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- /*
- * 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.Reflection;
- using log4net;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Data;
- using OpenSim.Framework;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Services.InventoryService
- {
- /// <summary>
- /// The Inventory service reference implementation
- /// </summary>
- public class InventoryService : InventoryServiceBase, IInventoryService
- {
- private static readonly ILog m_log
- = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public InventoryService(IConfigSource config) : base(config)
- {
- m_log.Debug("[INVENTORY SERVICE]: Initialized.");
- }
- #region IInventoryServices methods
- public string Host
- {
- get { return "default"; }
- }
- public List<InventoryFolderBase> GetInventorySkeleton(UUID userId)
- {
- m_log.DebugFormat("[INVENTORY SERVICE]: Getting inventory skeleton for {0}", userId);
- InventoryFolderBase rootFolder = GetRootFolder(userId);
- // Agent has no inventory structure yet.
- if (null == rootFolder)
- {
- m_log.DebugFormat("[INVENTORY SERVICE]: No root folder");
- return null;
- }
- List<InventoryFolderBase> userFolders = new List<InventoryFolderBase>();
- userFolders.Add(rootFolder);
- IList<InventoryFolderBase> folders = m_Database.getFolderHierarchy(rootFolder.ID);
- userFolders.AddRange(folders);
- // m_log.DebugFormat("[INVENTORY SERVICE]: Got folder {0} {1}", folder.name, folder.folderID);
- return userFolders;
- }
- public virtual bool HasInventoryForUser(UUID userID)
- {
- return false;
- }
- // See IInventoryServices
- public virtual InventoryFolderBase GetRootFolder(UUID userID)
- {
- //m_log.DebugFormat("[INVENTORY SERVICE]: Getting root folder for {0}", userID);
-
- // Retrieve the first root folder we get from the DB.
- InventoryFolderBase rootFolder = m_Database.getUserRootFolder(userID);
- if (rootFolder != null)
- return rootFolder;
- // Return nothing if the plugin was unable to supply a root folder
- return null;
- }
- // See IInventoryServices
- public bool CreateUserInventory(UUID user)
- {
- InventoryFolderBase existingRootFolder;
- try
- {
- existingRootFolder = GetRootFolder(user);
- }
- catch /*(Exception e)*/
- {
- // Munch the exception, it has already been reported
- //
- return false;
- }
- if (null != existingRootFolder)
- {
- m_log.WarnFormat(
- "[INVENTORY SERVICE]: Did not create a new inventory for user {0} since they already have "
- + "a root inventory folder with id {1}",
- user, existingRootFolder.ID);
- }
- else
- {
- UsersInventory inven = new UsersInventory();
- inven.CreateNewInventorySet(user);
- AddNewInventorySet(inven);
- return true;
- }
- return false;
- }
- // See IInventoryServices
- /// <summary>
- /// Return a user's entire inventory synchronously
- /// </summary>
- /// <param name="rawUserID"></param>
- /// <returns>The user's inventory. If an inventory cannot be found then an empty collection is returned.</returns>
- public InventoryCollection GetUserInventory(UUID userID)
- {
- m_log.InfoFormat("[INVENTORY SERVICE]: Processing request for inventory of {0}", userID);
- // Uncomment me to simulate a slow responding inventory server
- //Thread.Sleep(16000);
- InventoryCollection invCollection = new InventoryCollection();
- List<InventoryFolderBase> allFolders = GetInventorySkeleton(userID);
- if (null == allFolders)
- {
- m_log.WarnFormat("[INVENTORY SERVICE]: No inventory found for user {0}", userID);
- return invCollection;
- }
- List<InventoryItemBase> allItems = new List<InventoryItemBase>();
- foreach (InventoryFolderBase folder in allFolders)
- {
- List<InventoryItemBase> items = GetFolderItems(userID, folder.ID);
- if (items != null)
- {
- allItems.InsertRange(0, items);
- }
- }
- invCollection.UserID = userID;
- invCollection.Folders = allFolders;
- invCollection.Items = allItems;
- // foreach (InventoryFolderBase folder in invCollection.Folders)
- // {
- // m_log.DebugFormat("[GRID INVENTORY SERVICE]: Sending back folder {0} {1}", folder.Name, folder.ID);
- // }
- //
- // foreach (InventoryItemBase item in invCollection.Items)
- // {
- // m_log.DebugFormat("[GRID INVENTORY SERVICE]: Sending back item {0} {1}, folder {2}", item.Name, item.ID, item.Folder);
- // }
- m_log.InfoFormat(
- "[INVENTORY SERVICE]: Sending back inventory response to user {0} containing {1} folders and {2} items",
- invCollection.UserID, invCollection.Folders.Count, invCollection.Items.Count);
- return invCollection;
- }
- /// <summary>
- /// Asynchronous inventory fetch.
