InventoryServiceBase.cs 17 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSim Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Reflection;
  30. using libsecondlife;
  31. using log4net;
  32. namespace OpenSim.Framework.Communications
  33. {
  34. public abstract class InventoryServiceBase : IInventoryServices
  35. {
  36. private static readonly ILog m_log
  37. = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  38. protected Dictionary<string, IInventoryData> m_plugins = new Dictionary<string, IInventoryData>();
  39. #region Plugin methods
  40. /// <summary>
  41. /// Adds a new user server plugin - plugins will be requested in the order they were loaded.
  42. /// </summary>
  43. /// <param name="FileName">The filename to the user server plugin DLL</param>
  44. public void AddPlugin(string FileName, string connect)
  45. {
  46. if (!String.IsNullOrEmpty(FileName))
  47. {
  48. m_log.Info("[AGENT INVENTORY]: Inventory storage: Attempting to load " + FileName);
  49. Assembly pluginAssembly = Assembly.LoadFrom(FileName);
  50. foreach (Type pluginType in pluginAssembly.GetTypes())
  51. {
  52. if (!pluginType.IsAbstract)
  53. {
  54. Type typeInterface = pluginType.GetInterface("IInventoryData", true);
  55. if (typeInterface != null)
  56. {
  57. IInventoryData plug =
  58. (IInventoryData) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
  59. plug.Initialise(connect);
  60. m_plugins.Add(plug.getName(), plug);
  61. m_log.Info("[AGENTINVENTORY]: Added IInventoryData Interface");
  62. }
  63. }
  64. }
  65. }
  66. }
  67. #endregion
  68. #region IInventoryServices methods
  69. // See IInventoryServices
  70. public List<InventoryFolderBase> GetInventorySkeleton(LLUUID userId)
  71. {
  72. // m_log.DebugFormat("[AGENT INVENTORY]: Getting inventory skeleton for {0}", userId);
  73. InventoryFolderBase rootFolder = RequestRootFolder(userId);
  74. // Agent has no inventory structure yet.
  75. if (null == rootFolder)
  76. {
  77. return null;
  78. }
  79. List<InventoryFolderBase> userFolders = new List<InventoryFolderBase>();
  80. userFolders.Add(rootFolder);
  81. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  82. {
  83. IList<InventoryFolderBase> folders = plugin.Value.getFolderHierarchy(rootFolder.ID);
  84. userFolders.AddRange(folders);
  85. }
  86. // foreach (InventoryFolderBase folder in userFolders)
  87. // {
  88. // m_log.DebugFormat("[AGENT INVENTORY]: Got folder {0} {1}", folder.name, folder.folderID);
  89. // }
  90. return userFolders;
  91. }
  92. // See IInventoryServices
  93. public void MoveInventoryFolder(LLUUID userID, InventoryFolderBase folder)
  94. {
  95. // FIXME: Probably doesn't do what was originally intended - only ever queries the first plugin
  96. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  97. {
  98. plugin.Value.moveInventoryFolder(folder);
  99. }
  100. }
  101. // See IInventoryServices
  102. public virtual bool HasInventoryForUser(LLUUID userID)
  103. {
  104. return false;
  105. }
  106. // See IInventoryServices
  107. public InventoryFolderBase RequestRootFolder(LLUUID userID)
  108. {
  109. // FIXME: Probably doesn't do what was originally intended - only ever queries the first plugin
  110. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  111. {
  112. return plugin.Value.getUserRootFolder(userID);
  113. }
  114. return null;
  115. }
  116. // See IInventoryServices
  117. public bool CreateNewUserInventory(LLUUID user)
  118. {
  119. InventoryFolderBase existingRootFolder = RequestRootFolder(user);
  120. if (null != existingRootFolder)
  121. {
  122. m_log.WarnFormat(
  123. "[AGENT INVENTORY]: Did not create a new inventory for user {0} since they already have "
  124. + "a root inventory folder with id {1}",
  125. user, existingRootFolder.ID);
  126. }
  127. else
  128. {
  129. UsersInventory inven = new UsersInventory();
  130. inven.CreateNewInventorySet(user);
  131. AddNewInventorySet(inven);
  132. return true;
  133. }
