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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;
using System.Collections.Generic;
using System.Reflection;
using libsecondlife;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
namespace OpenSim.Grid.InventoryServer
{
/// <summary>
/// Used on a grid server to satisfy external inventory requests
/// </summary>
public class GridInventoryService : InventoryServiceBase
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public override void RequestInventoryForUser(LLUUID userID, InventoryReceiptCallback callback)
{
}
/// <summary>
/// Get a user's inventory.
/// </summary>
/// <param name="userID"></param>
/// <param name="folderList"></param>
/// <param name="itemsList"></param>
/// <returns>true if the inventory was retrieved, false otherwise</returns>
private bool GetUsersInventory(LLUUID userID, out List<InventoryFolderBase> folderList,
out List<InventoryItemBase> itemsList)
{
List<InventoryFolderBase> allFolders = GetInventorySkeleton(userID);
List<InventoryItemBase> allItems = new List<InventoryItemBase>();
foreach (InventoryFolderBase folder in allFolders)
{
List<InventoryItemBase> 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<InventoryFolderBase> GetAllFolders(LLUUID folder)
{
List<InventoryFolderBase> allFolders = new List<InventoryFolderBase>();
List<InventoryFolderBase> folders = RequestSubFolders(folder);
if (folders != null)
{
allFolders.InsertRange(0, folders);
foreach (InventoryFolderBase subfolder in folders)
{
List<InventoryFolderBase> subFolders = GetAllFolders(subfolder.ID);
if (subFolders != null)
{
allFolders.InsertRange(0, subFolders);
}
}
}
return allFolders;
}
/// <summary>
/// Return a user's entire inventory
/// </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(Guid rawUserID)
{
// uncomment me to simulate an overloaded inventory server
//Thread.Sleep(25000);
LLUUID userID = new LLUUID(rawUserID);
m_log.InfoFormat("[GRID AGENT INVENTORY]: Processing request for inventory of {0}", userID);
InventoryCollection invCollection = new InventoryCollection();
List<InventoryFolderBase> allFolders = GetInventorySkeleton(userID);
if (null == allFolders)
{
m_log.WarnFormat("[GRID AGENT INVENTORY]: No inventory found for user {0}", rawUserID);
return invCollection;
}
List<InventoryItemBase> allItems = new List<InventoryItemBase>();
foreach (InventoryFolderBase folder in allFolders)
{
List<InventoryItemBase> items = RequestFolderItems(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 AGENT INVENTORY]: Sending back folder {0} {1}", folder.Name, folder.ID);
// }
//
// foreach (InventoryItemBase item in invCollection.Items)
// {
// m_log.DebugFormat("[GRID AGENT INVENTORY]: Sending back item {0} {1}, folder {2}", item.Name, item.ID, item.Folder);
// }
m_log.InfoFormat(
"[GRID AGENT INVENTORY]: Sending back inventory response to user {0} containing {1} folders and {2} items",
invCollection.UserID, invCollection.Folders.Count, invCollection.Items.Count);
return invCollection;
}
/// <summary>
/// Guid to UUID wrapper for same name IInventoryServices method
/// </summary>
/// <param name="rawUserID"></param>
/// <returns></returns>
public List<InventoryFolderBase> GetInventorySkeleton(Guid rawUserID)
{
LLUUID userID = new LLUUID(rawUserID);
return GetInventorySkeleton(userID);
}
/// <summary>
/// Create an inventory for the given user.
/// </summary>
/// <param name="rawUserID"></param>
/// <returns></returns>
public bool CreateUsersInventory(Guid rawUserID)
{
LLUUID userID = new LLUUID(rawUserID);
m_log.InfoFormat("[GRID AGENT INVENTORY]: Creating new set of inventory folders for user {0}", userID);
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.InfoFormat("[GRID AGENT INVENTORY]: Creating folder {0} {1} in folder {2}", folder.Name, folder.ID, folder.ParentID);
AddNewInventoryFolder(folder.Owner, folder);
return true;
}
public bool MoveInventoryFolder(InventoryFolderBase folder)
{
m_log.InfoFormat("[GRID AGENT INVENTORY]: Moving folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
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.InfoFormat("[GRID AGENT INVENTORY]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder);
AddNewInventoryItem(item.Owner, item);
return true;
}
public override void DeleteInventoryItem(LLUUID userID, InventoryItemBase item)
{
m_log.InfoFormat("[GRID AGENT INVENTORY]: Deleting item {0} {1} from folder {2}", item.Name, item.ID, item.Folder);
DeleteItem(item);
}
/// <summary>
/// FIXME: Get DeleteInventoryItem to return a bool
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool DeleteInvItem(InventoryItemBase item)
{
DeleteInventoryItem(item.Owner, item);
return true;
}
}
}
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