123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558 |
- /*
- * 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.Collections.Generic;
- using System.Reflection;
- using log4net;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Data;
- using OpenSim.Framework;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Services.InventoryService
- {
- /// <summary>
- /// The Inventory service reference implementation
- /// </summary>
- public class InventoryService : InventoryServiceBase, IInventoryService
- {
- private static readonly ILog m_log
- = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public InventoryService(IConfigSource config) : base(config)
- {
- m_log.Debug("[INVENTORY SERVICE]: Initialized.");
- }
- #region IInventoryServices methods
- public string Host
- {
- get { return "default"; }
- }
- public List<InventoryFolderBase> GetInventorySkeleton(UUID userId)
- {
- m_log.DebugFormat("[INVENTORY SERVICE]: 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);
- IList<InventoryFolderBase> folders = m_Database.getFolderHierarchy(rootFolder.ID);
- userFolders.AddRange(folders);
- // m_log.DebugFormat("[INVENTORY SERVICE]: Got folder {0} {1}", folder.name, folder.folderID);
- return userFolders;
- }
- public virtual bool HasInventoryForUser(UUID userID)
- {
- return false;
- }
- // See IInventoryServices
- public virtual InventoryFolderBase RequestRootFolder(UUID userID)
- {
- // Retrieve the first root folder we get from the DB.
- InventoryFolderBase rootFolder = m_Database.getUserRootFolder(userID);
- if (rootFolder != null)
- return rootFolder;
- // Return nothing if the plugin was unable to supply a root folder
- return null;
- }
- // See IInventoryServices
- public bool CreateUserInventory(UUID user)
- {
- InventoryFolderBase existingRootFolder = RequestRootFolder(user);
- if (null != existingRootFolder)
- {
- m_log.WarnFormat(
- "[INVENTORY SERVICE]: 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
- /// <summary>
- /// Return a user's entire inventory synchronously
- /// </summary>
- /// <param name="rawUserID"></param>
- /// <returns>The user's inventory. If an inventory cannot be found then an empty collection is returned.</returns>
- public InventoryCollection GetUserInventory(UUID userID)
- {
- m_log.InfoFormat("[INVENTORY SERVICE]: Processing request for inventory of {0}", userID);
- // Uncomment me to simulate a slow responding inventory server
- //Thread.Sleep(16000);
- InventoryCollection invCollection = new InventoryCollection();
- List<InventoryFolderBase> allFolders = GetInventorySkeleton(userID);
- if (null == allFolders)
- {
- m_log.WarnFormat("[INVENTORY SERVICE]: No inventory found for user {0}", userID);
- return invCollection;
- }
- List<InventoryItemBase> allItems = new List<InventoryItemBase>();
- foreach (InventoryFolderBase folder in allFolders)
- {
- List<InventoryItemBase> items = GetFolderItems(userID, folder.ID);
- if (items != null)
- {
- allItems.InsertRange(0, items);
- }
- }
- invCollection.UserID = userID;
- invCollection.Folders = allFolders;
- invCollection.Items = allItems;
- // foreach (InventoryFolderBase folder in invCollection.Folders)
- // {
- // m_log.DebugFormat("[GRID INVENTORY SERVICE]: Sending back folder {0} {1}", folder.Name, folder.ID);
- // }
- //
- // foreach (InventoryItemBase item in invCollection.Items)
- // {
- // m_log.DebugFormat("[GRID INVENTORY SERVICE]: Sending back item {0} {1}, folder {2}", item.Name, item.ID, item.Folder);
- // }
- m_log.InfoFormat(
- "[INVENTORY SERVICE]: Sending back inventory response to user {0} containing {1} folders and {2} items",
- invCollection.UserID, invCollection.Folders.Count, invCollection.Items.Count);
- return invCollection;
- }
- /// <summary>
- /// Asynchronous inventory fetch.
