337 lines
12 KiB
C#
337 lines
12 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 log4net;
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using Mono.Addins;
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using Nini.Config;
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Data;
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using OpenSim.Server.Base;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using OpenMetaverse;
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namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LocalInventoryServicesConnector")]
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public class LocalInventoryServicesConnector : ISharedRegionModule, IInventoryService
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(
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MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Scene used by this module. This currently needs to be publicly settable for HGInventoryBroker.
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/// </summary>
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public Scene Scene { get; set; }
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private IInventoryService m_InventoryService;
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private IUserManagement m_UserManager;
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private IUserManagement UserManager
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{
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get
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{
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if (m_UserManager == null)
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{
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m_UserManager = Scene.RequestModuleInterface<IUserManagement>();
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}
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return m_UserManager;
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}
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}
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private bool m_Enabled = false;
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public string Name
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{
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get { return "LocalInventoryServicesConnector"; }
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}
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public void Initialise(IConfigSource source)
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{
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IConfig moduleConfig = source.Configs["Modules"];
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if (moduleConfig != null)
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{
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string name = moduleConfig.GetString("InventoryServices", "");
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if (name == Name)
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{
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IConfig inventoryConfig = source.Configs["InventoryService"];
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if (inventoryConfig == null)
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{
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m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: InventoryService missing from OpenSim.ini");
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return;
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}
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string serviceDll = inventoryConfig.GetString("LocalServiceModule", String.Empty);
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if (serviceDll == String.Empty)
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{
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m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: No LocalServiceModule named in section InventoryService");
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return;
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}
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Object[] args = new Object[] { source };
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m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Service dll = {0}", serviceDll);
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m_InventoryService = ServerUtils.LoadPlugin<IInventoryService>(serviceDll, args);
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if (m_InventoryService == null)
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{
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m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: Can't load inventory service");
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throw new Exception("Unable to proceed. Please make sure your ini files in config-include are updated according to .example's");
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}
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m_Enabled = true;
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m_log.Info("[LOCAL INVENTORY SERVICES CONNECTOR]: Local inventory connector enabled");
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}
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public void AddRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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scene.RegisterModuleInterface<IInventoryService>(this);
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if (Scene == null)
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Scene = scene;
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}
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public void RemoveRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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}
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public void RegionLoaded(Scene scene)
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{
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if (!m_Enabled)
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return;
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}
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#region IInventoryService
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public bool CreateUserInventory(UUID user)
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{
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return m_InventoryService.CreateUserInventory(user);
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}
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public List<InventoryFolderBase> GetInventorySkeleton(UUID userId)
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{
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return m_InventoryService.GetInventorySkeleton(userId);
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}
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public InventoryFolderBase GetRootFolder(UUID userID)
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{
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return m_InventoryService.GetRootFolder(userID);
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}
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public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
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{
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return m_InventoryService.GetFolderForType(userID, type);
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}
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public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
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{
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InventoryCollection invCol = m_InventoryService.GetFolderContent(userID, folderID);
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if (UserManager != null)
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{
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// Protect ourselves against the caller subsequently modifying the items list
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List<InventoryItemBase> items = new List<InventoryItemBase>(invCol.Items);
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WorkManager.RunInThread(delegate
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{
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foreach (InventoryItemBase item in items)
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if (!string.IsNullOrEmpty(item.CreatorData))
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UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData);
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}, null, string.Format("GetFolderContent (user {0}, folder {1})", userID, folderID));
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}
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return invCol;
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}
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public virtual InventoryCollection[] GetMultipleFoldersContent(UUID principalID, UUID[] folderIDs)
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{
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InventoryCollection[] invColl = new InventoryCollection[folderIDs.Length];
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int i = 0;
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foreach (UUID fid in folderIDs)
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{
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invColl[i++] = GetFolderContent(principalID, fid);
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}
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return invColl;
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}
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public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID)
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{
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return m_InventoryService.GetFolderItems(userID, folderID);
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}
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/// <summary>
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/// Add a new folder to the user's inventory
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/// </summary>
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/// <param name="folder"></param>
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/// <returns>true if the folder was successfully added</returns>
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public bool AddFolder(InventoryFolderBase folder)
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{
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return m_InventoryService.AddFolder(folder);
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}
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/// <summary>
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/// Update a folder in the user's inventory
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/// </summary>
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/// <param name="folder"></param>
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/// <returns>true if the folder was successfully updated</returns>
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public bool UpdateFolder(InventoryFolderBase folder)
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{
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return m_InventoryService.UpdateFolder(folder);
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}
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/// <summary>
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/// Move an inventory folder to a new location
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/// </summary>
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/// <param name="folder">A folder containing the details of the new location</param>
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/// <returns>true if the folder was successfully moved</returns>
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public bool MoveFolder(InventoryFolderBase folder)
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{
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return m_InventoryService.MoveFolder(folder);
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}
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public bool DeleteFolders(UUID ownerID, List<UUID> folderIDs)
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{
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return m_InventoryService.DeleteFolders(ownerID, folderIDs);
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}
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/// <summary>
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/// Purge an inventory folder of all its items and subfolders.
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/// </summary>
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/// <param name="folder"></param>
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/// <returns>true if the folder was successfully purged</returns>
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public bool PurgeFolder(InventoryFolderBase folder)
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{
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return m_InventoryService.PurgeFolder(folder);
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}
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public bool AddItem(InventoryItemBase item)
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{
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// m_log.DebugFormat(
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// "[LOCAL INVENTORY SERVICES CONNECTOR]: Adding inventory item {0} to user {1} folder {2}",
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// item.Name, item.Owner, item.Folder);
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return m_InventoryService.AddItem(item);
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}
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/// <summary>
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/// Update an item in the user's inventory
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/// </summary>
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/// <param name="item"></param>
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/// <returns>true if the item was successfully updated</returns>
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public bool UpdateItem(InventoryItemBase item)
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{
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return m_InventoryService.UpdateItem(item);
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}
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public bool MoveItems(UUID ownerID, List<InventoryItemBase> items)
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{
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return m_InventoryService.MoveItems(ownerID, items);
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}
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/// <summary>
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/// Delete an item from the user's inventory
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/// </summary>
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/// <param name="item"></param>
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/// <returns>true if the item was successfully deleted</returns>
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public bool DeleteItems(UUID ownerID, List<UUID> itemIDs)
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{
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return m_InventoryService.DeleteItems(ownerID, itemIDs);
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}
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public InventoryItemBase GetItem(InventoryItemBase item)
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{
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// m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Requesting inventory item {0}", item.ID);
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// UUID requestedItemId = item.ID;
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item = m_InventoryService.GetItem(item);
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// if (null == item)
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// m_log.ErrorFormat(
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// "[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find item with id {0}", requestedItemId);
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return item;
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}
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public InventoryFolderBase GetFolder(InventoryFolderBase folder)
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{
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return m_InventoryService.GetFolder(folder);
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}
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/// <summary>
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/// Does the given user have an inventory structure?
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/// </summary>
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/// <param name="userID"></param>
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/// <returns></returns>
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public bool HasInventoryForUser(UUID userID)
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{
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return m_InventoryService.HasInventoryForUser(userID);
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}
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public List<InventoryItemBase> GetActiveGestures(UUID userId)
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{
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return m_InventoryService.GetActiveGestures(userId);
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}
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public int GetAssetPermissions(UUID userID, UUID assetID)
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{
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return m_InventoryService.GetAssetPermissions(userID, assetID);
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}
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#endregion IInventoryService
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}
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}
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