412 lines
19 KiB
C#
412 lines
19 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;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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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.Region.Framework.Interfaces;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Services.Interfaces;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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namespace OpenSim.Capabilities.Handlers
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{
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public class WebFetchInvDescHandler
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private IInventoryService m_InventoryService;
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private ILibraryService m_LibraryService;
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// private object m_fetchLock = new Object();
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public WebFetchInvDescHandler(IInventoryService invService, ILibraryService libService)
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{
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m_InventoryService = invService;
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m_LibraryService = libService;
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}
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public string FetchInventoryDescendentsRequest(string request, string path, string param, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
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{
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// lock (m_fetchLock)
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// {
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// m_log.DebugFormat("[WEB FETCH INV DESC HANDLER]: Received request {0}", request);
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// nasty temporary hack here, the linden client falsely
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// identifies the uuid 00000000-0000-0000-0000-000000000000
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// as a string which breaks us
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//
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// correctly mark it as a uuid
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//
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request = request.Replace("<string>00000000-0000-0000-0000-000000000000</string>", "<uuid>00000000-0000-0000-0000-000000000000</uuid>");
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// another hack <integer>1</integer> results in a
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// System.ArgumentException: Object type System.Int32 cannot
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// be converted to target type: System.Boolean
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//
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request = request.Replace("<key>fetch_folders</key><integer>0</integer>", "<key>fetch_folders</key><boolean>0</boolean>");
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request = request.Replace("<key>fetch_folders</key><integer>1</integer>", "<key>fetch_folders</key><boolean>1</boolean>");
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Hashtable hash = new Hashtable();
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try
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{
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hash = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request));
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}
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catch (LLSD.LLSDParseException e)
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{
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m_log.ErrorFormat("[WEB FETCH INV DESC HANDLER]: Fetch error: {0}{1}" + e.Message, e.StackTrace);
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m_log.Error("Request: " + request);
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}
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ArrayList foldersrequested = (ArrayList)hash["folders"];
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string response = "";
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for (int i = 0; i < foldersrequested.Count; i++)
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{
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string inventoryitemstr = "";
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Hashtable inventoryhash = (Hashtable)foldersrequested[i];
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LLSDFetchInventoryDescendents llsdRequest = new LLSDFetchInventoryDescendents();
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try
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{
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LLSDHelpers.DeserialiseOSDMap(inventoryhash, llsdRequest);
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}
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catch (Exception e)
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{
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m_log.Debug("[WEB FETCH INV DESC HANDLER]: caught exception doing OSD deserialize" + e);
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}
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LLSDInventoryDescendents reply = FetchInventoryReply(llsdRequest);
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inventoryitemstr = LLSDHelpers.SerialiseLLSDReply(reply);
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inventoryitemstr = inventoryitemstr.Replace("<llsd><map><key>folders</key><array>", "");
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inventoryitemstr = inventoryitemstr.Replace("</array></map></llsd>", "");
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response += inventoryitemstr;
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}
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if (response.Length == 0)
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{
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// Ter-guess: If requests fail a lot, the client seems to stop requesting descendants.
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// Therefore, I'm concluding that the client only has so many threads available to do requests
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// and when a thread stalls.. is stays stalled.
