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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.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<int> existingEstates;
- List<int> existingEstateIDs = m_application.EstateDataService.GetEstatesAll();
- 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);
- }
- }
- }
- }
- }
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