/* * 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 System; using System.Collections.Generic; using System.IO; using System.Reflection; using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; namespace OpenSim.ApplicationPlugins.LoadRegions { public class EstateLoaderFileSystem : IEstateLoader { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private IConfigSource m_configSource; private OpenSimBase m_application; public EstateLoaderFileSystem(OpenSimBase openSim) { m_application = openSim; } public void SetIniConfigSource(IConfigSource configSource) { m_configSource = configSource; } public void LoadEstates() { string estateConfigPath = Path.Combine(Util.configDir(), "Estates"); IConfig startupConfig = m_configSource.Configs["Startup"]; if(startupConfig == null) return; estateConfigPath = startupConfig.GetString("regionload_estatesdir", estateConfigPath).Trim(); if(string.IsNullOrWhiteSpace(estateConfigPath)) return; if (!Directory.Exists(estateConfigPath)) return; // if nothing there, don't bother string[] iniFiles; try { iniFiles = Directory.GetFiles(estateConfigPath, "*.ini"); } catch { m_log.Error("[ESTATE LOADER FILE SYSTEM]: could not open " + estateConfigPath); return; } // No Estate.ini Found if (iniFiles == null || iniFiles.Length == 0) return; m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loading estate config files from {0}", estateConfigPath); List existingEstates; List existingEstateIDs = m_application.EstateDataService.GetEstatesAll(); int i = 0; foreach (string file in iniFiles) { m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loading config file {0}", file); IConfigSource source = null; try { source = new IniConfigSource(file); } catch { m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: failed to parse file {0}", file); } if(source == null) continue; foreach (IConfig config in source.Configs) { // Read Estate Config From Source File string estateName = config.Name; if (string.IsNullOrWhiteSpace(estateName)) continue; if (estateName.Length > 64) // need check this and if utf8 is valid { m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: Estate name {0} is too large, ignoring", estateName); continue; } string ownerString = config.GetString("Owner", string.Empty); if (string.IsNullOrWhiteSpace(ownerString)) continue; if (!UUID.TryParse(ownerString, out UUID estateOwner) || estateOwner == UUID.Zero) continue; // Check If Estate Exists (Skip If So) existingEstates = m_application.EstateDataService.GetEstates(estateName); if (existingEstates.Count > 0) continue; //### Should check Estate Owner ID but no Scene object available at this point // Does Config Specify EstateID (0 Defaults To AutoIncrement) int EstateID = config.GetInt("EstateID", 0); if (EstateID > 0) { if (EstateID < 100) { // EstateID Cannot be less than 100 m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: Estate name {0} specified estateID that is less that 100, ignoring", estateName); continue; } else if(existingEstateIDs.Contains(EstateID)) { // Specified EstateID Exists m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: Estate name {0} specified estateID that is already in use, ignoring", estateName); continue; } } // Create a new estate with the name provided EstateSettings estateSettings = m_application.EstateDataService.CreateNewEstate(EstateID); estateSettings.EstateName = estateName; estateSettings.EstateOwner = estateOwner; // Persistence does not seem to effect the need to save a new estate m_application.EstateDataService.StoreEstateSettings(estateSettings); m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loaded config for estate {0}", estateName); i++; } } } } }