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-rw-r--r--OpenSim/Framework/Communications/Cache/LibraryRootFolder.cs200
-rw-r--r--OpenSim/Framework/Communications/LoginService.cs1
-rw-r--r--OpenSim/Framework/Util.cs7
-rw-r--r--bin/assets/AssetSets.xml11
-rw-r--r--bin/inventory/Libraries.xml17
-rw-r--r--bin/inventory/README.txt27
6 files changed, 164 insertions, 99 deletions
diff --git a/OpenSim/Framework/Communications/Cache/LibraryRootFolder.cs b/OpenSim/Framework/Communications/Cache/LibraryRootFolder.cs
index cb122df..38cffeb 100644
--- a/OpenSim/Framework/Communications/Cache/LibraryRootFolder.cs
+++ b/OpenSim/Framework/Communications/Cache/LibraryRootFolder.cs
@@ -64,35 +64,9 @@ namespace OpenSim.Framework.Communications.Cache
64 64
65 libraryFolders.Add(folderID, this); 65 libraryFolders.Add(folderID, this);
66 66
67 string foldersPath = Path.Combine(Util.configDir(), "inventory/OpenSimLibrary/OpenSimLibraryFolders.xml"); 67 LoadLibraries(Path.Combine(Util.inventoryDir(), "Libraries.xml"));
68 if (File.Exists(foldersPath))
69 {
70 try
71 {
72 XmlConfigSource source = new XmlConfigSource(foldersPath);
73 ReadFoldersFromFile(source);
74 }
75 catch (XmlException e)
76 {
77 MainLog.Instance.Error("AGENTINVENTORY", "Error loading " + foldersPath + ": " + e.ToString());
78 }
79 }
80 68
81 CreateLibraryItems(); 69 CreateLibraryItems();
82
83 string itemsPath = Path.Combine(Util.configDir(), "inventory/OpenSimLibrary/OpenSimLibrary.xml");
84 if (File.Exists(itemsPath))
85 {
86 try
87 {
88 XmlConfigSource source = new XmlConfigSource(itemsPath);
89 ReadItemsFromFile(source);
90 }
91 catch (XmlException e)
92 {
93 MainLog.Instance.Error("AGENTINVENTORY", "Error loading " + itemsPath + ": " + e.ToString());
94 }
95 }
96 } 70 }
97 71
98 /// <summary> 72 /// <summary>
@@ -155,84 +129,140 @@ namespace OpenSim.Framework.Communications.Cache
155 } 129 }
156 130
157 /// <summary> 131 /// <summary>
158 /// Read library inventory folders from an external source 132 /// Use the asset set information at path to load assets
133 /// </summary>
134 /// <param name="path"></param>
135 /// <param name="assets"></param>
136 protected void LoadLibraries(string librariesControlPath)
137 {
138 MainLog.Instance.Verbose(
139 "LIBRARYINVENTORY", "Loading libraries control file {0}", librariesControlPath);
140
141 LoadFromFile(librariesControlPath, "Libraries control", ReadLibraryFromConfig);
142 }
143
144 /// <summary>
145 /// Read a library set from config
146 /// </summary>
147 /// <param name="config"></param>
148 protected void ReadLibraryFromConfig(IConfig config)
149 {
150 string foldersPath
151 = Path.Combine(
152 Util.inventoryDir(), config.GetString("foldersFile", ""));
153
154 LoadFromFile(foldersPath, "Library folders", ReadFolderFromConfig);
155
156 string itemsPath
157 = Path.Combine(
158 Util.inventoryDir(), config.GetString("itemsFile", ""));
159
160 LoadFromFile(itemsPath, "Library items", ReadItemFromConfig);
161 }
162
163 /// <summary>
164 /// Read a library inventory folder from a loaded configuration
159 /// </summary> 165 /// </summary>
160 /// <param name="source"></param> 166 /// <param name="source"></param>
161 private void ReadFoldersFromFile(IConfigSource source) 167 private void ReadFolderFromConfig(IConfig config)
162 { 168 {
163 for (int i = 0; i < source.Configs.Count; i++) 169 InventoryFolderImpl folderInfo = new InventoryFolderImpl();
164 { 170
165 IConfig config = source.Configs[i]; 171 folderInfo.folderID = new LLUUID(config.GetString("folderID", folderID.ToString()));
