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 System.Threading;
  31. using libsecondlife;
  32. using log4net;
  33. namespace OpenSim.Framework.Communications
  34. {
  35. /// <summary>
  36. /// Abstract base class used by local and grid implementations of an inventory service.
  37. /// </summary>
  38. public abstract class InventoryServiceBase : IInventoryServices
  39. {
  40. private static readonly ILog m_log
  41. = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  42. protected Dictionary<string, IInventoryData> m_plugins = new Dictionary<string, IInventoryData>();
  43. #region Plugin methods
  44. /// <summary>
  45. /// Adds a new user server plugin - plugins will be requested in the order they were loaded.
  46. /// </summary>
  47. /// <param name="FileName">The filename to the user server plugin DLL</param>
  48. public void AddPlugin(string FileName, string connect)
  49. {
  50. if (!String.IsNullOrEmpty(FileName))
  51. {
  52. m_log.Info("[AGENT INVENTORY]: Inventory storage: Attempting to load " + FileName);
  53. Assembly pluginAssembly = Assembly.LoadFrom(FileName);
  54. foreach (Type pluginType in pluginAssembly.GetTypes())
  55. {
  56. if (!pluginType.IsAbstract)
  57. {
  58. Type typeInterface = pluginType.GetInterface("IInventoryData", true);
  59. if (typeInterface != null)
  60. {
  61. IInventoryData plug =
  62. (IInventoryData) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
  63. plug.Initialise(connect);
  64. m_plugins.Add(plug.getName(), plug);
  65. m_log.Info("[AGENTINVENTORY]: Added IInventoryData Interface");
  66. }
  67. }
  68. }
  69. }
  70. }
  71. #endregion
  72. #region IInventoryServices methods
  73. public string Host
  74. {
  75. get { return "default"; }
  76. }
  77. // See IInventoryServices
  78. public List<InventoryFolderBase> GetInventorySkeleton(LLUUID userId)
  79. {
  80. // m_log.DebugFormat("[AGENT INVENTORY]: Getting inventory skeleton for {0}", userId);
  81. InventoryFolderBase rootFolder = RequestRootFolder(userId);
  82. // Agent has no inventory structure yet.
  83. if (null == rootFolder)
  84. {
  85. return null;
  86. }
  87. List<InventoryFolderBase> userFolders = new List<InventoryFolderBase>();
  88. userFolders.Add(rootFolder);
  89. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  90. {
  91. IList<InventoryFolderBase> folders = plugin.Value.getFolderHierarchy(rootFolder.ID);
  92. userFolders.AddRange(folders);
  93. }
  94. // foreach (InventoryFolderBase folder in userFolders)
  95. // {
  96. // m_log.DebugFormat("[AGENT INVENTORY]: Got folder {0} {1}", folder.name, folder.folderID);
  97. // }
  98. return userFolders;
  99. }
  100. // See IInventoryServices
  101. public virtual bool HasInventoryForUser(LLUUID userID)
  102. {
  103. return false;
  104. }
  105. // See IInventoryServices
  106. public InventoryFolderBase RequestRootFolder(LLUUID userID)
  107. {
  108. // FIXME: Probably doesn't do what was originally intended - only ever queries the first plugin
  109. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  110. {
  111. return plugin.Value.getUserRootFolder(userID);
  112. }
  113. return null;
  114. }
  115. // See IInventoryServices
  116. public bool CreateNewUserInventory(LLUUID user)
  117. {
  118. InventoryFolderBase existingRootFolder = RequestRootFolder(user);
  119. if (null != existingRootFolder)
  120. {
  121. m_log.WarnFormat(
  122. "[AGENT INVENTORY]: Did not create a new inventory for user {0} since they already have "
  123. + "a root inventory folder with id {1}",
  124. user, existingRootFolder.ID);
  125. }
  126. else
  127. {
  128. UsersInventory inven = new UsersInventory();
  129. inven.CreateNewInventorySet(user);
  130. AddNewInventorySet(inven);
  131. return true;
  132. }
  133. return false;
  134. }
  135. // See IInventoryServices
  136. public abstract void RequestInventoryForUser(LLUUID userID, InventoryReceiptCallback callback);
  137. #endregion
  138. #region Methods used by GridInventoryService
  139. public List<InventoryFolderBase> RequestSubFolders(LLUUID parentFolderID)
  140. {
  141. List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
  142. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  143. {
  144. return plugin.Value.getInventoryFolders(parentFolderID);
  145. }