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="callback"></param>
- public void GetUserInventory(UUID userID, InventoryReceiptCallback callback)
- {
- m_log.InfoFormat("[INVENTORY SERVICE]: Requesting inventory for user {0}", userID);
- List<InventoryFolderImpl> folders = new List<InventoryFolderImpl>();
- List<InventoryItemBase> items = new List<InventoryItemBase>();
- List<InventoryFolderBase> skeletonFolders = GetInventorySkeleton(userID);
- if (skeletonFolders != null)
- {
- InventoryFolderImpl rootFolder = null;
- // Need to retrieve the root folder on the first pass
- foreach (InventoryFolderBase folder in skeletonFolders)
- {
- if (folder.ParentID == UUID.Zero)
- {
- rootFolder = new InventoryFolderImpl(folder);
- folders.Add(rootFolder);
- items.AddRange(GetFolderItems(userID, rootFolder.ID));
- break; // Only 1 root folder per user
- }
- }
- if (rootFolder != null)
- {
- foreach (InventoryFolderBase folder in skeletonFolders)
- {
- if (folder.ID != rootFolder.ID)
- {
- folders.Add(new InventoryFolderImpl(folder));
- items.AddRange(GetFolderItems(userID, folder.ID));
- }
- }
- }
- m_log.InfoFormat(
- "[INVENTORY SERVICE]: Received inventory response for user {0} containing {1} folders and {2} items",
- userID, folders.Count, items.Count);
- }
- else
- {
- m_log.WarnFormat("[INVENTORY SERVICE]: User {0} inventory not available", userID);
- }
- callback.BeginInvoke(folders, items, null, null);
- }
- public List<InventoryItemBase> GetActiveGestures(UUID userId)
- {
- List<InventoryItemBase> activeGestures = new List<InventoryItemBase>();
- activeGestures.AddRange(m_Database.fetchActiveGestures(userId));
-
- return activeGestures;
- }
- #endregion
- #region Methods used by GridInventoryService
- public List<InventoryFolderBase> RequestSubFolders(UUID parentFolderID)
- {
- List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
-
- inventoryList.AddRange(m_Database.getInventoryFolders(parentFolderID));
-
- return inventoryList;
- }
- public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID)
- {
- List<InventoryItemBase> itemsList = new List<InventoryItemBase>();
-
- itemsList.AddRange(m_Database.getInventoryInFolder(folderID));
-
- return itemsList;
- }
- #endregion
- // See IInventoryServices
- public virtual bool AddFolder(InventoryFolderBase folder)
- {
- m_log.DebugFormat(
- "[INVENTORY SERVICE]: Adding folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
- m_Database.addInventoryFolder(folder);
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool UpdateFolder(InventoryFolderBase folder)
- {
- m_log.DebugFormat(
- "[INVENTORY SERVICE]: Updating folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
- m_Database.updateInventoryFolder(folder);
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool MoveFolder(InventoryFolderBase folder)
- {
- m_log.DebugFormat(
- "[INVENTORY SERVICE]: Moving folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
- m_Database.moveInventoryFolder(folder);
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool AddItem(InventoryItemBase item)
- {
- m_log.DebugFormat(
- "[INVENTORY SERVICE]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder);
- m_Database.addInventoryItem(item);
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool UpdateItem(InventoryItemBase item)
- {
- m_log.InfoFormat(
- "[INVENTORY SERVICE]: Updating item {0} {1} in folder {2}", item.Name, item.ID, item.Folder);
- m_Database.updateInventoryItem(item);
- // FIXME: Should return false on failure
- return true;
- }
- // See IInventoryServices
- public virtual bool DeleteItem(InventoryItemBase item)
- {
- m_log.InfoFormat(
- "[INVENTORY SERVICE]: Deleting item {0} {1} from folder {2}", item.Name, item.ID, item.Folder);
- m_Database.deleteInventoryItem(item.ID);
- // FIXME: Should return false on failure
- return true;
- }
- public virtual InventoryItemBase QueryItem(InventoryItemBase item)
- {
- InventoryItemBase result = m_Database.queryInventoryItem(item.ID);
- if (result != null)
- return result;
- return null;
- }
- public virtual InventoryFolderBase QueryFolder(InventoryFolderBase item)
- {
- InventoryFolderBase result = m_Database.queryInventoryFolder(item.ID);
- if (result != null)
- return result;
- return null;
- }
- /// <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(
- "[INVENTORY SERVICE]: 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("[INVENTORY SERVICE]: Deleting folder {0} {1}", subFolder.Name, subFolder.ID);
- m_Database.deleteInventoryFolder(subFolder.ID);
- }
- List<InventoryItemBase> items = GetFolderItems(folder.Owner, 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);
- }
- }
- public InventoryItemBase GetInventoryItem(UUID itemID)
- {
- InventoryItemBase item = m_Database.getInventoryItem(itemID);
- if (item != null)
- return item;
- return null;
- }
- /// <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);
- }
- }
- }
- }
|