166 172 folderInfo.name = config.GetString("name", "unknown");
167 InventoryFolderImpl folderInfo = new InventoryFolderImpl(); 173 folderInfo.parentID = new LLUUID(config.GetString("parentFolderID", folderID.ToString()));
168 174 folderInfo.type = (short)config.GetInt("type", 8);
169 folderInfo.folderID = new LLUUID(config.GetString("folderID", folderID.ToString())); 175
170 folderInfo.name = config.GetString("name", "unknown"); 176 folderInfo.agentID = libOwner;
171 folderInfo.parentID = new LLUUID(config.GetString("parentFolderID", folderID.ToString())); 177 folderInfo.version = 1;
172 folderInfo.type = (short)config.GetInt("type", 8); 178
179 if (libraryFolders.ContainsKey(folderInfo.parentID))
180 {
181 InventoryFolderImpl parentFolder = libraryFolders[folderInfo.parentID];
173 182
174 folderInfo.agentID = libOwner; 183 libraryFolders.Add(folderInfo.folderID, folderInfo);
175 folderInfo.version = 1; 184 parentFolder.SubFolders.Add(folderInfo.folderID, folderInfo);
176 185
177 if (libraryFolders.ContainsKey(folderInfo.parentID))
178 {
179 InventoryFolderImpl parentFolder = libraryFolders[folderInfo.parentID];
180
181 libraryFolders.Add(folderInfo.folderID, folderInfo);
182 parentFolder.SubFolders.Add(folderInfo.folderID, folderInfo);
183
184// MainLog.Instance.Verbose( 186// MainLog.Instance.Verbose(
185// "LIBRARYINVENTORY", "Adding folder {0} ({1})", folderInfo.name, folderInfo.folderID); 187// "LIBRARYINVENTORY", "Adding folder {0} ({1})", folderInfo.name, folderInfo.folderID);
186 } 188 }
187 else 189 else
188 { 190 {
189 MainLog.Instance.Warn( 191 MainLog.Instance.Warn(
190 "LIBRARYINVENTORY", 192 "LIBRARYINVENTORY",
191 "Couldn't add folder {0} ({1}) since parent folder with ID {2} does not exist!", 193 "Couldn't add folder {0} ({1}) since parent folder with ID {2} does not exist!",
192 folderInfo.name, folderInfo.folderID, folderInfo.parentID); 194 folderInfo.name, folderInfo.folderID, folderInfo.parentID);
193 }
194 } 195 }
195 } 196 }
196 197
197 /// <summary> 198 /// <summary>
198 /// Read library inventory items metadata from an external source 199 /// Read a library inventory item metadata from a loaded configuration
199 /// </summary> 200 /// </summary>
200 /// <param name="source"></param> 201 /// <param name="source"></param>
201 private void ReadItemsFromFile(IConfigSource source) 202 private void ReadItemFromConfig(IConfig config)
202 { 203 {
203 for (int i = 0; i < source.Configs.Count; i++) 204 InventoryItemBase item = new InventoryItemBase();
205 item.avatarID = libOwner;
206 item.creatorsID = libOwner;
207 item.inventoryID = new LLUUID(config.GetString("inventoryID", folderID.ToString()));
208 item.assetID = new LLUUID(config.GetString("assetID", LLUUID.Random().ToString()));
209 item.parentFolderID = new LLUUID(config.GetString("folderID", folderID.ToString()));
210 item.inventoryDescription = config.GetString("description", "");
211 item.inventoryName = config.GetString("name", "");
212 item.assetType = config.GetInt("assetType", 0);
213 item.invType = config.GetInt("inventoryType", 0);
214 item.inventoryCurrentPermissions = (uint)config.GetLong("currentPermissions", 0x7FFFFFFF);
215 item.inventoryNextPermissions = (uint)config.GetLong("nextPermissions", 0x7FFFFFFF);
216 item.inventoryEveryOnePermissions = (uint)config.GetLong("everyonePermissions", 0x7FFFFFFF);
217 item.inventoryBasePermissions = (uint)config.GetLong("basePermissions", 0x7FFFFFFF);
218
219 if (libraryFolders.ContainsKey(item.parentFolderID))