  146. return inventoryList;
  147. }
  148. public List<InventoryItemBase> RequestFolderItems(LLUUID folderID)
  149. {
  150. List<InventoryItemBase> itemsList = new List<InventoryItemBase>();
  151. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  152. {
  153. itemsList = plugin.Value.getInventoryInFolder(folderID);
  154. return itemsList;
  155. }
  156. return itemsList;
  157. }
  158. #endregion
  159. // See IInventoryServices
  160. public bool AddFolder(InventoryFolderBase folder)
  161. {
  162. m_log.DebugFormat(
  163. "[AGENT INVENTORY]: Adding folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
  164. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  165. {
  166. plugin.Value.addInventoryFolder(folder);
  167. }
  168. // FIXME: Should return false on failure
  169. return true;
  170. }
  171. // See IInventoryServices
  172. public bool UpdateFolder(InventoryFolderBase folder)
  173. {
  174. m_log.DebugFormat(
  175. "[AGENT INVENTORY]: Updating folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
  176. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  177. {
  178. plugin.Value.updateInventoryFolder(folder);
  179. }
  180. // FIXME: Should return false on failure
  181. return true;
  182. }
  183. // See IInventoryServices
  184. public bool MoveFolder(InventoryFolderBase folder)
  185. {
  186. m_log.DebugFormat(
  187. "[AGENT INVENTORY]: Moving folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
  188. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  189. {
  190. plugin.Value.moveInventoryFolder(folder);
  191. }
  192. // FIXME: Should return false on failure
  193. return true;
  194. }
  195. // See IInventoryServices
  196. public bool AddItem(InventoryItemBase item)
  197. {
  198. m_log.DebugFormat(
  199. "[AGENT INVENTORY]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder);
  200. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  201. {
  202. plugin.Value.addInventoryItem(item);
  203. }
  204. // FIXME: Should return false on failure
  205. return true;
  206. }
  207. // See IInventoryServices
  208. public bool UpdateItem(InventoryItemBase item)
  209. {
  210. m_log.InfoFormat(
  211. "[AGENT INVENTORY]: Updating item {0} {1} in folder {2}", item.Name, item.ID, item.Folder);
  212. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  213. {
  214. plugin.Value.updateInventoryItem(item);
  215. }
  216. // FIXME: Should return false on failure
  217. return true;
  218. }
  219. // See IInventoryServices
  220. public bool DeleteItem(InventoryItemBase item)
  221. {
  222. m_log.InfoFormat(
  223. "[AGENT INVENTORY]: Deleting item {0} {1} from folder {2}", item.Name, item.ID, item.Folder);
  224. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  225. {
  226. plugin.Value.deleteInventoryItem(item.ID);
  227. }
  228. // FIXME: Should return false on failure
  229. return true;
  230. }
  231. /// <summary>
  232. /// Purge a folder of all items items and subfolders.
  233. ///
  234. /// FIXME: Really nasty in a sense, because we have to query the database to get information we may
  235. /// already know... Needs heavy refactoring.
  236. /// </summary>
  237. /// <param name="folder"></param>
  238. public bool PurgeFolder(InventoryFolderBase folder)
  239. {
  240. m_log.DebugFormat(
  241. "[AGENT INVENTORY]: Purging folder {0} {1} of its contents", folder.Name, folder.ID);
  242. List<InventoryFolderBase> subFolders = RequestSubFolders(folder.ID);
  243. foreach (InventoryFolderBase subFolder in subFolders)
  244. {
  245. // m_log.DebugFormat("[AGENT INVENTORY]: Deleting folder {0} {1}", subFolder.Name, subFolder.ID);
  246. foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
  247. {
  248. plugin.Value.deleteInventoryFolder(subFolder.ID);
  249. }
  250. }
  251. List<InventoryItemBase> items = RequestFolderItems(folder.ID);
  252. foreach (InventoryItemBase item in items)
  253. {
  254. DeleteItem(item);
  255. }
  256. // FIXME: Should return false on failure
  257. return true;
  258. }
  259. private void AddNewInventorySet(UsersInventory inventory)
  260. {
  261. foreach (InventoryFolderBase folder in inventory.Folders.Values)
  262. {
  263. AddFolder(folder);
  264. }
  265. }
  266. /// <summary>
  267. /// Used to create a new user inventory.