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="callback"></param>
- public void GetUserInventory(UUID userID, InventoryReceiptCallback callback)
- {
- m_log.InfoFormat("[INVENTORY SERVICE]: Requesting inventory for user {0}", userID);
- List<InventoryFolderImpl> folders = new List<InventoryFolderImpl>();
- List<InventoryItemBase> items = new List<InventoryItemBase>();
- List<InventoryFolderBase> skeletonFolders = GetInventorySkeleton(userID);
- if (skeletonFolders != null)
- {
- InventoryFolderImpl rootFolder = null;
- // Need to retrieve the root folder on the first pass
- foreach (InventoryFolderBase folder in skeletonFolders)
- {
- if (folder.ParentID == UUID.Zero)
- {
- rootFolder = new InventoryFolderImpl(folder);
- folders.Add(rootFolder);
- items.AddRange(GetFolderItems(userID, rootFolder.ID));
- break; // Only 1 root folder per user
- }
- }
- if (rootFolder != null)
- {
- foreach (InventoryFolderBase folder in skeletonFolders)
- {
- if (folder.ID != rootFolder.ID)
- {
- folders.Add(new InventoryFolderImpl(folder));
- items.AddRange(GetFolderItems(userID, folder.ID));
- }
- }
- }
- m_log.InfoFormat(
- "[INVENTORY SERVICE]: Received inventory response for user {0} containing {1} folders and {2} items",
- userID, folders.Count, items.Count);
- }
- else
- {
- m_log.WarnFormat("[INVENTORY SERVICE]: User {0} inventory not available", userID);
- }
- Util.FireAndForget(delegate { callback(folders, items); });
- }
- public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
- {
- // Uncomment me to simulate a slow responding inventory server
- //Thread.Sleep(16000);
- InventoryCollection invCollection = new InventoryCollection();
- List<InventoryItemBase> items = GetFolderItems(userID, folderID);
- List<InventoryFolderBase> folders = RequestSubFolders(folderID);
- invCollection.UserID = userID;
- invCollection.Folders = folders;
- invCollection.Items = items;
- m_log.DebugFormat("[INVENTORY SERVICE]: Found {0} items and {1} folders in folder {2}", items.Count, folders.Count, folderID);
- return invCollection;
- }
- public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
- {
- // m_log.DebugFormat("[INVENTORY SERVICE]: Looking for folder type {0} for user {1}", type, userID);
-
- InventoryFolderBase root = m_Database.getUserRootFolder(userID);
- if (root != null)
- {
- List<InventoryFolderBase> folders = RequestSubFolders(root.ID);
- foreach (InventoryFolderBase folder in folders)
- {
- if (folder.Type == (short)type)
- {
- // m_log.DebugFormat(
- // "[INVENTORY SERVICE]: Found folder {0} type {1}", folder.Name, (AssetType)folder.Type);
-
- return folder;
- }
- }
- }
- // we didn't find any folder of that type. Return the root folder
- // hopefully the root folder is not null. If it is, too bad
- return root;
- }
- public Dictionary<AssetType, InventoryFolderBase> GetSystemFolders(UUID userID)
- {
- InventoryFolderBase root = 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))
- folders[(AssetType)folder.Type] = folder;
- }
- m_log.DebugFormat("[INVENTORY SERVICE]: Got {0} system folders for {1}", folders.Count, userID);
- return folders;
- }
- }
- m_log.WarnFormat("[INVENTORY SERVICE]: System folders for {0} not found", userID);
- return new Dictionary<AssetType, InventoryFolderBase>();
- }
- public List<InventoryItemBase> GetActiveGestures(UUID userId)
- {
- List<InventoryItemBase> activeGestures = new List<InventoryItemBase>();
- activeGestures.AddRange(m_Database.fetchActiveGestures(userId));
-
- return activeGestures;
- }
- #endregion
- #region Methods used by GridInventoryService
