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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.Data;
using OpenSim.Framework;
namespace OpenSim.Services.InventoryService
{
public class HGInventoryService : XInventoryService, IInventoryService
{
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
protected IXInventoryData m_Database;
public HGInventoryService(IConfigSource config)
: base(config)
{
string dllName = String.Empty;
string connString = String.Empty;
//string realm = "Inventory"; // OSG version doesn't use this
//
// Try reading the [DatabaseService] section, if it exists
//
IConfig dbConfig = config.Configs["DatabaseService"];
if (dbConfig != null)
{
if (dllName == String.Empty)
dllName = dbConfig.GetString("StorageProvider", String.Empty);
if (connString == String.Empty)
connString = dbConfig.GetString("ConnectionString", String.Empty);
}
//
// Try reading the [InventoryService] section, if it exists
//
IConfig authConfig = config.Configs["InventoryService"];
if (authConfig != null)
{
dllName = authConfig.GetString("StorageProvider", dllName);
connString = authConfig.GetString("ConnectionString", connString);
// realm = authConfig.GetString("Realm", realm);
}
//
// We tried, but this doesn't exist. We can't proceed.
//
if (dllName == String.Empty)
throw new Exception("No StorageProvider configured");
m_Database = LoadPlugin<IXInventoryData>(dllName,
new Object[] {connString, String.Empty});
if (m_Database == null)
throw new Exception("Could not find a storage interface in the given module");
m_log.Debug("[HG INVENTORY SERVVICE]: 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)
{
// Warp! Root folder for travelers
XInventoryFolder[] folders = m_Database.GetFolders(
new string[] { "agentID", "folderName"},
new string[] { principalID.ToString(), "Suitcase" });
if (folders.Length > 0)
return ConvertToOpenSim(folders[0]);
// make one
XInventoryFolder suitcase = CreateFolder(principalID, UUID.Zero, (int)AssetType.Folder, "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, AssetType type)
{
return GetRootFolder(principalID);
}
//
// Use the inherited methods
//
//public InventoryCollection GetFolderContent(UUID principalID, UUID folderID)
//{
//}
//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 InventoryItemBase GetItem(InventoryItemBase item)
//{
//}
//public InventoryFolderBase GetFolder(InventoryFolderBase folder)
//{
//}
//public List<InventoryItemBase> GetActiveGestures(UUID principalID)
//{
//}
//public int GetAssetPermissions(UUID principalID, UUID assetID)
//{
//}
}
}
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