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// Therefore we need to return something valid
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response = "<llsd><map><key>folders</key><array /></map></llsd>";
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}
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else
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{
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response = "<llsd><map><key>folders</key><array>" + response + "</array></map></llsd>";
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}
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// m_log.DebugFormat("[WEB FETCH INV DESC HANDLER]: Replying to CAPS fetch inventory request");
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//m_log.Debug("[WEB FETCH INV DESC HANDLER] "+response);
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return response;
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// }
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}
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/// <summary>
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/// Construct an LLSD reply packet to a CAPS inventory request
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/// </summary>
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/// <param name="invFetch"></param>
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/// <returns></returns>
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private LLSDInventoryDescendents FetchInventoryReply(LLSDFetchInventoryDescendents invFetch)
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{
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LLSDInventoryDescendents reply = new LLSDInventoryDescendents();
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LLSDInventoryFolderContents contents = new LLSDInventoryFolderContents();
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contents.agent_id = invFetch.owner_id;
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contents.owner_id = invFetch.owner_id;
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contents.folder_id = invFetch.folder_id;
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reply.folders.Array.Add(contents);
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InventoryCollection inv = new InventoryCollection();
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inv.Folders = new List<InventoryFolderBase>();
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inv.Items = new List<InventoryItemBase>();
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int version = 0;
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inv
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= Fetch(
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invFetch.owner_id, invFetch.folder_id, invFetch.owner_id,
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invFetch.fetch_folders, invFetch.fetch_items, invFetch.sort_order, out version);
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if (inv.Folders != null)
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{
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foreach (InventoryFolderBase invFolder in inv.Folders)
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{
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contents.categories.Array.Add(ConvertInventoryFolder(invFolder));
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}
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}
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if (inv.Items != null)
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{
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foreach (InventoryItemBase invItem in inv.Items)
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{
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contents.items.Array.Add(ConvertInventoryItem(invItem));
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}
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}
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contents.descendents = contents.items.Array.Count + contents.categories.Array.Count;
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contents.version = version;
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Replying to request for folder {0} (fetch items {1}, fetch folders {2}) with {3} items and {4} folders for agent {5}",
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// invFetch.folder_id,
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// invFetch.fetch_items,
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// invFetch.fetch_folders,
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// contents.items.Array.Count,
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// contents.categories.Array.Count,
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// invFetch.owner_id);
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return reply;
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}
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/// <summary>
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/// Handle the caps inventory descendents fetch.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="folderID"></param>
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/// <param name="ownerID"></param>
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/// <param name="fetchFolders"></param>
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/// <param name="fetchItems"></param>
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/// <param name="sortOrder"></param>
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/// <param name="version"></param>
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/// <returns>An empty InventoryCollection if the inventory look up failed</returns>
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private InventoryCollection Fetch(
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UUID agentID, UUID folderID, UUID ownerID,
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bool fetchFolders, bool fetchItems, int sortOrder, out int version)
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{
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Fetching folders ({0}), items ({1}) from {2} for agent {3}",
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// fetchFolders, fetchItems, folderID, agentID);
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// FIXME MAYBE: We're not handling sortOrder!
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version = 0;
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InventoryFolderImpl fold;
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if (m_LibraryService != null && m_LibraryService.LibraryRootFolder != null && agentID == m_LibraryService.LibraryRootFolder.Owner)
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{
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if ((fold = m_LibraryService.LibraryRootFolder.FindFolder(folderID)) != null)
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{
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InventoryCollection ret = new InventoryCollection();
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ret.Folders = new List<InventoryFolderBase>();
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ret.Items = fold.RequestListOfItems();
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return ret;
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}
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}
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InventoryCollection contents = new InventoryCollection();
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if (folderID != UUID.Zero)
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{
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contents = m_InventoryService.GetFolderContent(agentID, folderID);
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InventoryFolderBase containingFolder = new InventoryFolderBase();
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containingFolder.ID = folderID;
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containingFolder.Owner = agentID;
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containingFolder = m_InventoryService.GetFolder(containingFolder);
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if (containingFolder != null)
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{
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Retrieved folder {0} {1} for agent id {2}",
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// containingFolder.Name, containingFolder.ID, agentID);
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version = containingFolder.Version;
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//
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// if (fetchItems)
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// {
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// List<InventoryItemBase> linkedItemsToAdd = new List<InventoryItemBase>();
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//
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// foreach (InventoryItemBase item in contents.Items)
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// {
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// if (item.AssetType == (int)AssetType.Link)
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// {
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// InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
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//
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// // Take care of genuinely broken links where the target doesn't exist
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// // HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// // but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// // rather than having to keep track of every folder requested in the recursion.