204 { 220 {
205 InventoryItemBase item = new InventoryItemBase(); 221 InventoryFolderImpl parentFolder = libraryFolders[item.parentFolderID];
206 item.avatarID = libOwner;
207 item.creatorsID = libOwner;
208 item.inventoryID =
209 new LLUUID(source.Configs[i].GetString("inventoryID", folderID.ToString()));
210 item.assetID = new LLUUID(source.Configs[i].GetString("assetID", LLUUID.Random().ToString()));
211 item.parentFolderID
212 = new LLUUID(source.Configs[i].GetString("folderID", folderID.ToString()));
213 item.inventoryDescription = source.Configs[i].GetString("description", "");
214 item.inventoryName = source.Configs[i].GetString("name", "");
215 item.assetType = source.Configs[i].GetInt("assetType", 0);
216 item.invType = source.Configs[i].GetInt("inventoryType", 0);
217 item.inventoryCurrentPermissions = (uint) source.Configs[i].GetLong("currentPermissions", 0x7FFFFFFF);
218 item.inventoryNextPermissions = (uint) source.Configs[i].GetLong("nextPermissions", 0x7FFFFFFF);
219 item.inventoryEveryOnePermissions = (uint) source.Configs[i].GetLong("everyonePermissions", 0x7FFFFFFF);
220 item.inventoryBasePermissions = (uint) source.Configs[i].GetLong("basePermissions", 0x7FFFFFFF);
221 222
222 if (libraryFolders.ContainsKey(item.parentFolderID)) 223 parentFolder.Items.Add(item.inventoryID, item);
224 }
225 else
226 {
227 MainLog.Instance.Warn(
228 "LIBRARYINVENTORY",
229 "Couldn't add item {0} ({1}) since parent folder with ID {2} does not exist!",
230 item.inventoryName, item.inventoryID, item.parentFolderID);
231 }
232 }
233
234 private delegate void ConfigAction(IConfig config);
235
236 /// <summary>
237 /// Load the given configuration at a path and perform an action on each Config contained within it
238 /// </summary>
239 /// <param name="path"></param>
240 /// <param name="fileDescription"></param>
241 /// <param name="action"></param>
242 private void LoadFromFile(string path, string fileDescription, ConfigAction action)
243 {
244 if (File.Exists(path))
245 {
246 try
223 { 247 {
224 InventoryFolderImpl parentFolder = libraryFolders[item.parentFolderID]; 248 XmlConfigSource source = new XmlConfigSource(path);
225 249
226 parentFolder.Items.Add(item.inventoryID, item); 250 for (int i = 0; i < source.Configs.Count; i++)
251 {
252 action(source.Configs[i]);
253 }
227 } 254 }
228 else 255 catch (XmlException e)
229 { 256 {
230 MainLog.Instance.Warn( 257 MainLog.Instance.Error(
231 "LIBRARYINVENTORY", 258 "LIBRARYINVENTORY", "Error loading {0} : {1}", path, e);
232 "Couldn't add item {0} ({1}) since parent folder with ID {2} does not exist!",
233 item.inventoryName, item.inventoryID, item.parentFolderID);
234 } 259 }
235 } 260 }
261 else
262 {
263 MainLog.Instance.Error(
264 "LIBRARYINVENTORY", "{0} file {1} does not exist!", fileDescription, path);
265 }
236 } 266 }
237 267
238 /// <summary> 268 /// <summary>
diff --git a/OpenSim/Framework/Communications/LoginService.cs b/OpenSim/Framework/Communications/LoginService.cs
index afc6c9a..0531d6a 100644
--- a/OpenSim/Framework/Communications/LoginService.cs
+++ b/OpenSim/Framework/Communications/LoginService.cs
@@ -280,6 +280,7 @@ namespace OpenSim.Framework.UserManagement
280 } 280 }
281 return buddylistreturn; 281 return buddylistreturn;
282 } 282 }
283
283 /// <summary> 284 /// <summary>
284 /// Converts the inventory library skeleton into the form required by the rpc request. 285 /// Converts the inventory library skeleton into the form required by the rpc request.
