/*
* 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:
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* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* 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.Threading;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
namespace OpenSim.Grid.InventoryServer
{
public class GridInventoryService : InventoryServiceBase
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public override void RequestInventoryForUser(LLUUID userID, InventoryFolderInfo folderCallBack,
InventoryItemInfo itemCallBack)
{
}
///
/// Get a user's inventory.
///
///
///
///
/// true if the inventory was retrieved, false otherwise
private bool GetUsersInventory(LLUUID userID, out List folderList,
out List itemsList)
{
List allFolders = GetInventorySkeleton(userID);
List allItems = new List();
foreach (InventoryFolderBase folder in allFolders)
{
List items = RequestFolderItems(folder.ID);
if (items != null)
{
allItems.InsertRange(0, items);
}
}
folderList = allFolders;
itemsList = allItems;
if (folderList != null)
{
return true;
}
else
{
return false;
}
}
private List GetAllFolders(LLUUID folder)
{
List allFolders = new List();
List folders = RequestSubFolders(folder);
if (folders != null)
{
allFolders.InsertRange(0, folders);
foreach (InventoryFolderBase subfolder in folders)
{
List subFolders = GetAllFolders(subfolder.ID);
if (subFolders != null)
{
allFolders.InsertRange(0, subFolders);
}
}
}
return allFolders;
}
///
/// Return a user's entire inventory
///
///
/// The user's inventory. If an inventory cannot be found then an empty collection is returned.
public InventoryCollection GetUserInventory(Guid rawUserID)
{
// uncomment me to simulate an overloaded inventory server
//Thread.Sleep(40000);
LLUUID userID = new LLUUID(rawUserID);
m_log.InfoFormat("[AGENT INVENTORY]: Processing request for inventory of {0}", userID);
InventoryCollection invCollection = new InventoryCollection();
List allFolders = GetInventorySkeleton(userID);
if (null == allFolders)
{
m_log.WarnFormat("[AGENT INVENTORY]: No inventory found for user {0}", rawUserID);
return invCollection;
}
List allItems = new List();
foreach (InventoryFolderBase folder in allFolders)
{
List items = RequestFolderItems(folder.ID);
if (items != null)
{
allItems.InsertRange(0, items);
}
}
invCollection.AllItems = allItems;
invCollection.Folders = allFolders;
invCollection.UserID = userID;
// foreach (InventoryFolderBase folder in folders)
// {
// m_log.DebugFormat(
// "[AGENT INVENTORY]: Sending back folder {0}, {1}",
// folder.name, folder.folderID);
// }
//
// foreach (InventoryItemBase item in allItems)
// {
// m_log.DebugFormat(
// "[AGENT INVENTORY]: Sending back item {0}, {1}, folder {2}",
// item.inventoryName, item.inventoryID, item.parentFolderID);
// }
return invCollection;
}
///
/// Guid to UUID wrapper for same name IInventoryServices method
///
///
///
public List GetInventorySkeleton(Guid rawUserID)
{
LLUUID userID = new LLUUID(rawUserID);
return GetInventorySkeleton(userID);
}
///
/// Create an inventory for the given user.
///
///
///
public bool CreateUsersInventory(Guid rawUserID)
{
LLUUID userID = new LLUUID(rawUserID);
m_log.Info(
"[AGENT INVENTORY]: Creating new set of inventory folders for " + userID.ToString());
CreateNewUserInventory(userID);
return true;
}
public override void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder)
{
AddFolder(folder);
}
public override void MoveExistingInventoryFolder(InventoryFolderBase folder)
{
MoveFolder(folder);
}
public override void AddNewInventoryItem(LLUUID userID, InventoryItemBase item)
{
AddItem(item);
}
public bool AddInventoryFolder(InventoryFolderBase folder)
{
// Right now, this actions act more like an update/insert combination than a simple create.
m_log.Info(
"[AGENT INVENTORY]: " +
"Updating in " + folder.ParentID.ToString()
+ ", folder " + folder.Name);
AddNewInventoryFolder(folder.Owner, folder);
return true;
}
public bool MoveInventoryFolder(InventoryFolderBase folder)
{
m_log.Info(
"[AGENT INVENTORY]: " +
"Moving folder " + folder.ID
+ " to " + folder.ParentID.ToString());
MoveExistingInventoryFolder(folder);
return true;
}
public bool AddInventoryItem(InventoryItemBase item)
{
// Right now, this actions act more like an update/insert combination than a simple create.
m_log.Info(
"[AGENT INVENTORY]: " +
"Updating in " + item.Folder.ToString()
+ ", item " + item.Name);
AddNewInventoryItem(item.Owner, item);
return true;
}
public override void DeleteInventoryItem(LLUUID userID, InventoryItemBase item)
{
// extra spaces to align with other inventory messages
m_log.Info(
"[AGENT INVENTORY]: " +
"Deleting in " + item.Folder.ToString()
+ ", item " + item.Name);
DeleteItem(item);
}
public bool DeleteInvItem(InventoryItemBase item)
{
DeleteInventoryItem(item.Owner, item);
return true;
}
}
}