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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 OpenSim 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.Collections.Generic;
- using System.Reflection;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Data;
- namespace OpenSim.Framework.Communications
- {
- /// <summary>
- /// Abstract base class used by local and grid implementations of an inventory service.
- /// </summary>
- public abstract class InventoryServiceBase : IInventoryServices, IInterServiceInventoryServices
- {
- private static readonly ILog m_log
- = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected List<IInventoryDataPlugin> m_plugins = new List<IInventoryDataPlugin>();
- #region Plugin methods
- /// <summary>
- /// Add a new inventory data plugin - plugins will be requested in the order they were added.
- /// </summary>
- /// <param name="plugin">The plugin that will provide data</param>
- public void AddPlugin(IInventoryDataPlugin plugin)
- {
- m_plugins.Add(plugin);
- }
- /// <summary>
- /// Adds a list of inventory data plugins, as described by `provider'
- /// and `connect', to `m_plugins'.
- /// </summary>
- /// <param name="provider">
- /// The filename of the inventory server plugin DLL.
- /// </param>
- /// <param name="connect">
- /// The connection string for the storage backend.
- /// </param>
- public void AddPlugin(string provider, string connect)
- {
- m_plugins.AddRange(DataPluginFactory.LoadDataPlugins<IInventoryDataPlugin>(provider, connect));
- }
- #endregion
- #region IInventoryServices methods
- public string Host
- {
- get { return "default"; }
- }
- public List<InventoryFolderBase> GetInventorySkeleton(UUID userId)
- {
- // m_log.DebugFormat("[AGENT INVENTORY]: Getting inventory skeleton for {0}", userId);
- InventoryFolderBase rootFolder = RequestRootFolder(userId);
- // Agent has no inventory structure yet.
- if (null == rootFolder)
- {
- return null;
- }
- List<InventoryFolderBase> userFolders = new List<InventoryFolderBase>();
- userFolders.Add(rootFolder);
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- IList<InventoryFolderBase> folders = plugin.getFolderHierarchy(rootFolder.ID);
- userFolders.AddRange(folders);
- }
- // foreach (InventoryFolderBase folder in userFolders)
- // {
- // m_log.DebugFormat("[AGENT INVENTORY]: Got folder {0} {1}", folder.name, folder.folderID);
- // }
- return userFolders;
- }
- // See IInventoryServices
- public virtual bool HasInventoryForUser(UUID userID)
- {
- return false;
- }
- // See IInventoryServices
- public virtual InventoryFolderBase RequestRootFolder(UUID userID)
- {
- // FIXME: Probably doesn't do what was originally intended - only ever queries the first plugin
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- return plugin.getUserRootFolder(userID);
- }
- return null;
- }
- // See IInventoryServices
- public bool CreateNewUserInventory(UUID user)
- {
- InventoryFolderBase existingRootFolder = RequestRootFolder(user);
- if (null != existingRootFolder)
- {
- m_log.WarnFormat(
- "[AGENT INVENTORY]: 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
- public abstract void RequestInventoryForUser(UUID userID, InventoryReceiptCallback callback);
- public List<InventoryItemBase> GetActiveGestures(UUID userId)
- {
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- return plugin.fetchActiveGestures(userId);
- }
- return new List<InventoryItemBase>();
- }
- #endregion
- #region Methods used by GridInventoryService
- public List<InventoryFolderBase> RequestSubFolders(UUID parentFolderID)
- {
- List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- return plugin.getInventoryFolders(parentFolderID);
- }
- return inventoryList;
- }
- public List<InventoryItemBase> RequestFolderItems(UUID folderID)
- {
- List<InventoryItemBase> itemsList = new List<InventoryItemBase>();
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- itemsList = plugin.getInventoryInFolder(folderID);
- return itemsList;
- }
- return itemsList;
- }
- #endregion
- // See IInventoryServices
- public virtual bool AddFolder(InventoryFolderBase folder)
- {
- m_log.DebugFormat(
- "[AGENT INVENTORY]: Adding folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- plugin.addInventoryFolder(folder);
- }
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool UpdateFolder(InventoryFolderBase folder)
- {
- m_log.DebugFormat(
- "[AGENT INVENTORY]: Updating folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- plugin.updateInventoryFolder(folder);
- }
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool MoveFolder(InventoryFolderBase folder)
- {
- m_log.DebugFormat(
- "[AGENT INVENTORY]: Moving folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- plugin.moveInventoryFolder(folder);
- }
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool AddItem(InventoryItemBase item)
- {
- m_log.DebugFormat(
- "[AGENT INVENTORY]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder);
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- plugin.addInventoryItem(item);
- }
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool UpdateItem(InventoryItemBase item)
- {
- m_log.InfoFormat(
- "[AGENT INVENTORY]: Updating item {0} {1} in folder {2}", item.Name, item.ID, item.Folder);
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- plugin.updateInventoryItem(item);
- }
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool DeleteItem(InventoryItemBase item)
- {
- m_log.InfoFormat(
- "[AGENT INVENTORY]: Deleting item {0} {1} from folder {2}", item.Name, item.ID, item.Folder);
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- plugin.deleteInventoryItem(item.ID);
- }
- // FIXME: Should return false on failure
- 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(
- "[AGENT INVENTORY]: 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("[AGENT INVENTORY]: Deleting folder {0} {1}", subFolder.Name, subFolder.ID);
- foreach (IInventoryDataPlugin plugin in m_plugins)
- {
- plugin.deleteInventoryFolder(subFolder.ID);
- }
- }
- List<InventoryItemBase> items = RequestFolderItems(folder.ID);
- foreach (InventoryItemBase item in items)
- {
- DeleteItem(item);
- }
- // FIXME: Should return false on failure
- return true;
- }
- private void AddNewInventorySet(UsersInventory inventory)
- {
- foreach (InventoryFolderBase folder in inventory.Folders.Values)
- {
- AddFolder(folder);
- }
- }
- /// <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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