/* * 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 System.Xml; using OpenSim.Framework; using OpenSim.Services.Base; using OpenSim.Services.Interfaces; using log4net; using Nini.Config; using OpenMetaverse; using PermissionMask = OpenSim.Framework.PermissionMask; namespace OpenSim.Services.InventoryService { /// /// Basically a hack to give us a Inventory library while we don't have a inventory server /// once the server is fully implemented then should read the data from that /// public class LibraryService : ServiceBase, ILibraryService { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly UUID libOwner = Constants.m_MrOpenSimID; private const string m_LibraryRootFolderIDstr = "00000112-000f-0000-0000-000100bba000"; private static readonly UUID m_LibraryRootFolderID = new UUID(m_LibraryRootFolderIDstr); static private InventoryFolderImpl m_LibraryRootFolder; public InventoryFolderImpl LibraryRootFolder { get { return m_LibraryRootFolder; } } /// /// Holds the root library folder and all its descendents. This is really only used during inventory /// setup so that we don't have to repeatedly search the tree of library folders. /// static protected Dictionary libraryFolders = new Dictionary(32); static protected Dictionary m_items = new Dictionary(256); static LibraryService m_root; static object m_rootLock = new object(); static readonly uint m_BasePermissions = (uint)PermissionMask.AllAndExport; static readonly uint m_EveryOnePermissions = (uint)PermissionMask.AllAndExportNoMod; static readonly uint m_CurrentPermissions = (uint)PermissionMask.AllAndExport; static readonly uint m_NextPermissions = (uint)PermissionMask.AllAndExport; static readonly uint m_GroupPermissions = 0; public LibraryService(IConfigSource config):base(config) { lock(m_rootLock) { if(m_root != null) return; m_root = this; } string pLibrariesLocation = Path.Combine("inventory", "Libraries.xml"); string pLibName = "OpenSim Library"; IConfig libConfig = config.Configs["LibraryService"]; if (libConfig != null) { pLibrariesLocation = libConfig.GetString("DefaultLibrary", pLibrariesLocation); pLibName = libConfig.GetString("LibraryName", pLibName); } m_log.Debug("[LIBRARY]: Starting library service..."); m_LibraryRootFolder = new InventoryFolderImpl(); m_LibraryRootFolder.Owner = libOwner; m_LibraryRootFolder.ID = m_LibraryRootFolderID; m_LibraryRootFolder.Name = pLibName; m_LibraryRootFolder.ParentID = UUID.Zero; m_LibraryRootFolder.Type = 8; m_LibraryRootFolder.Version = 1; libraryFolders.Add(m_LibraryRootFolder.ID, m_LibraryRootFolder); LoadLibraries(pLibrariesLocation); } public InventoryItemBase CreateItem(UUID inventoryID, UUID assetID, string name, string description, int assetType, int invType, UUID parentFolderID) { InventoryItemBase item = new InventoryItemBase(); item.Owner = libOwner; item.CreatorId = libOwner.ToString(); item.ID = inventoryID; item.AssetID = assetID; item.Description = description; item.Name = name; item.AssetType = assetType; item.InvType = invType; item.Folder = parentFolderID; item.BasePermissions = m_BasePermissions; item.EveryOnePermissions = m_EveryOnePermissions; item.CurrentPermissions = m_CurrentPermissions; item.NextPermissions = m_NextPermissions; item.GroupPermissions = m_GroupPermissions; return item; } /// /// Use the asset set information at path to load assets /// /// /// protected void LoadLibraries(string librariesControlPath) { m_log.InfoFormat("[LIBRARY INVENTORY]: Loading library control file {0}", librariesControlPath); LoadFromFile(librariesControlPath, "Libraries control", ReadLibraryFromConfig); } /// /// Read a library set from config /// /// protected void ReadLibraryFromConfig(IConfig config, string path) { string basePath = Path.GetDirectoryName(path); if (config.Contains("RootVersion")) { m_LibraryRootFolder.Version = (ushort)config.GetInt("RootVersion", m_LibraryRootFolder.Version); return; } string foldersPath = Path.Combine(basePath, config.GetString("foldersFile", String.Empty)); LoadFromFile(foldersPath, "Library folders", ReadFolderFromConfig); string itemsPath = Path.Combine( basePath, config.GetString("itemsFile", String.Empty)); LoadFromFile(itemsPath, "Library items", ReadItemFromConfig); } /// /// Read a library inventory folder from a loaded configuration /// /// private void