Make it possible for new inventory 'libraries' to be added without changing the default OpenSimLibrary files. Additional library folders and items can be added in a separate
directory and linked in by an entry to inventory/Libraries.xmlafrisby
parent
3180432deb
commit
b8975ecbd9
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@ -64,35 +64,9 @@ namespace OpenSim.Framework.Communications.Cache
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libraryFolders.Add(folderID, this);
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libraryFolders.Add(folderID, this);
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string foldersPath = Path.Combine(Util.configDir(), "inventory/OpenSimLibrary/OpenSimLibraryFolders.xml");
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LoadLibraries(Path.Combine(Util.inventoryDir(), "Libraries.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(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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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 " + itemsPath + ": " + e.ToString());
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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@ -155,83 +129,139 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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/// <summary>
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/// <summary>
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/// Read library inventory folders from an external source
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/// Use the asset set information at path to load assets
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/// </summary>
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/// <param name="path"></param>
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/// <param name="assets"></param>
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protected void LoadLibraries(string librariesControlPath)
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{
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MainLog.Instance.Verbose(
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"LIBRARYINVENTORY", "Loading libraries control file {0}", librariesControlPath);
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LoadFromFile(librariesControlPath, "Libraries control", ReadLibraryFromConfig);
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}
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/// <summary>
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/// Read a library set from config
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/// </summary>
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/// <param name="config"></param>
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protected void ReadLibraryFromConfig(IConfig config)
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{
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string foldersPath
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= Path.Combine(
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Util.inventoryDir(), config.GetString("foldersFile", ""));
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LoadFromFile(foldersPath, "Library folders", ReadFolderFromConfig);
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string itemsPath
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= Path.Combine(
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Util.inventoryDir(), config.GetString("itemsFile", ""));
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LoadFromFile(itemsPath, "Library items", ReadItemFromConfig);
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}
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/// <summary>
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/// Read a library inventory folder from a loaded configuration
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/// </summary>
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/// </summary>
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/// <param name="source"></param>
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/// <param name="source"></param>
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private void ReadFoldersFromFile(IConfigSource source)
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private void ReadFolderFromConfig(IConfig config)
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{
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{
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for (int i = 0; i < source.Configs.Count; 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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{
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IConfig config = source.Configs[i];
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InventoryFolderImpl parentFolder = libraryFolders[folderInfo.parentID];
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InventoryFolderImpl folderInfo = new InventoryFolderImpl();
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libraryFolders.Add(folderInfo.folderID, folderInfo);
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parentFolder.SubFolders.Add(folderInfo.folderID, folderInfo);
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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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// MainLog.Instance.Verbose(
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// "LIBRARYINVENTORY", "Adding folder {0} ({1})", folderInfo.name, folderInfo.folderID);
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// "LIBRARYINVENTORY", "Adding folder {0} ({1})", folderInfo.name, folderInfo.folderID);
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}
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}
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else
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else
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{
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{
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MainLog.Instance.Warn(
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MainLog.Instance.Warn(
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"LIBRARYINVENTORY",
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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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"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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folderInfo.name, folderInfo.folderID, folderInfo.parentID);
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}
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Read library inventory items metadata from an external source
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/// Read a library inventory item metadata from a loaded configuration
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/// </summary>
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/// </summary>
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/// <param name="source"></param>
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/// <param name="source"></param>
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private void ReadItemsFromFile(IConfigSource source)
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private void ReadItemFromConfig(IConfig config)
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{
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{
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for (int i = 0; i < source.Configs.Count; i++)
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InventoryItemBase item = new InventoryItemBase();
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item.avatarID = libOwner;
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item.creatorsID = libOwner;
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item.inventoryID = new LLUUID(config.GetString("inventoryID", folderID.ToString()));
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item.assetID = new LLUUID(config.GetString("assetID", LLUUID.Random().ToString()));
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item.parentFolderID = new LLUUID(config.GetString("folderID", folderID.ToString()));
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item.inventoryDescription = config.GetString("description", "");
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item.inventoryName = config.GetString("name", "");
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item.assetType = config.GetInt("assetType", 0);
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item.invType = config.GetInt("inventoryType", 0);
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item.inventoryCurrentPermissions = (uint)config.GetLong("currentPermissions", 0x7FFFFFFF);
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item.inventoryNextPermissions = (uint)config.GetLong("nextPermissions", 0x7FFFFFFF);
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item.inventoryEveryOnePermissions = (uint)config.GetLong("everyonePermissions", 0x7FFFFFFF);
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item.inventoryBasePermissions = (uint)config.GetLong("basePermissions", 0x7FFFFFFF);
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if (libraryFolders.ContainsKey(item.parentFolderID))
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{
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{
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InventoryItemBase item = new InventoryItemBase();
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InventoryFolderImpl parentFolder = libraryFolders[item.parentFolderID];
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item.avatarID = libOwner;
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item.creatorsID = libOwner;
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item.inventoryID =
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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", 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.invType = source.Configs[i].GetInt("inventoryType", 0);
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item.inventoryCurrentPermissions = (uint) source.Configs[i].GetLong("currentPermissions", 0x7FFFFFFF);
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item.inventoryNextPermissions = (uint) source.Configs[i].GetLong("nextPermissions", 0x7FFFFFFF);
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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 (libraryFolders.ContainsKey(item.parentFolderID))
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parentFolder.Items.Add(item.inventoryID, item);
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{
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}
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InventoryFolderImpl parentFolder = libraryFolders[item.parentFolderID];
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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 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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parentFolder.Items.Add(item.inventoryID, item);
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private delegate void ConfigAction(IConfig config);
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}
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else
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/// <summary>
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/// Load the given configuration at a path and perform an action on each Config contained within it
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/// </summary>
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/// <param name="path"></param>
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/// <param name="fileDescription"></param>
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/// <param name="action"></param>
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private void LoadFromFile(string path, string fileDescription, ConfigAction action)
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{
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if (File.Exists(path))
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{
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try
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{
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{
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MainLog.Instance.Warn(
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XmlConfigSource source = new XmlConfigSource(path);
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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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for (int i = 0; i < source.Configs.Count; i++)
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item.inventoryName, item.inventoryID, item.parentFolderID);
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{
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action(source.Configs[i]);
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}
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}
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}
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catch (XmlException e)
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{
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MainLog.Instance.Error(
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"LIBRARYINVENTORY", "Error loading {0} : {1}", path, e);
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}
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}
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else
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{
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MainLog.Instance.Error(
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"LIBRARYINVENTORY", "{0} file {1} does not exist!", fileDescription, path);
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}
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}
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}
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}
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@ -280,6 +280,7 @@ namespace OpenSim.Framework.UserManagement
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}
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}
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return buddylistreturn;
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return buddylistreturn;
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}
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}
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/// <summary>
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/// <summary>
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/// Converts the inventory library skeleton into the form required by the rpc request.