- public List<InventoryFolderBase> RequestSubFolders(UUID parentFolderID)
- {
- List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
-
- inventoryList.AddRange(m_Database.getInventoryFolders(parentFolderID));
-
- return inventoryList;
- }
- public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID)
- {
- List<InventoryItemBase> itemsList = new List<InventoryItemBase>();
-
- itemsList.AddRange(m_Database.getInventoryInFolder(folderID));
-
- return itemsList;
- }
- #endregion
- // See IInventoryServices
- public virtual bool AddFolder(InventoryFolderBase folder)
- {
- m_log.DebugFormat(
- "[INVENTORY SERVICE]: Adding folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
- m_Database.addInventoryFolder(folder);
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool UpdateFolder(InventoryFolderBase folder)
- {
- m_log.DebugFormat(
- "[INVENTORY SERVICE]: Updating folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
- m_Database.updateInventoryFolder(folder);
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool MoveFolder(InventoryFolderBase folder)
- {
- m_log.DebugFormat(
- "[INVENTORY SERVICE]: Moving folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
- m_Database.moveInventoryFolder(folder);
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool AddItem(InventoryItemBase item)
- {
- m_log.DebugFormat(
- "[INVENTORY SERVICE]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder);
- m_Database.addInventoryItem(item);
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool UpdateItem(InventoryItemBase item)
- {
- m_log.InfoFormat(
- "[INVENTORY SERVICE]: Updating item {0} {1} in folder {2}", item.Name, item.ID, item.Folder);
- m_Database.updateInventoryItem(item);
- // FIXME: Should return false on failure
- return true;
- }
- public virtual bool MoveItems(UUID ownerID, List<InventoryItemBase> items)
- {
- m_log.InfoFormat(
- "[INVENTORY SERVICE]: Moving {0} items from user {1}", items.Count, ownerID);
- InventoryItemBase itm = null;
- foreach (InventoryItemBase item in items)
- {
- itm = GetInventoryItem(item.ID);
- itm.Folder = item.Folder;
- if ((item.Name != null) && !item.Name.Equals(string.Empty))
- itm.Name = item.Name;
- m_Database.updateInventoryItem(itm);
- }
- return true;
- }
- // See IInventoryServices
- public virtual bool DeleteItems(UUID owner, List<UUID> itemIDs)
- {
- m_log.InfoFormat(
- "[INVENTORY SERVICE]: Deleting {0} items from user {1}", itemIDs.Count, owner);
- // uhh.....
- foreach (UUID uuid in itemIDs)
- m_Database.deleteInventoryItem(uuid);
- // FIXME: Should return false on failure
- return true;
- }
- public virtual InventoryItemBase GetItem(InventoryItemBase item)
- {
- InventoryItemBase result = m_Database.getInventoryItem(item.ID);
- if (result != null)
- return result;
- m_log.DebugFormat("[INVENTORY SERVICE]: GetItem failed to find item {0}", item.ID);
- return null;
- }
- public virtual InventoryFolderBase GetFolder(InventoryFolderBase folder)
- {
- InventoryFolderBase result = m_Database.getInventoryFolder(folder.ID);
- if (result != null)
- return result;
- m_log.DebugFormat("[INVENTORY SERVICE]: GetFolder failed to find folder {0}", folder.ID);
- return null;
- }
- public virtual bool DeleteFolders(UUID ownerID, List<UUID> folderIDs)
- {
- m_log.InfoFormat("[INVENTORY SERVICE]: Deleting {0} folders from user {1}", folderIDs.Count, ownerID);
- foreach (UUID id in folderIDs)
- {
- InventoryFolderBase folder = new InventoryFolderBase(id, ownerID);
- PurgeFolder(folder);
- m_Database.deleteInventoryFolder(id);
- }
- return true;
- }
- /// <summary>
- /// Purge a folder of all items items and subfolders.