ReadFolderFromConfig(IConfig config, string path) { InventoryFolderImpl folderInfo = new InventoryFolderImpl(); folderInfo.ID = new UUID(config.GetString("folderID", m_LibraryRootFolderIDstr)); folderInfo.Name = config.GetString("name", "unknown"); folderInfo.ParentID = new UUID(config.GetString("parentFolderID", m_LibraryRootFolderIDstr)); folderInfo.Type = (short)config.GetInt("type", 8); folderInfo.Version = (ushort)config.GetInt("version", 1); folderInfo.Owner = libOwner; if (libraryFolders.TryGetValue(folderInfo.ParentID, out InventoryFolderImpl parentFolder)) { libraryFolders.Add(folderInfo.ID, folderInfo); parentFolder.AddChildFolder(folderInfo); //m_log.InfoFormat("[LIBRARY INVENTORY]: Adding folder {0} ({1})", folderInfo.name, folderInfo.folderID); } else { m_log.WarnFormat( "[LIBRARY INVENTORY]: Couldn't add folder {0} ({1}) since parent folder with ID {2} does not exist!", folderInfo.Name, folderInfo.ID, folderInfo.ParentID); } } /// /// Read a library inventory item metadata from a loaded configuration /// /// private void ReadItemFromConfig(IConfig config, string path) { InventoryItemBase item = new InventoryItemBase(); item.Owner = libOwner; item.CreatorId = libOwner.ToString(); UUID itID = new UUID(config.GetString("inventoryID", m_LibraryRootFolderIDstr)); item.ID = itID; item.AssetID = new UUID(config.GetString("assetID", item.ID.ToString())); item.Folder = new UUID(config.GetString("folderID", m_LibraryRootFolderIDstr)); item.Name = config.GetString("name", String.Empty); item.Description = config.GetString("description", item.Name); item.InvType = config.GetInt("inventoryType", 0); item.AssetType = config.GetInt("assetType", item.InvType); item.CurrentPermissions = (uint)config.GetLong("currentPermissions", m_CurrentPermissions); item.NextPermissions = (uint)config.GetLong("nextPermissions", m_NextPermissions); item.EveryOnePermissions = (uint)config.GetLong("everyonePermissions", m_EveryOnePermissions); item.BasePermissions = (uint)config.GetLong("basePermissions", m_BasePermissions); item.GroupPermissions = (uint)config.GetLong("basePermissions", m_GroupPermissions);; item.Flags = (uint)config.GetInt("flags", 0); if (libraryFolders.TryGetValue(item.Folder, out InventoryFolderImpl parentFolder)) { if(!parentFolder.Items.ContainsKey(itID)) { parentFolder.Items.Add(itID, item); m_items[itID] = item; } else { m_log.WarnFormat("[LIBRARY INVENTORY] Item {1} [{0}] not added, duplicate item", item.ID, item.Name); } } else { m_log.WarnFormat( "[LIBRARY INVENTORY]: Couldn't add item {0} ({1}) since parent folder with ID {2} does not exist!", item.Name, item.ID, item.Folder); } } private delegate void ConfigAction(IConfig config, string path); /// /// Load the given configuration at a path and perform an action on each Config contained within it /// /// /// /// private static void LoadFromFile(string path, string fileDescription, ConfigAction action) { if (File.Exists(path)) { try { XmlConfigSource source = new XmlConfigSource(path); for (int i = 0; i < source.Configs.Count; i++) { action(source.Configs[i], path); } } catch (XmlException e) { m_log.ErrorFormat("[LIBRARY INVENTORY]: Error loading {0} : {1}", path, e); } } else { m_log.ErrorFormat("[LIBRARY INVENTORY]: {0} file {1} does not exist!", fileDescription, path); } } /// /// Looks like a simple getter, but is written like this for some consistency with the other Request /// methods in the superclass /// /// public Dictionary GetAllFolders() { Dictionary fs = new Dictionary(); fs.Add(m_LibraryRootFolderID, m_LibraryRootFolder); List fis = TraverseFolder(m_LibraryRootFolder); foreach (InventoryFolderImpl f in fis) { fs.Add(f.ID, f); } //return libraryFolders; return fs; } private List TraverseFolder(InventoryFolderImpl node) { List folders = node.RequestListOfFolderImpls(); List subs = new List(); foreach (InventoryFolderImpl f in folders) subs.AddRange(TraverseFolder(f)); folders.AddRange(subs); return folders; } public InventoryItemBase GetItem(UUID itemID) { if(m_items.TryGetValue(itemID, out InventoryItemBase it)) return it; return null; } public InventoryItemBase[] GetMultipleItems(UUID[] ids) { List items = new List(); foreach (UUID id in ids) { if (m_items.TryGetValue(id, out InventoryItemBase it)) items.Add(it); } if(items.Count == 0) return null; return items.ToArray(); } } }