  134. return false;
  135. }
  136. // See IInventoryServices
  137. public abstract void RequestInventoryForUser(LLUUID userID, InventoryReceiptCallback callback);
  138. // See IInventoryServices
  139. public abstract void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder);
  140. // See IInventoryServices
  141. public abstract void MoveExistingInventoryFolder(InventoryFolderBase folder);
  142. // See IInventoryServices
  143. public abstract void PurgeInventoryFolder(LLUUID userID, InventoryFolderBase folder);
  144. // See IInventoryServices
  145. public abstract void AddNewInventoryItem(LLUUID userID, InventoryItemBase item);
  146. // See IInventoryServices
  147. public abstract void UpdateInventoryItem(LLUUID userID, InventoryItemBase item);
  148. // See IInventoryServices
  149. public abstract void DeleteInventoryItem(LLUUID userID, InventoryItemBase item);
  150. #endregion
  151. #region Methods used by GridInventoryService
  152. public List<InventoryFolderBase> RequestSubFolders(LLUUID parentFolderID)
  153. {
  154. List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
  155. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  156. {
  157. return plugin.Value.getInventoryFolders(parentFolderID);
  158. }
  159. return inventoryList;
  160. }
  161. public List<InventoryItemBase> RequestFolderItems(LLUUID folderID)
  162. {
  163. List<InventoryItemBase> itemsList = new List<InventoryItemBase>();
  164. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  165. {
  166. itemsList = plugin.Value.getInventoryInFolder(folderID);
  167. return itemsList;
  168. }
  169. return itemsList;
  170. }
  171. #endregion
  172. protected void AddFolder(InventoryFolderBase folder)
  173. {
  174. m_log.DebugFormat(
  175. "[INVENTORY SERVICE BASE]: Adding folder {0}, {1} to {2}", folder.Name, folder.ID, folder.ParentID);
  176. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  177. {
  178. plugin.Value.addInventoryFolder(folder);
  179. }
  180. }
  181. protected void MoveFolder(InventoryFolderBase folder)
  182. {
  183. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  184. {
  185. plugin.Value.moveInventoryFolder(folder);
  186. }
  187. }
  188. protected void AddItem(InventoryItemBase item)
  189. {
  190. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  191. {
  192. plugin.Value.addInventoryItem(item);
  193. }
  194. }
  195. protected void UpdateItem(InventoryItemBase item)
  196. {
  197. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  198. {
  199. plugin.Value.updateInventoryItem(item);
  200. }
  201. }
  202. protected void DeleteItem(InventoryItemBase item)
  203. {
  204. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  205. {
  206. plugin.Value.deleteInventoryItem(item.ID);
  207. }
  208. }
  209. /// <summary>
  210. /// Purge a folder of all items items and subfolders.
  211. ///
  212. /// FIXME: Really nasty in a sense, because we have to query the database to get information we may
  213. /// already know... Needs heavy refactoring.
  214. /// </summary>
  215. /// <param name="folder"></param>
  216. protected void PurgeFolder(InventoryFolderBase folder)
  217. {
  218. List<InventoryFolderBase> subFolders = RequestSubFolders(folder.ID);
  219. foreach (InventoryFolderBase subFolder in subFolders)
  220. {
  221. // m_log.DebugFormat("[AGENT INVENTORY]: Deleting folder {0} {1}", subFolder.Name, subFolder.ID);
  222. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  223. {
  224. plugin.Value.deleteInventoryFolder(subFolder.ID);
  225. }
  226. }
  227. List<InventoryItemBase> items = RequestFolderItems(folder.ID);
  228. foreach (InventoryItemBase item in items)
  229. {
  230. DeleteItem(item);
  231. }
  232. }
  233. private void AddNewInventorySet(UsersInventory inventory)
  234. {
  235. foreach (InventoryFolderBase folder in inventory.Folders.Values)
  236. {
  237. AddFolder(folder);
  238. }
  239. }
  240. /// <summary>
  241. /// Used to create a new user inventory.