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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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/// </summary>
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@ -321,7 +321,12 @@ namespace OpenSim.Framework
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public static string assetsDir()
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public static string assetsDir()
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{
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{
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return "assets";
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return Path.Combine(configDir(), "assets");
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}
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public static string inventoryDir()
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{
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return Path.Combine(configDir(), "inventory");
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}
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}
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public static string configDir()
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public static string configDir()
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@ -1,13 +1,18 @@
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<Nini>
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<Nini>
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<!-- You probably don't want to remove the OpenSim asset set
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<!-- You probably don't want to remove the OpenSim asset set
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since it contains various default assets which are currently hardcoded -->
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since it contains various default assets which are currently hardcoded
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However, you can remove the corresponding inventory library in bin/inventory if you wish
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-->
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<Section Name="OpenSim Asset Set">
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<Section Name="OpenSim Asset Set">
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<Key Name="file" Value="OpenSimAssetSet/OpenSimAssetSet.xml"/>
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<Key Name="file" Value="OpenSimAssetSet/OpenSimAssetSet.xml"/>
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</Section>
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</Section>
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<!-- New asset sets can be added as shown below -->
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<!-- New asset sets can be added as shown below -->
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<!--
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<!--
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<Section Name="My Asset Set">
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<Section Name="My Asset Set">
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<Key Name="file" Value="MyAssetSet/MyAssetSet.xml"/>
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<Key Name="file" Value="MyAssetSet/MyAssetSet.xml"/>
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</Section>
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</Section>
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-->
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-->
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</Nini>
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</Nini>
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@ -0,0 +1,17 @@
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<Nini>
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<Section Name="OpenSim Standard Library">
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<Key Name="foldersFile" Value="OpenSimLibrary/OpenSimLibraryFolders.xml"/>
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<Key Name="itemsFile" Value="OpenSimLibrary/OpenSimLibrary.xml"/>
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</Section>
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<!-- Additional libraries can be added as shown below. These folders and items can appear underneath
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the hardcoded root library folder ("OpenSim Library")
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You can also add folders and items to the folders of libraries defined earlier on in this file -->
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<!--
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<Section Name="My Site Library">
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<Key Name="foldersFile" Value="MySiteLibrary/MySiteLibraryFolders.xml"/>
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<Key Name="itemsFile" Value="MySiteLibrary/MySiteLibraryItems.xml"/>
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</Section>
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-->
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</Nini>
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@ -1,14 +1,21 @@
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README
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README
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The standard common inventory library is configured here. You can add new inventory
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Folders and items which will appear in the standard common library for all
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folders to the standard library by editing OpenSimLibary/OpenSimLibraryFolders.xml
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avatars can be configured here. The root folder (currently called OpenSim
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You can also add new inventory items to OpenSimLibrary/OpenSimLibrary.xml,
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Library) is hardcoded, but you can add your own configuration of folders and
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as long as they have a corresponding asset entry in bin/OpenSimAssetSet.xml.
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items directly beneath this, in addition to (or instead of) the contents of the
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default OpenSim library.
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The same set of folders and items must be present in the configuration of both
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To add a new library, edit Libraries.xml. The entry in here needs to point to
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the grid servers and all the regions. The reasons for this are historical -
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two further xml files, one which details your library inventory folders and another
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this restriction will probably be lifted in the future, at which point the
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which details your library inventory items. Each inventory item will need to be
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inventory items and folders will only need to be configured on the grid inventory
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associated with an asset. Assets are configured separately in the bin/assets
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server (assuming you are running in grid mode rather than standalone)
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directory.
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If you are running in grid mode, any library you add must be present in both
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your grid servers installation and in
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every region installation, otherwise library items will fail in the regions
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where the inventory configuration is not present. The reasons for this are historical
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and will probably be lifted in a future revision.
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Files in the attic directory are currently unused.
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Files in the attic directory are currently unused.
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Loading…
Reference in New Issue