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// if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
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// linkedItemsToAdd.Insert(0, linkedItem);
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// }
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// }
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//
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// foreach (InventoryItemBase linkedItem in linkedItemsToAdd)
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// {
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Inserted linked item {0} for link in folder {1} for agent {2}",
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// linkedItem.Name, folderID, agentID);
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//
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// contents.Items.Add(linkedItem);
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// }
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//
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// // If the folder requested contains links, then we need to send those folders first, otherwise the links
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// // will be broken in the viewer.
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// HashSet<UUID> linkedItemFolderIdsToSend = new HashSet<UUID>();
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// foreach (InventoryItemBase item in contents.Items)
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// {
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// if (item.AssetType == (int)AssetType.Link)
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// {
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// InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
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//
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// // Take care of genuinely broken links where the target doesn't exist
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// // HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// // but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// // rather than having to keep track of every folder requested in the recursion.
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// if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
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// {
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// // We don't need to send the folder if source and destination of the link are in the same
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// // folder.
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// if (linkedItem.Folder != containingFolder.ID)
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// linkedItemFolderIdsToSend.Add(linkedItem.Folder);
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// }
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// }
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// }
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//
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// foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend)
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// {
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Recursively fetching folder {0} linked by item in folder {1} for agent {2}",
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// linkedItemFolderId, folderID, agentID);
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//
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// int dummyVersion;
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// InventoryCollection linkedCollection
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// = Fetch(
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// agentID, linkedItemFolderId, ownerID, fetchFolders, fetchItems, sortOrder, out dummyVersion);
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//
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// InventoryFolderBase linkedFolder = new InventoryFolderBase(linkedItemFolderId);
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// linkedFolder.Owner = agentID;
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// linkedFolder = m_InventoryService.GetFolder(linkedFolder);
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//
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//// contents.Folders.AddRange(linkedCollection.Folders);
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//
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// contents.Folders.Add(linkedFolder);
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// contents.Items.AddRange(linkedCollection.Items);
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// }
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// }
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}
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}
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else
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{
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// Lost items don't really need a version
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version = 1;
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}
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return contents;
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}
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/// <summary>
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/// Convert an internal inventory folder object into an LLSD object.
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/// </summary>
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/// <param name="invFolder"></param>
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/// <returns></returns>
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private LLSDInventoryFolder ConvertInventoryFolder(InventoryFolderBase invFolder)
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{
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LLSDInventoryFolder llsdFolder = new LLSDInventoryFolder();
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llsdFolder.folder_id = invFolder.ID;
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llsdFolder.parent_id = invFolder.ParentID;
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llsdFolder.name = invFolder.Name;
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if (invFolder.Type == (short)AssetType.Unknown || !Enum.IsDefined(typeof(AssetType), (sbyte)invFolder.Type))
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llsdFolder.type = "-1";
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else
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llsdFolder.type = Utils.AssetTypeToString((AssetType)invFolder.Type);
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llsdFolder.preferred_type = "-1";
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return llsdFolder;
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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;
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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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try
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{
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llsdItem.type = Utils.AssetTypeToString((AssetType)invItem.AssetType);
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llsdItem.inv_type = Utils.InventoryTypeToString((InventoryType)invItem.InvType);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[WEB FETCH INV DESC HANDLER]: Problem setting asset {0} inventory {1} types while converting inventory item {2}: {3}",
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invItem.AssetType, invItem.InvType, invItem.Name, e.Message);
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}
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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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switch (invItem.SaleType)
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{
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default:
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llsdItem.sale_info.sale_type = "not";
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break;
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case 1:
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llsdItem.sale_info.sale_type = "original";
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break;
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case 2:
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llsdItem.sale_info.sale_type = "copy";
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break;
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case 3:
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llsdItem.sale_info.sale_type = "contents";
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break;
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}
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return llsdItem;
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}
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}
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} |