  242. /// </summary>
  243. private class UsersInventory
  244. {
  245. public Dictionary<LLUUID, InventoryFolderBase> Folders = new Dictionary<LLUUID, InventoryFolderBase>();
  246. public Dictionary<LLUUID, InventoryItemBase> Items = new Dictionary<LLUUID, InventoryItemBase>();
  247. public virtual void CreateNewInventorySet(LLUUID user)
  248. {
  249. InventoryFolderBase folder = new InventoryFolderBase();
  250. folder.ParentID = LLUUID.Zero;
  251. folder.Owner = user;
  252. folder.ID = LLUUID.Random();
  253. folder.Name = "My Inventory";
  254. folder.Type = (short)AssetType.Folder;
  255. folder.Version = 1;
  256. Folders.Add(folder.ID, folder);
  257. LLUUID rootFolder = folder.ID;
  258. folder = new InventoryFolderBase();
  259. folder.ParentID = rootFolder;
  260. folder.Owner = user;
  261. folder.ID = LLUUID.Random();
  262. folder.Name = "Animations";
  263. folder.Type = (short)AssetType.Animation;
  264. folder.Version = 1;
  265. Folders.Add(folder.ID, folder);
  266. folder = new InventoryFolderBase();
  267. folder.ParentID = rootFolder;
  268. folder.Owner = user;
  269. folder.ID = LLUUID.Random();
  270. folder.Name = "Body Parts";
  271. folder.Type = (short)AssetType.Bodypart;
  272. folder.Version = 1;
  273. Folders.Add(folder.ID, folder);
  274. folder = new InventoryFolderBase();
  275. folder.ParentID = rootFolder;
  276. folder.Owner = user;
  277. folder.ID = LLUUID.Random();
  278. folder.Name = "Calling Cards";
  279. folder.Type = (short)AssetType.CallingCard;
  280. folder.Version = 1;
  281. Folders.Add(folder.ID, folder);
  282. folder = new InventoryFolderBase();
  283. folder.ParentID = rootFolder;
  284. folder.Owner = user;
  285. folder.ID = LLUUID.Random();
  286. folder.Name = "Clothing";
  287. folder.Type = (short)AssetType.Clothing;
  288. folder.Version = 1;
  289. Folders.Add(folder.ID, folder);
  290. folder = new InventoryFolderBase();
  291. folder.ParentID = rootFolder;
  292. folder.Owner = user;
  293. folder.ID = LLUUID.Random();
  294. folder.Name = "Gestures";
  295. folder.Type = (short)AssetType.Gesture;
  296. folder.Version = 1;
  297. Folders.Add(folder.ID, folder);
  298. folder = new InventoryFolderBase();
  299. folder.ParentID = rootFolder;
  300. folder.Owner = user;
  301. folder.ID = LLUUID.Random();
  302. folder.Name = "Landmarks";
  303. folder.Type = (short)AssetType.Landmark;
  304. folder.Version = 1;
  305. Folders.Add(folder.ID, folder);
  306. folder = new InventoryFolderBase();
  307. folder.ParentID = rootFolder;
  308. folder.Owner = user;
  309. folder.ID = LLUUID.Random();
  310. folder.Name = "Lost And Found";
  311. folder.Type = (short)AssetType.LostAndFoundFolder;
  312. folder.Version = 1;
  313. Folders.Add(folder.ID, folder);
  314. folder = new InventoryFolderBase();
  315. folder.ParentID = rootFolder;
  316. folder.Owner = user;
  317. folder.ID = LLUUID.Random();
  318. folder.Name = "Notecards";
  319. folder.Type = (short)AssetType.Notecard;
  320. folder.Version = 1;
  321. Folders.Add(folder.ID, folder);
  322. folder = new InventoryFolderBase();
  323. folder.ParentID = rootFolder;
  324. folder.Owner = user;
  325. folder.ID = LLUUID.Random();
  326. folder.Name = "Objects";
  327. folder.Type = (short)AssetType.Object;
  328. folder.Version = 1;
  329. Folders.Add(folder.ID, folder);
  330. folder = new InventoryFolderBase();
  331. folder.ParentID = rootFolder;
  332. folder.Owner = user;
  333. folder.ID = LLUUID.Random();
  334. folder.Name = "Photo Album";
  335. folder.Type = (short)AssetType.SnapshotFolder;
  336. folder.Version = 1;
  337. Folders.Add(folder.ID, folder);
  338. folder = new InventoryFolderBase();
  339. folder.ParentID = rootFolder;
  340. folder.Owner = user;
  341. folder.ID = LLUUID.Random();
  342. folder.Name = "Scripts";
  343. folder.Type = (short)AssetType.LSLText;
  344. folder.Version = 1;
  345. Folders.Add(folder.ID, folder);
  346. folder = new InventoryFolderBase();
  347. folder.ParentID = rootFolder;
  348. folder.Owner = user;
  349. folder.ID = LLUUID.Random();
  350. folder.Name = "Sounds";
  351. folder.Type = (short)AssetType.Sound;
  352. folder.Version = 1;
  353. Folders.Add(folder.ID, folder);
  354. folder = new InventoryFolderBase();
  355. folder.ParentID = rootFolder;
  356. folder.Owner = user;
  357. folder.ID = LLUUID.Random();
  358. folder.Name = "Textures";
  359. folder.Type = (short)AssetType.Texture;
  360. folder.Version = 1;
  361. Folders.Add(folder.ID, folder);
  362. folder = new InventoryFolderBase();
  363. folder.ParentID = rootFolder;
  364. folder.Owner = user;
  365. folder.ID = LLUUID.Random();
  366. folder.Name = "Trash";
  367. folder.Type = (short)AssetType.TrashFolder;
  368. folder.Version = 1;
  369. Folders.Add(folder.ID, folder);
  370. }
  371. }
  372. }
  373. }