: base(userManager, parent.UserProfileCacheService.libraryRoot, welcomeMess)
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{
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m_Parent = parent;
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this.serversInfo = serversInfo;
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@ -1,6 +1,22 @@
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<Nini>
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<!-- the root Opensim Library folder ID is 00000112-000f-0000-0000-000100bba000 -->
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<!--
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<Section Name="Fart notecard">
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<Key Name="inventoryID" Value="30000000-0000-2222-4444-000000000001" />
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<Key Name="assetID" Value="30000000-0000-2222-3333-000000000001" />
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<Key Name="folderID" Value="30000112-000f-0000-0000-000100bba001"/>
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<Key Name="description" Value="ha" />
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<Key Name="name" Value="Fart" />
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<Key Name="assetType" Value="7" />
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<Key Name="inventoryType" Value="7" />
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<Key Name="currentPermissions" Value="2147483647" />
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<Key Name="nextPermissions" Value="2147483647" />
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<Key Name="everyonePermissions" Value="2147483647" />
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<Key Name="basePermissions" Value="2147483647" />
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</Section>
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-->
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<Section Name="Welcome notecard">
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<Key Name="inventoryID" Value="00000000-0000-2222-4444-000000000001" />
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<Key Name="assetID" Value="00000000-0000-2222-3333-000000000001" />
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@ -9,10 +25,10 @@
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<Key Name="name" Value="Welcome" />
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<Key Name="assetType" Value="7" />
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<Key Name="inventoryType" Value="7" />
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<Key Name="currentPermissions" Value="1000000000000000" />
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<Key Name="nextPermissions" Value="1000000000000000" />
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<Key Name="everyonePermissions" Value="1000000000000000" />
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<Key Name="basePermissions" Value="1000000000000000" />
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<Key Name="currentPermissions" Value="2147483647" />
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<Key Name="nextPermissions" Value="2147483647" />
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<Key Name="everyonePermissions" Value="2147483647" />
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<Key Name="basePermissions" Value="2147483647" />
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</Section>
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<Section Name="4-tile2 Texture">
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<Key Name="inventoryID" Value="00000000-0000-2222-4444-100000001000" />
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@ -0,0 +1,18 @@
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<Nini>
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<!-- The root library inventory folder is hardcoded as 00000112-000f-0000-0000-000100bba000 -->
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<Section Name="Texture Library">
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<Key Name="folderID" Value="00000112-000f-0000-0000-000100bba001"/>
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<Key Name="parentFolderID" Value="00000112-000f-0000-0000-000100bba000"/>
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<Key Name="name" Value="Texture Library"/>
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<Key Name="type" Value="0"/>
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</Section>
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<!--
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<Section Name="Cheese Library">
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<Key Name="folderID" Value="30000112-000f-0000-0000-000100bba001"/>
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<Key Name="parentFolderID" Value="00000112-000f-0000-0000-000100bba000"/>
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<Key Name="name" Value="Cheese Library"/>
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<Key Name="type" Value="13"/>
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</Section>
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-->
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</Nini>
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@ -1,6 +1,14 @@
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README
|
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|
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Inventory configuration is carried out here. Currently, you can add new items to OpenSimLibrary/OpenSimLibrary.xml,
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The standard common inventory library is configured here. You can add new inventory
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folders to the standard library by editing OpenSimLibary/OpenSimLibraryFolders.xml
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You can also add new inventory items to OpenSimLibrary/OpenSimLibrary.xml,
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as long as they have a corresponding asset entry in bin/OpenSimAssetSet.xml.
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The same set of folders and items must be present in the configuration of both
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the grid servers and all the regions. The reasons for this are historical -
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this restriction will probably be lifted in the future, at which point the
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inventory items and folders will only need to be configured on the grid inventory
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server (assuming you are running in grid mode rather than standalone)
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Inventory_Default.xml and Inventory_Library.xml are unused at the moment.
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Loading…
Reference in New Issue