OpenSimMirror/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnec...

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
}
}