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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 OpenMetaverse;
- using log4net;
- using Nini.Config;
- using System.Reflection;
- using OpenSim.Services.Base;
- using OpenSim.Services.Interfaces;
- using OpenSim.Services.InventoryService;
- using OpenSim.Data;
- using OpenSim.Framework;
- using OpenSim.Server.Base;
- namespace OpenSim.Services.HypergridService
- {
- /// <summary>
- /// Hypergrid inventory service. It serves the IInventoryService interface,
- /// but implements it in ways that are appropriate for inter-grid
- /// inventory exchanges. Specifically, it does not performs deletions
- /// and it responds to GetRootFolder requests with the ID of the
- /// Suitcase folder, not the actual "My Inventory" folder.
- /// </summary>
- public class HGInventoryService : XInventoryService, IInventoryService
- {
- private static readonly ILog m_log =
- LogManager.GetLogger(
- MethodBase.GetCurrentMethod().DeclaringType);
- private string m_HomeURL;
- private IUserAccountService m_UserAccountService;
- private UserAccountCache m_Cache;
- public HGInventoryService(IConfigSource config, string configName)
- : base(config, configName)
- {
- m_log.Debug("[HGInventory Service]: Starting");
- if (configName != string.Empty)
- m_ConfigName = configName;
- //
- // Try reading the [InventoryService] section, if it exists
- //
- IConfig invConfig = config.Configs[m_ConfigName];
- if (invConfig != null)
- {
- // realm = authConfig.GetString("Realm", realm);
- string userAccountsDll = invConfig.GetString("UserAccountsService", string.Empty);
- if (userAccountsDll.Length == 0)
- throw new Exception("Please specify UserAccountsService in HGInventoryService configuration");
- Object[] args = new Object[] { config };
- m_UserAccountService = ServerUtils.LoadPlugin<IUserAccountService>(userAccountsDll, args);
- if (m_UserAccountService == null)
- throw new Exception(String.Format("Unable to create UserAccountService from {0}", userAccountsDll));
- m_HomeURL = Util.GetConfigVarFromSections<string>(config, "HomeURI",
- new string[] { "Startup", "Hypergrid", m_ConfigName }, String.Empty);
- m_Cache = UserAccountCache.CreateUserAccountCache(m_UserAccountService);
- }
- m_log.Debug("[HG INVENTORY SERVICE]: Starting...");
- }
- public override bool CreateUserInventory(UUID principalID)
- {
- // NOGO
- return false;
- }
- public override List<InventoryFolderBase> GetInventorySkeleton(UUID principalID)
- {
- // NOGO for this inventory service
- return new List<InventoryFolderBase>();
- }
- public override InventoryFolderBase GetRootFolder(UUID principalID)
- {
- //m_log.DebugFormat("[HG INVENTORY SERVICE]: GetRootFolder for {0}", principalID);
- // Warp! Root folder for travelers
- XInventoryFolder[] folders = m_Database.GetFolders(
- new string[] { "agentID", "folderName"},
- new string[] { principalID.ToString(), "My Suitcase" });
- if (folders.Length > 0)
- return ConvertToOpenSim(folders[0]);
- // make one
- XInventoryFolder suitcase = CreateFolder(principalID, UUID.Zero, (int)FolderType.Suitcase, "My Suitcase");
- return ConvertToOpenSim(suitcase);
- }
- //private bool CreateSystemFolders(UUID principalID, XInventoryFolder suitcase)
- //{
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.Animation, "Animations");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.Bodypart, "Body Parts");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.CallingCard, "Calling Cards");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.Clothing, "Clothing");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.Gesture, "Gestures");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.Landmark, "Landmarks");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.LostAndFoundFolder, "Lost And Found");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.Notecard, "Notecards");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.Object, "Objects");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.SnapshotFolder, "Photo Album");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.LSLText, "Scripts");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.Sound, "Sounds");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.Texture, "Textures");
- // CreateFolder(principalID, suitcase.folderID, (int)AssetType.TrashFolder, "Trash");
- // return true;
- //}
- public override InventoryFolderBase GetFolderForType(UUID principalID, FolderType type)
- {
- //m_log.DebugFormat("[HG INVENTORY SERVICE]: GetFolderForType for {0} {0}", principalID, type);
- return GetRootFolder(principalID);
- }
- //
- // Use the inherited methods
- //
- //public InventoryCollection GetFolderContent(UUID principalID, UUID folderID)
- //{
- //}
- // NOGO
- //
- public override InventoryCollection[] GetMultipleFoldersContent(UUID principalID, UUID[] folderID)
