147 lines
6.3 KiB
C#
147 lines
6.3 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 OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Reflection;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OpenSim.Framework;
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using OpenSim.Framework.Capabilities;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Services.Interfaces;
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using OSDArray = OpenMetaverse.StructuredData.OSDArray;
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using OSDMap = OpenMetaverse.StructuredData.OSDMap;
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using log4net;
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namespace OpenSim.Capabilities.Handlers
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{
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public class FetchInventory2Handler
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private IInventoryService m_inventoryService;
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private UUID m_agentID;
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public FetchInventory2Handler(IInventoryService invService, UUID agentId)
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{
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m_inventoryService = invService;
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m_agentID = agentId;
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}
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public string FetchInventoryRequest(string request, string path, string param, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
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{
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//m_log.DebugFormat("[FETCH INVENTORY HANDLER]: Received FetchInventory capability request {0}", request);
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OSDMap requestmap = (OSDMap)OSDParser.DeserializeLLSDXml(Utils.StringToBytes(request));
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OSDArray itemsRequested = (OSDArray)requestmap["items"];
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string reply;
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LLSDFetchInventory llsdReply = new LLSDFetchInventory();
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UUID[] itemIDs = new UUID[itemsRequested.Count];
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int i = 0;
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foreach (OSDMap osdItemId in itemsRequested)
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{
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itemIDs[i++] = osdItemId["item_id"].AsUUID();
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}
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InventoryItemBase[] items = null;
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if (m_agentID != UUID.Zero)
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{
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items = m_inventoryService.GetMultipleItems(m_agentID, itemIDs);
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if (items == null)
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{
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// OMG!!! One by one!!! This is fallback code, in case the backend isn't updated
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m_log.WarnFormat("[FETCH INVENTORY HANDLER]: GetMultipleItems failed. Falling back to fetching inventory items one by one.");
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items = new InventoryItemBase[itemsRequested.Count];
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foreach (UUID id in itemIDs)
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items[i++] = m_inventoryService.GetItem(m_agentID, id);
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}
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}
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else
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{
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items = new InventoryItemBase[itemsRequested.Count];
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foreach (UUID id in itemIDs)
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items[i++] = m_inventoryService.GetItem(UUID.Zero, id);
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}
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foreach (InventoryItemBase item in items)
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{
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if (item != null)
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{
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// We don't know the agent that this request belongs to so we'll use the agent id of the item
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// which will be the same for all items.
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llsdReply.agent_id = item.Owner;
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llsdReply.items.Array.Add(ConvertInventoryItem(item));
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}
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}
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reply = LLSDHelpers.SerialiseLLSDReply(llsdReply);
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return reply;
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}
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/// <summary>
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/// Convert an internal inventory item object into an LLSD object.
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/// </summary>
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/// <param name="invItem"></param>
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/// <returns></returns>
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private LLSDInventoryItem ConvertInventoryItem(InventoryItemBase invItem)
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{
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LLSDInventoryItem llsdItem = new LLSDInventoryItem();
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llsdItem.asset_id = invItem.AssetID;
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llsdItem.created_at = invItem.CreationDate;
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llsdItem.desc = invItem.Description;
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llsdItem.flags = ((int)invItem.Flags) & 0xff;
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llsdItem.item_id = invItem.ID;
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llsdItem.name = invItem.Name;
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llsdItem.parent_id = invItem.Folder;
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llsdItem.type = invItem.AssetType;
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llsdItem.inv_type = invItem.InvType;
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llsdItem.permissions = new LLSDPermissions();
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llsdItem.permissions.creator_id = invItem.CreatorIdAsUuid;
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llsdItem.permissions.base_mask = (int)invItem.CurrentPermissions;
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llsdItem.permissions.everyone_mask = (int)invItem.EveryOnePermissions;
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llsdItem.permissions.group_id = invItem.GroupID;
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llsdItem.permissions.group_mask = (int)invItem.GroupPermissions;
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llsdItem.permissions.is_owner_group = invItem.GroupOwned;
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llsdItem.permissions.next_owner_mask = (int)invItem.NextPermissions;
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llsdItem.permissions.owner_id = invItem.Owner;
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llsdItem.permissions.owner_mask = (int)invItem.CurrentPermissions;
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llsdItem.sale_info = new LLSDSaleInfo();
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llsdItem.sale_info.sale_price = invItem.SalePrice;
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llsdItem.sale_info.sale_type = invItem.SaleType;
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return llsdItem;
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}
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}
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}
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