  268. /// </summary>
  269. private class UsersInventory
  270. {
  271. public Dictionary<LLUUID, InventoryFolderBase> Folders = new Dictionary<LLUUID, InventoryFolderBase>();
  272. public Dictionary<LLUUID, InventoryItemBase> Items = new Dictionary<LLUUID, InventoryItemBase>();
  273. public virtual void CreateNewInventorySet(LLUUID user)
  274. {
  275. InventoryFolderBase folder = new InventoryFolderBase();
  276. folder.ParentID = LLUUID.Zero;
  277. folder.Owner = user;
  278. folder.ID = LLUUID.Random();
  279. folder.Name = "My Inventory";
  280. folder.Type = (short)AssetType.Folder;
  281. folder.Version = 1;
  282. Folders.Add(folder.ID, folder);
  283. LLUUID rootFolder = folder.ID;
  284. folder = new InventoryFolderBase();
  285. folder.ParentID = rootFolder;
  286. folder.Owner = user;
  287. folder.ID = LLUUID.Random();
  288. folder.Name = "Animations";
  289. folder.Type = (short)AssetType.Animation;
  290. folder.Version = 1;
  291. Folders.Add(folder.ID, folder);
  292. folder = new InventoryFolderBase();
  293. folder.ParentID = rootFolder;
  294. folder.Owner = user;
  295. folder.ID = LLUUID.Random();
  296. folder.Name = "Body Parts";
  297. folder.Type = (short)AssetType.Bodypart;
  298. folder.Version = 1;
  299. Folders.Add(folder.ID, folder);
  300. folder = new InventoryFolderBase();
  301. folder.ParentID = rootFolder;
  302. folder.Owner = user;
  303. folder.ID = LLUUID.Random();
  304. folder.Name = "Calling Cards";
  305. folder.Type = (short)AssetType.CallingCard;
  306. folder.Version = 1;
  307. Folders.Add(folder.ID, folder);
  308. folder = new InventoryFolderBase();
  309. folder.ParentID = rootFolder;
  310. folder.Owner = user;
  311. folder.ID = LLUUID.Random();
  312. folder.Name = "Clothing";
  313. folder.Type = (short)AssetType.Clothing;
  314. folder.Version = 1;
  315. Folders.Add(folder.ID, folder);
  316. folder = new InventoryFolderBase();
  317. folder.ParentID = rootFolder;
  318. folder.Owner = user;
  319. folder.ID = LLUUID.Random();
  320. folder.Name = "Gestures";
  321. folder.Type = (short)AssetType.Gesture;
  322. folder.Version = 1;
  323. Folders.Add(folder.ID, folder);
  324. folder = new InventoryFolderBase();
  325. folder.ParentID = rootFolder;
  326. folder.Owner = user;
  327. folder.ID = LLUUID.Random();
  328. folder.Name = "Landmarks";
  329. folder.Type = (short)AssetType.Landmark;
  330. folder.Version = 1;
  331. Folders.Add(folder.ID, folder);
  332. folder = new InventoryFolderBase();
  333. folder.ParentID = rootFolder;
  334. folder.Owner = user;
  335. folder.ID = LLUUID.Random();
  336. folder.Name = "Lost And Found";
  337. folder.Type = (short)AssetType.LostAndFoundFolder;
  338. folder.Version = 1;
  339. Folders.Add(folder.ID, folder);
  340. folder = new InventoryFolderBase();
  341. folder.ParentID = rootFolder;
  342. folder.Owner = user;
  343. folder.ID = LLUUID.Random();
  344. folder.Name = "Notecards";
  345. folder.Type = (short)AssetType.Notecard;
  346. folder.Version = 1;
  347. Folders.Add(folder.ID, folder);
  348. folder = new InventoryFolderBase();
  349. folder.ParentID = rootFolder;
  350. folder.Owner = user;
  351. folder.ID = LLUUID.Random();
  352. folder.Name = "Objects";
  353. folder.Type = (short)AssetType.Object;
  354. folder.Version = 1;
  355. Folders.Add(folder.ID, folder);
  356. folder = new InventoryFolderBase();
  357. folder.ParentID = rootFolder;
  358. folder.Owner = user;
  359. folder.ID = LLUUID.Random();
  360. folder.Name = "Photo Album";
  361. folder.Type = (short)AssetType.SnapshotFolder;
  362. folder.Version = 1;
  363. Folders.Add(folder.ID, folder);
  364. folder = new InventoryFolderBase();
  365. folder.ParentID = rootFolder;
  366. folder.Owner = user;
  367. folder.ID = LLUUID.Random();
  368. folder.Name = "Scripts";
  369. folder.Type = (short)AssetType.LSLText;
  370. folder.Version = 1;
  371. Folders.Add(folder.ID, folder);
  372. folder = new InventoryFolderBase();
  373. folder.ParentID = rootFolder;
  374. folder.Owner = user;
  375. folder.ID = LLUUID.Random();
  376. folder.Name = "Sounds";
  377. folder.Type = (short)AssetType.Sound;
  378. folder.Version = 1;
  379. Folders.Add(folder.ID, folder);
  380. folder = new InventoryFolderBase();
  381. folder.ParentID = rootFolder;
  382. folder.Owner = user;
  383. folder.ID = LLUUID.Random();
  384. folder.Name = "Textures";
  385. folder.Type = (short)AssetType.Texture;
  386. folder.Version = 1;
  387. Folders.Add(folder.ID, folder);
  388. folder = new InventoryFolderBase();
  389. folder.ParentID = rootFolder;
  390. folder.Owner = user;
  391. folder.ID = LLUUID.Random();
  392. folder.Name = "Trash";
  393. folder.Type = (short)AssetType.TrashFolder;
  394. folder.Version = 1;
  395. Folders.Add(folder.ID, folder);
  396. }
  397. }
  398. }
  399. }