278 lines
13 KiB
C#
278 lines
13 KiB
C#
/*
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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 OpenSim 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 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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{
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/// <summary>
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/// Basically a hack to give us a Inventory library while we don't have a inventory server
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/// once the server is fully implemented then should read the data from that
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/// </summary>
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public class LibraryRootFolder : InventoryFolderImpl
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private LLUUID libOwner = new LLUUID("11111111-1111-0000-0000-000100bba000");
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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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m_log.Info("[LIBRARY INVENTORY]: 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) 8;
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version = (ushort) 1;
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libraryFolders.Add(folderID, this);
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LoadLibraries(Path.Combine(Util.inventoryDir(), "Libraries.xml"));
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// CreateLibraryItems();
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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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///
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/// Commented the following out due to sending it all through xml, remove this section once this is provin to work stable.
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///
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//private void CreateLibraryItems()
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//{
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// InventoryItemBase item =
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// CreateItem(new LLUUID("66c41e39-38f9-f75a-024e-585989bfaba9"),
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// new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73"), "Default Shape", "Default Shape",
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// (int) AssetType.Bodypart, (int) InventoryType.Wearable, folderID);
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// item.inventoryCurrentPermissions = 0;
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// item.inventoryNextPermissions = 0;
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// Items.Add(item.inventoryID, item);
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// item =
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// CreateItem(new LLUUID("77c41e39-38f9-f75a-024e-585989bfabc9"),
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// new LLUUID("77c41e39-38f9-f75a-024e-585989bbabbb"), "Default Skin", "Default Skin",
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// (int) AssetType.Bodypart, (int) InventoryType.Wearable, folderID);
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// item.inventoryCurrentPermissions = 0;
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// item.inventoryNextPermissions = 0;
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// Items.Add(item.inventoryID, item);
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// item =
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// CreateItem(new LLUUID("77c41e39-38f9-f75a-0000-585989bf0000"),
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// new LLUUID("00000000-38f9-1111-024e-222222111110"), "Default Shirt", "Default Shirt",
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// (int) AssetType.Clothing, (int) InventoryType.Wearable, folderID);
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// item.inventoryCurrentPermissions = 0;
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// item.inventoryNextPermissions = 0;
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// Items.Add(item.inventoryID, item);
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// item =
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// CreateItem(new LLUUID("77c41e39-38f9-f75a-0000-5859892f1111"),
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// new LLUUID("00000000-38f9-1111-024e-222222111120"), "Default Pants", "Default Pants",
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// (int) AssetType.Clothing, (int) InventoryType.Wearable, folderID);
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// item.inventoryCurrentPermissions = 0;
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// item.inventoryNextPermissions = 0;
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// Items.Add(item.inventoryID, item);
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//}
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public InventoryItemBase CreateItem(LLUUID inventoryID, LLUUID assetID, string name, string description,
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int assetType, int invType, LLUUID parentFolderID)
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{
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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 = inventoryID;
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item.assetID = assetID;
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item.inventoryDescription = description;
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item.inventoryName = name;
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item.assetType = assetType;
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item.invType = invType;
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item.parentFolderID = parentFolderID;
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item.inventoryBasePermissions = 0x7FFFFFFF;
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item.inventoryEveryOnePermissions = 0x7FFFFFFF;
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item.inventoryCurrentPermissions = 0x7FFFFFFF;
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item.inventoryNextPermissions = 0x7FFFFFFF;
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return item;
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}
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/// <summary>
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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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m_log.InfoFormat(
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"[LIBRARY INVENTORY]: 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", System.String.Empty));
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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", System.String.Empty));
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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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/// <param name="source"></param>
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private void ReadFolderFromConfig(IConfig config)
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{
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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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// m_log.InfoFormat("[LIBRARY INVENTORY]: 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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m_log.WarnFormat(
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"[LIBRARY INVENTORY]: 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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/// <summary>
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/// Read a library inventory item metadata from a loaded configuration
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/// </summary>
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/// <param name="source"></param>
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private void ReadItemFromConfig(IConfig config)
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{
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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", System.String.Empty);
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item.inventoryName = config.GetString("name", System.String.Empty);
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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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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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m_log.WarnFormat(
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"[LIBRARY INVENTORY]: 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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private delegate void ConfigAction(IConfig config);
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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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XmlConfigSource source = new XmlConfigSource(path);
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for (int i = 0; i < source.Configs.Count; i++)
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{
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action(source.Configs[i]);
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}
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}
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catch (XmlException e)
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{
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m_log.ErrorFormat("[LIBRARY INVENTORY]: 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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m_log.ErrorFormat("[LIBRARY INVENTORY]: {0} file {1} does not exist!", fileDescription, path);
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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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