352 lines
13 KiB
C#
352 lines
13 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSimulator Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
using log4net;
|
|
using Nini.Config;
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Reflection;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Data;
|
|
using OpenSim.Server.Base;
|
|
using OpenSim.Region.Framework.Interfaces;
|
|
using OpenSim.Region.Framework.Scenes;
|
|
using OpenSim.Services.Interfaces;
|
|
using OpenMetaverse;
|
|
|
|
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
|
|
{
|
|
public class LocalInventoryServicesConnector : BaseInventoryConnector, ISharedRegionModule, IInventoryService
|
|
{
|
|
private static readonly ILog m_log =
|
|
LogManager.GetLogger(
|
|
MethodBase.GetCurrentMethod().DeclaringType);
|
|
|
|
private IInventoryService m_InventoryService;
|
|
|
|
private bool m_Enabled = false;
|
|
private bool m_Initialized = false;
|
|
|
|
public Type ReplaceableInterface
|
|
{
|
|
get { return null; }
|
|
}
|
|
|
|
public string Name
|
|
{
|
|
get { return "LocalInventoryServicesConnector"; }
|
|
}
|
|
|
|
public void Initialise(IConfigSource source)
|
|
{
|
|
IConfig moduleConfig = source.Configs["Modules"];
|
|
if (moduleConfig != null)
|
|
{
|
|
string name = moduleConfig.GetString("InventoryServices", "");
|
|
if (name == Name)
|
|
{
|
|
IConfig inventoryConfig = source.Configs["InventoryService"];
|
|
if (inventoryConfig == null)
|
|
{
|
|
m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: InventoryService missing from OpenSim.ini");
|
|
return;
|
|
}
|
|
|
|
string serviceDll = inventoryConfig.GetString("LocalServiceModule", String.Empty);
|
|
|
|
if (serviceDll == String.Empty)
|
|
{
|
|
m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: No LocalServiceModule named in section InventoryService");
|
|
return;
|
|
}
|
|
|
|
Object[] args = new Object[] { source };
|
|
m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Service dll = {0}", serviceDll);
|
|
|
|
m_InventoryService = ServerUtils.LoadPlugin<IInventoryService>(serviceDll, args);
|
|
|
|
if (m_InventoryService == null)
|
|
{
|
|
m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: Can't load inventory service");
|
|
//return;
|
|
throw new Exception("Unable to proceed. Please make sure your ini files in config-include are updated according to .example's");
|
|
}
|
|
|
|
//List<IInventoryDataPlugin> plugins
|
|
// = DataPluginFactory.LoadDataPlugins<IInventoryDataPlugin>(
|
|
// configSettings.StandaloneInventoryPlugin,
|
|
// configSettings.StandaloneInventorySource);
|
|
|
|
//foreach (IInventoryDataPlugin plugin in plugins)
|
|
//{
|
|
// // Using the OSP wrapper plugin for database plugins should be made configurable at some point
|
|
// m_InventoryService.AddPlugin(new OspInventoryWrapperPlugin(plugin, this));
|
|
//}
|
|
|
|
Init(source);
|
|
|
|
m_Enabled = true;
|
|
m_log.Info("[LOCAL INVENTORY SERVICES CONNECTOR]: Local inventory connector enabled");
|
|
}
|
|
}
|
|
}
|
|
|
|
public void PostInitialise()
|
|
{
|
|
}
|
|
|
|
public void Close()
|
|
{
|
|
}
|
|
|
|
public void AddRegion(Scene scene)
|
|
{
|
|
if (!m_Enabled)
|
|
return;
|
|
|
|
if (!m_Initialized)
|
|
{
|
|
m_Initialized = true;
|
|
}
|
|
|
|
// m_log.DebugFormat(
|
|
// "[LOCAL INVENTORY SERVICES CONNECTOR]: Registering IInventoryService to scene {0}", scene.RegionInfo.RegionName);
|
|
|
|
scene.RegisterModuleInterface<IInventoryService>(this);
|
|
m_cache.AddRegion(scene);
|
|
}
|
|
|
|
public void RemoveRegion(Scene scene)
|
|
{
|
|
if (!m_Enabled)
|
|
return;
|
|
|
|
m_cache.RemoveRegion(scene);
|
|
}
|
|
|
|
public void RegionLoaded(Scene scene)
|
|
{
|
|
if (!m_Enabled)
|
|
return;
|
|
|
|
m_log.InfoFormat(
|
|
"[LOCAL INVENTORY SERVICES CONNECTOR]: Enabled local inventory for region {0}", scene.RegionInfo.RegionName);
|
|
}
|
|
|
|
#region IInventoryService
|
|
|
|
public override bool CreateUserInventory(UUID user)
|
|
{
|
|
return m_InventoryService.CreateUserInventory(user);
|
|
}
|
|
|
|
public override List<InventoryFolderBase> GetInventorySkeleton(UUID userId)
|
|
{
|
|
return m_InventoryService.GetInventorySkeleton(userId);
|
|
}
|
|
|
|
public override InventoryCollection GetUserInventory(UUID id)
|
|
{
|
|
return m_InventoryService.GetUserInventory(id);
|
|
}
|
|
|
|
public override void GetUserInventory(UUID userID, InventoryReceiptCallback callback)
|
|
{
|
|
m_InventoryService.GetUserInventory(userID, callback);
|
|
}
|
|
|
|
// Inherited. See base
|
|
//public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
|
|
//{
|
|
// return m_InventoryService.GetFolderForType(userID, type);
|
|
//}
|
|
|
|
public override Dictionary<AssetType, InventoryFolderBase> GetSystemFolders(UUID userID)
|
|
{
|
|
InventoryFolderBase root = m_InventoryService.GetRootFolder(userID);
|
|
if (root != null)
|
|
{
|
|
InventoryCollection content = GetFolderContent(userID, root.ID);
|
|
if (content != null)
|
|
{
|
|
Dictionary<AssetType, InventoryFolderBase> folders = new Dictionary<AssetType, InventoryFolderBase>();
|
|
