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+/*
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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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+
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+using System;
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+using System.Collections.Generic;
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+using System.IO;
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+using System.Linq;
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+using System.Reflection;
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+using System.Text;
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+using System.Threading.Tasks;
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+using log4net;
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+using Nini.Config;
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+using OpenMetaverse;
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+using OpenSim.Framework;
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+using OpenSim.Region.Framework.Scenes;
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+using OpenSim.Services.Interfaces;
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+
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+namespace OpenSim.ApplicationPlugins.LoadRegions
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+{
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+ public class EstateLoaderFileSystem : IEstateLoader
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+ {
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+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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+
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+ private IConfigSource m_configSource;
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+
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+ private OpenSimBase m_application;
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+
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+ public EstateLoaderFileSystem(OpenSimBase openSim)
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+ {
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+ m_application = openSim;
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+ }
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+
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+ public void SetIniConfigSource(IConfigSource configSource)
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+ {
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+ m_configSource = configSource;
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+ }
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+
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+ public void LoadEstates()
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+ {
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+ string estateConfigPath = Path.Combine(Util.configDir(), "Estates");
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+
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+ try
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+ {
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+ IConfig startupConfig = m_configSource.Configs["Startup"];
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+ estateConfigPath = startupConfig.GetString("regionload_estatesdir", estateConfigPath).Trim();
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+ }
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+ catch (Exception)
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+ {
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+ // No INI setting recorded.
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+ }
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+
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+ if (Directory.Exists(estateConfigPath) == false)
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+ {
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+ Directory.CreateDirectory(estateConfigPath);
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+ }
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+
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+ string[] iniFiles = Directory.GetFiles(estateConfigPath, "*.ini");
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+
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+ // No Estate.ini Found
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+ if (iniFiles.Length == 0)
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+ return;
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+
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+ m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loading estate config files from {0}", estateConfigPath);
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+
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+ List<int> existingEstates;
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+
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+ int i = 0;
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+ foreach (string file in iniFiles)
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+ {
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+ m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loading config file {0}", file);
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+
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+ IConfigSource source = new IniConfigSource(file);
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+
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+ foreach (IConfig config in source.Configs)
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+ {
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+ // Read Estate Config From Source File
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+ string estateName = config.Name;
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+ string ownerString = config.GetString("Owner", string.Empty);
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+
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+ if (UUID.TryParse(ownerString, out UUID estateOwner) == false)
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+ estateOwner = UUID.Zero;
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+
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+ // Check Name Is Valid
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+ if (estateName == string.Empty || estateOwner == UUID.Zero)
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+ continue;
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+
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+ // Check If Estate Exists (Skip If So)
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+ existingEstates = m_application.EstateDataService.GetEstates(estateName);
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+
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+ if (existingEstates.Count > 0)
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+ continue;
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+
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+ //### Should check Estate Owner ID but no Scene object available at this point
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+
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+ // Create a new estate with the name provided
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+ EstateSettings estateSettings = m_application.EstateDataService.CreateNewEstate();
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+
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+ estateSettings.EstateName = estateName;
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+ estateSettings.EstateOwner = estateOwner;
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+
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+ // Persistence does not seem to effect the need to save a new estate
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+ m_application.EstateDataService.StoreEstateSettings(estateSettings);
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+
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+ m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loaded config for estate {0}", estateName);
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+
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+ i++;
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+ }
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+ }
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+
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+ }
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+ }
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+}
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