285 /// </summary> 286 /// </summary>
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs
index c742cf3..0f41380 100644
--- a/OpenSim/Framework/Util.cs
+++ b/OpenSim/Framework/Util.cs
@@ -321,7 +321,12 @@ namespace OpenSim.Framework
321 321
322 public static string assetsDir() 322 public static string assetsDir()
323 { 323 {
324 return "assets"; 324 return Path.Combine(configDir(), "assets");
325 }
326
327 public static string inventoryDir()
328 {
329 return Path.Combine(configDir(), "inventory");
325 } 330 }
326 331
327 public static string configDir() 332 public static string configDir()
diff --git a/bin/assets/AssetSets.xml b/bin/assets/AssetSets.xml
index b827e59..c94cd59 100644
--- a/bin/assets/AssetSets.xml
+++ b/bin/assets/AssetSets.xml
@@ -1,13 +1,18 @@
1<Nini> 1<Nini>
2 <!-- You probably don't want to remove the OpenSim asset set 2 <!-- You probably don't want to remove the OpenSim asset set
3 since it contains various default assets which are currently hardcoded --> 3 since it contains various default assets which are currently hardcoded
4 However, you can remove the corresponding inventory library in bin/inventory if you wish
5 -->
6
4 <Section Name="OpenSim Asset Set"> 7 <Section Name="OpenSim Asset Set">
5 <Key Name="file" Value="OpenSimAssetSet/OpenSimAssetSet.xml"/> 8 <Key Name="file" Value="OpenSimAssetSet/OpenSimAssetSet.xml"/>
6 </Section> 9 </Section>
10
7 <!-- New asset sets can be added as shown below --> 11 <!-- New asset sets can be added as shown below -->
8 <!-- 12
13<!--
9 <Section Name="My Asset Set"> 14 <Section Name="My Asset Set">
10 <Key Name="file" Value="MyAssetSet/MyAssetSet.xml"/> 15 <Key Name="file" Value="MyAssetSet/MyAssetSet.xml"/>
11 </Section> 16 </Section>
12 --> 17-->
13</Nini> 18</Nini>
diff --git a/bin/inventory/Libraries.xml b/bin/inventory/Libraries.xml
new file mode 100644
index 0000000..09270b5
--- /dev/null
+++ b/bin/inventory/Libraries.xml
@@ -0,0 +1,17 @@
1<Nini>
2 <Section Name="OpenSim Standard Library">
3 <Key Name="foldersFile" Value="OpenSimLibrary/OpenSimLibraryFolders.xml"/>
4 <Key Name="itemsFile" Value="OpenSimLibrary/OpenSimLibrary.xml"/>
5 </Section>
6 <!-- Additional libraries can be added as shown below. These folders and items can appear underneath
7 the hardcoded root library folder ("OpenSim Library")
8
9 You can also add folders and items to the folders of libraries defined earlier on in this file -->
10
11<!--
12 <Section Name="My Site Library">
13 <Key Name="foldersFile" Value="MySiteLibrary/MySiteLibraryFolders.xml"/>
14 <Key Name="itemsFile" Value="MySiteLibrary/MySiteLibraryItems.xml"/>
15 </Section>
16-->
17</Nini>
diff --git a/bin/inventory/README.txt b/bin/inventory/README.txt
index f32f1aa..ecd81d1 100644
--- a/bin/inventory/README.txt
+++ b/bin/inventory/README.txt
@@ -1,14 +1,21 @@
1README 1README
2 2
3The standard common inventory library is configured here. You can add new inventory 3Folders and items which will appear in the standard common library for all
4folders to the standard library by editing OpenSimLibary/OpenSimLibraryFolders.xml 4avatars can be configured here. The root folder (currently called OpenSim
5You can also add new inventory items to OpenSimLibrary/OpenSimLibrary.xml, 5Library) is hardcoded, but you can add your own configuration of folders and
6as long as they have a corresponding asset entry in bin/OpenSimAssetSet.xml. 6items directly beneath this, in addition to (or instead of) the contents of the
7 7default OpenSim library.
8The same set of folders and items must be present in the configuration of both 8
9the grid servers and all the regions. The reasons for this are historical - 9To add a new library, edit Libraries.xml. The entry in here needs to point to
10this restriction will probably be lifted in the future, at which point the 10two further xml files, one which details your library inventory folders and another
11inventory items and folders will only need to be configured on the grid inventory 11which details your library inventory items. Each inventory item will need to be
12server (assuming you are running in grid mode rather than standalone) 12associated with an asset. Assets are configured separately in the bin/assets
13directory.
14
15If you are running in grid mode, any library you add must be present in both
16your grid servers installation and in
17every region installation, otherwise library items will fail in the regions
18where the inventory configuration is not present. The reasons for this are historical
19and will probably be lifted in a future revision.
13 20
14Files in the attic directory are currently unused. 21Files in the attic directory are currently unused.