- ///
- /// FIXME: Really nasty in a sense, because we have to query the database to get information we may
- /// already know... Needs heavy refactoring.
- /// </summary>
- /// <param name="folder"></param>
- public virtual bool PurgeFolder(InventoryFolderBase folder)
- {
- m_log.DebugFormat(
- "[INVENTORY SERVICE]: Purging folder {0} {1} of its contents", folder.Name, folder.ID);
- List<InventoryFolderBase> subFolders = RequestSubFolders(folder.ID);
- foreach (InventoryFolderBase subFolder in subFolders)
- {
- // m_log.DebugFormat("[INVENTORY SERVICE]: Deleting folder {0} {1}", subFolder.Name, subFolder.ID);
- m_Database.deleteInventoryFolder(subFolder.ID);
- }
- List<InventoryItemBase> items = GetFolderItems(folder.Owner, folder.ID);
- List<UUID> uuids = new List<UUID>();
- foreach (InventoryItemBase item in items)
- {
- uuids.Add(item.ID);
- }
- DeleteItems(folder.Owner, uuids);
- // FIXME: Should return false on failure
- return true;
- }
- private void AddNewInventorySet(UsersInventory inventory)
- {
- foreach (InventoryFolderBase folder in inventory.Folders.Values)
- {
- AddFolder(folder);
- }
- }
- public InventoryItemBase GetInventoryItem(UUID itemID)
- {
- InventoryItemBase item = m_Database.getInventoryItem(itemID);
- if (item != null)
- return item;
- return null;
- }
- public int GetAssetPermissions(UUID userID, UUID assetID)
- {
- InventoryFolderBase parent = GetRootFolder(userID);
- return FindAssetPerms(parent, assetID);
- }
- private int FindAssetPerms(InventoryFolderBase folder, UUID assetID)
- {
- InventoryCollection contents = GetFolderContent(folder.Owner, folder.ID);
- int perms = 0;
- foreach (InventoryItemBase item in contents.Items)
- {
- if (item.AssetID == assetID)
- perms = (int)item.CurrentPermissions | perms;
- }
- foreach (InventoryFolderBase subfolder in contents.Folders)
- perms = perms | FindAssetPerms(subfolder, assetID);
- return perms;
- }
- /// <summary>
- /// Used to create a new user inventory.
- /// </summary>
- private class UsersInventory
- {
- public Dictionary<UUID, InventoryFolderBase> Folders = new Dictionary<UUID, InventoryFolderBase>();
- public Dictionary<UUID, InventoryItemBase> Items = new Dictionary<UUID, InventoryItemBase>();
- public virtual void CreateNewInventorySet(UUID user)
- {
- InventoryFolderBase folder = new InventoryFolderBase();
- folder.ParentID = UUID.Zero;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "My Inventory";
- folder.Type = (short)AssetType.Folder;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- UUID rootFolder = folder.ID;
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Animations";
- folder.Type = (short)AssetType.Animation;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Body Parts";
- folder.Type = (short)AssetType.Bodypart;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Calling Cards";
- folder.Type = (short)AssetType.CallingCard;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Clothing";
- folder.Type = (short)AssetType.Clothing;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Gestures";
- folder.Type = (short)AssetType.Gesture;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Landmarks";
- folder.Type = (short)AssetType.Landmark;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Lost And Found";
- folder.Type = (short)AssetType.LostAndFoundFolder;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Notecards";
- folder.Type = (short)AssetType.Notecard;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Objects";
- folder.Type = (short)AssetType.Object;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Photo Album";
- folder.Type = (short)AssetType.SnapshotFolder;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Scripts";
- folder.Type = (short)AssetType.LSLText;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Sounds";
- folder.Type = (short)AssetType.Sound;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Textures";
- folder.Type = (short)AssetType.Texture;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- folder = new InventoryFolderBase();
- folder.ParentID = rootFolder;
- folder.Owner = user;
- folder.ID = UUID.Random();
- folder.Name = "Trash";
- folder.Type = (short)AssetType.TrashFolder;
- folder.Version = 1;
- Folders.Add(folder.ID, folder);
- }
- }
- }
- }
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