foreach (InventoryFolderBase folder in content.Folders)
|
|
{
|
|
if ((folder.Type != (short)AssetType.Folder) && (folder.Type != (short)AssetType.Unknown))
|
|
{
|
|
//m_log.InfoFormat("[INVENTORY CONNECTOR]: folder type {0} ", folder.Type);
|
|
folders[(AssetType)folder.Type] = folder;
|
|
}
|
|
}
|
|
// Put the root folder there, as type Folder
|
|
folders[AssetType.Folder] = root;
|
|
//m_log.InfoFormat("[INVENTORY CONNECTOR]: root folder is type {0} ", root.Type);
|
|
|
|
return folders;
|
|
}
|
|
}
|
|
m_log.WarnFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: System folders for {0} not found", userID);
|
|
return new Dictionary<AssetType, InventoryFolderBase>();
|
|
}
|
|
|
|
public override InventoryCollection GetFolderContent(UUID userID, UUID folderID)
|
|
{
|
|
return m_InventoryService.GetFolderContent(userID, folderID);
|
|
}
|
|
|
|
|
|
public override List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID)
|
|
{
|
|
return m_InventoryService.GetFolderItems(userID, folderID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a new folder to the user's inventory
|
|
/// </summary>
|
|
/// <param name="folder"></param>
|
|
/// <returns>true if the folder was successfully added</returns>
|
|
public override bool AddFolder(InventoryFolderBase folder)
|
|
{
|
|
return m_InventoryService.AddFolder(folder);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update a folder in the user's inventory
|
|
/// </summary>
|
|
/// <param name="folder"></param>
|
|
/// <returns>true if the folder was successfully updated</returns>
|
|
public override bool UpdateFolder(InventoryFolderBase folder)
|
|
{
|
|
return m_InventoryService.UpdateFolder(folder);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Move an inventory folder to a new location
|
|
/// </summary>
|
|
/// <param name="folder">A folder containing the details of the new location</param>
|
|
/// <returns>true if the folder was successfully moved</returns>
|
|
public override bool MoveFolder(InventoryFolderBase folder)
|
|
{
|
|
return m_InventoryService.MoveFolder(folder);
|
|
}
|
|
|
|
public override bool DeleteFolders(UUID ownerID, List<UUID> folderIDs)
|
|
{
|
|
return m_InventoryService.DeleteFolders(ownerID, folderIDs);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Purge an inventory folder of all its items and subfolders.
|
|
/// </summary>
|
|
/// <param name="folder"></param>
|
|
/// <returns>true if the folder was successfully purged</returns>
|
|
public override bool PurgeFolder(InventoryFolderBase folder)
|
|
{
|
|
return m_InventoryService.PurgeFolder(folder);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a new item to the user's inventory, plain
|
|
/// Called by base class AddItem
|
|
/// </summary>
|
|
/// <param name="item"></param>
|
|
/// <returns>true if the item was successfully added</returns>
|
|
protected override bool AddItemPlain(InventoryItemBase item)
|
|
{
|
|
return m_InventoryService.AddItem(item);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update an item in the user's inventory
|
|
/// </summary>
|
|
/// <param name="item"></param>
|
|
/// <returns>true if the item was successfully updated</returns>
|
|
public override bool UpdateItem(InventoryItemBase item)
|
|
{
|
|
return m_InventoryService.UpdateItem(item);
|
|
}
|
|
|
|
|
|
public override bool MoveItems(UUID ownerID, List<InventoryItemBase> items)
|
|
{
|
|
return m_InventoryService.MoveItems(ownerID, items);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delete an item from the user's inventory
|
|
/// </summary>
|
|
/// <param name="item"></param>
|
|
/// <returns>true if the item was successfully deleted</returns>
|
|
public override bool DeleteItems(UUID ownerID, List<UUID> itemIDs)
|
|
{
|
|
return m_InventoryService.DeleteItems(ownerID, itemIDs);
|
|
}
|
|
|
|
public override InventoryItemBase GetItem(InventoryItemBase item)
|
|
{
|
|
// m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Requesting inventory item {0}", item.ID);
|
|
|
|
UUID requestedItemId = item.ID;
|
|
|
|
item = m_InventoryService.GetItem(item);
|
|
|
|
if (null == item)
|
|
m_log.ErrorFormat(
|
|
"[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find item with id {0}", requestedItemId);
|
|
|
|
return item;
|
|
}
|
|
|
|
public override InventoryFolderBase GetFolder(InventoryFolderBase folder)
|
|
{
|
|
return m_InventoryService.GetFolder(folder);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does the given user have an inventory structure?
|
|
/// </summary>
|
|
/// <param name="userID"></param>
|
|
/// <returns></returns>
|
|
public override bool HasInventoryForUser(UUID userID)
|
|
{
|
|
return m_InventoryService.HasInventoryForUser(userID);
|
|
}
|
|
|
|
public override List<InventoryItemBase> GetActiveGestures(UUID userId)
|
|
{
|
|
return m_InventoryService.GetActiveGestures(userId);
|
|
}
|
|
|
|
public override int GetAssetPermissions(UUID userID, UUID assetID)
|
|
{
|
|
return m_InventoryService.GetAssetPermissions(userID, assetID);
|
|
}
|
|
#endregion IInventoryService
|
|
}
|
|
}
|