- {
- return new InventoryCollection[0];
- }
- //public List<InventoryItemBase> GetFolderItems(UUID principalID, UUID folderID)
- //{
- //}
- //public override bool AddFolder(InventoryFolderBase folder)
- //{
- // // Check if it's under the Suitcase folder
- // List<InventoryFolderBase> skel = base.GetInventorySkeleton(folder.Owner);
- // InventoryFolderBase suitcase = GetRootFolder(folder.Owner);
- // List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
- // foreach (InventoryFolderBase f in suitDescendents)
- // if (folder.ParentID == f.ID)
- // {
- // XInventoryFolder xFolder = ConvertFromOpenSim(folder);
- // return m_Database.StoreFolder(xFolder);
- // }
- // return false;
- //}
- private List<InventoryFolderBase> GetDescendents(List<InventoryFolderBase> lst, UUID root)
- {
- List<InventoryFolderBase> direct = lst.FindAll(delegate(InventoryFolderBase f) { return f.ParentID == root; });
- if (direct == null)
- return new List<InventoryFolderBase>();
- List<InventoryFolderBase> indirect = new List<InventoryFolderBase>();
- foreach (InventoryFolderBase f in direct)
- indirect.AddRange(GetDescendents(lst, f.ID));
- direct.AddRange(indirect);
- return direct;
- }
- // Use inherited method
- //public bool UpdateFolder(InventoryFolderBase folder)
- //{
- //}
- //public override bool MoveFolder(InventoryFolderBase folder)
- //{
- // XInventoryFolder[] x = m_Database.GetFolders(
- // new string[] { "folderID" },
- // new string[] { folder.ID.ToString() });
- // if (x.Length == 0)
- // return false;
- // // Check if it's under the Suitcase folder
- // List<InventoryFolderBase> skel = base.GetInventorySkeleton(folder.Owner);
- // InventoryFolderBase suitcase = GetRootFolder(folder.Owner);
- // List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
- // foreach (InventoryFolderBase f in suitDescendents)
- // if (folder.ParentID == f.ID)
- // {
- // x[0].parentFolderID = folder.ParentID;
- // return m_Database.StoreFolder(x[0]);
- // }
- // return false;
- //}
- public override bool DeleteFolders(UUID principalID, List<UUID> folderIDs)
- {
- // NOGO
- return false;
- }
- public override bool PurgeFolder(InventoryFolderBase folder)
- {
- // NOGO
- return false;
- }
- // Unfortunately we need to use the inherited method because of how DeRez works.
- // The viewer sends the folderID hard-wired in the derez message
- //public override bool AddItem(InventoryItemBase item)
- //{
- // // Check if it's under the Suitcase folder
- // List<InventoryFolderBase> skel = base.GetInventorySkeleton(item.Owner);
- // InventoryFolderBase suitcase = GetRootFolder(item.Owner);
- // List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
- // foreach (InventoryFolderBase f in suitDescendents)
- // if (item.Folder == f.ID)
- // return m_Database.StoreItem(ConvertFromOpenSim(item));
- // return false;
- //}
- //public override bool UpdateItem(InventoryItemBase item)
- //{
- // // Check if it's under the Suitcase folder
- // List<InventoryFolderBase> skel = base.GetInventorySkeleton(item.Owner);
- // InventoryFolderBase suitcase = GetRootFolder(item.Owner);
- // List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
- // foreach (InventoryFolderBase f in suitDescendents)
- // if (item.Folder == f.ID)
- // return m_Database.StoreItem(ConvertFromOpenSim(item));
- // return false;
- //}
- //public override bool MoveItems(UUID principalID, List<InventoryItemBase> items)
- //{
- // // Principal is b0rked. *sigh*
- // //
- // // Let's assume they all have the same principal
- // // Check if it's under the Suitcase folder
- // List<InventoryFolderBase> skel = base.GetInventorySkeleton(items[0].Owner);
- // InventoryFolderBase suitcase = GetRootFolder(items[0].Owner);
- // List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
- // foreach (InventoryItemBase i in items)
- // {
- // foreach (InventoryFolderBase f in suitDescendents)
- // if (i.Folder == f.ID)
- // m_Database.MoveItem(i.ID.ToString(), i.Folder.ToString());
- // }
- // return true;
- //}
- // Let these pass. Use inherited methods.
- //public bool DeleteItems(UUID principalID, List<UUID> itemIDs)
- //{
- //}
- public override InventoryItemBase GetItem(UUID principalID, UUID itemID)
- {
- InventoryItemBase it = base.GetItem(principalID, itemID);
- if (it != null)
- {
- UserAccount user = m_Cache.GetUser(it.CreatorId);
- // Adjust the creator data
- if (user != null && it != null && string.IsNullOrEmpty(it.CreatorData))
- it.CreatorData = m_HomeURL + ";" + user.FirstName + " " + user.LastName;
- }
- return it;
- }
- //public InventoryFolderBase GetFolder(InventoryFolderBase folder)
- //{
- //}
- //public List<InventoryItemBase> GetActiveGestures(UUID principalID)
- //{
- //}
- //public int GetAssetPermissions(UUID principalID, UUID assetID)
- //{
- //}
- }
- }
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