From 1ad237a8a757a0e6074278aff76805d01abf0c0b Mon Sep 17 00:00:00 2001 From: diva Date: Sun, 7 Jun 2009 19:00:55 +0000 Subject: First draft of inventory service connectors, and service implementation. No handlers yet, this is just the OUT part for now. It's not active and nothing in the simulator uses this yet. Just checking it in to start sharing with others. There are a couple of interesting software design points that could use other devs opinions. Hopefully I added all needed files. --- .../InventoryService/HGInventoryService.cs | 178 +++++++ .../Services/InventoryService/InventoryService.cs | 544 +++++++++++++++++++++ .../InventoryService/InventoryServiceBase.cs | 98 ++++ 3 files changed, 820 insertions(+) create mode 100644 OpenSim/Services/InventoryService/HGInventoryService.cs create mode 100644 OpenSim/Services/InventoryService/InventoryService.cs create mode 100644 OpenSim/Services/InventoryService/InventoryServiceBase.cs (limited to 'OpenSim/Services/InventoryService') diff --git a/OpenSim/Services/InventoryService/HGInventoryService.cs b/OpenSim/Services/InventoryService/HGInventoryService.cs new file mode 100644 index 0000000..e5e40c6 --- /dev/null +++ b/OpenSim/Services/InventoryService/HGInventoryService.cs @@ -0,0 +1,178 @@ +/* + * 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 log4net; +using Nini.Config; +using System; +using System.Collections.Generic; +using System.Reflection; +using OpenSim.Framework; +using OpenSim.Services.Interfaces; +using OpenSim.Services.Connectors; +using OpenMetaverse; + +namespace OpenSim.Services.InventoryService +{ + public class HGInventoryService : ISessionAuthInventoryService + { + private static readonly ILog m_log = + LogManager.GetLogger( + MethodBase.GetCurrentMethod().DeclaringType); + + private Dictionary m_connectors = new Dictionary(); + + public HGInventoryService(IConfigSource source) + { + IConfig moduleConfig = source.Configs["Modules"]; + if (moduleConfig != null) + { + + IConfig assetConfig = source.Configs["InventoryService"]; + if (assetConfig == null) + { + m_log.Error("[HG INVENTORY SERVICE]: InventoryService missing from OpenSim.ini"); + return; + } + + m_log.Info("[HG INVENTORY SERVICE]: HG inventory service enabled"); + } + } + + private bool StringToUrlAndUserID(string id, out string url, out string userID) + { + url = String.Empty; + userID = String.Empty; + + Uri assetUri; + + if (Uri.TryCreate(id, UriKind.Absolute, out assetUri) && + assetUri.Scheme == Uri.UriSchemeHttp) + { + url = "http://" + assetUri.Authority; + userID = assetUri.LocalPath.Trim(new char[] { '/' }); + return true; + } + + return false; + } + private ISessionAuthInventoryService GetConnector(string url) + { + InventoryServicesConnector connector = null; + lock (m_connectors) + { + if (m_connectors.ContainsKey(url)) + { + connector = m_connectors[url]; + } + else + { + // We're instantiating this class explicitly, but this won't + // work in general, because the remote grid may be running + // an inventory server that has a different protocol. + // Eventually we will want a piece of protocol asking + // the remote server about its kind. Definitely cool thing to do! + connector = new InventoryServicesConnector(url); + m_connectors.Add(url, connector); + } + } + return connector; + } + + public string Host + { + get { return string.Empty; } + } + + public void GetUserInventory(string id, UUID sessionID, InventoryReceiptCallback callback) + { + string url = string.Empty; + string userID = string.Empty; + + if (StringToUrlAndUserID(id, out url, out userID)) + { + ISessionAuthInventoryService connector = GetConnector(url); + connector.GetUserInventory(userID, sessionID, callback); + } + + } + + public bool AddFolder(string userID, InventoryFolderBase folder, UUID sessionID) + { + // TODO + return false; + } + + public bool UpdateFolder(string userID, InventoryFolderBase folder, UUID sessionID) + { + // TODO + return false; + } + + public bool MoveFolder(string userID, InventoryFolderBase folder, UUID sessionID) + { + // TODO + return false; + } + + public bool PurgeFolder(string userID, InventoryFolderBase folder, UUID sessionID) + { + // TODO + return false; + } + + public bool AddItem(string userID, InventoryItemBase item, UUID sessionID) + { + // TODO + return false; + } + + public bool UpdateItem(string userID, InventoryItemBase item, UUID sessionID) + { + // TODO + return false; + } + + public bool DeleteItem(string userID, InventoryItemBase item, UUID sessionID) + { + // TODO + return false; + } + + public InventoryItemBase QueryItem(string userID, InventoryItemBase item, UUID sessionID) + { + // TODO + return null; + } + + public InventoryFolderBase QueryFolder(string userID, InventoryFolderBase folder, UUID sessionID) + { + // TODO + return null; + } + + } +} diff --git a/OpenSim/Services/InventoryService/InventoryService.cs b/OpenSim/Services/InventoryService/InventoryService.cs new file mode 100644 index 0000000..b4e2549 --- /dev/null +++ b/OpenSim/Services/InventoryService/InventoryService.cs @@ -0,0 +1,544 @@ +/* + * 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 +{ + /// + /// The Inventory service reference implementation + /// + public class InventoryService : InventoryServiceBase, IInventoryService + { + private static readonly ILog m_log + = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + public InventoryService(IConfigSource config) : base(config) + { + } + + #region IInventoryServices methods + + public string Host + { + get { return "default"; } + } + + public List GetInventorySkeleton(UUID userId) + { +// m_log.DebugFormat("[AGENT INVENTORY]: Getting inventory skeleton for {0}", userId); + + InventoryFolderBase rootFolder = RequestRootFolder(userId); + + // Agent has no inventory structure yet. + if (null == rootFolder) + { + return null; + } + + List userFolders = new List(); + + userFolders.Add(rootFolder); + + foreach (IInventoryDataPlugin plugin in m_plugins) + { + IList folders = plugin.getFolderHierarchy(rootFolder.ID); + userFolders.AddRange(folders); + } + +// foreach (InventoryFolderBase folder in userFolders) +// { +// m_log.DebugFormat("[AGENT INVENTORY]: Got folder {0} {1}", folder.name, folder.folderID); +// } + + return userFolders; + } + + // See IInventoryServices + 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 list of plugins. + foreach (IInventoryDataPlugin plugin in m_plugins) + { + InventoryFolderBase rootFolder = plugin.getUserRootFolder(userID); + if (rootFolder != null) + return rootFolder; + } + + // Return nothing if no plugin was able to supply a root folder + return null; + } + + // See IInventoryServices + public bool CreateNewUserInventory(UUID user) + { + InventoryFolderBase existingRootFolder = RequestRootFolder(user); + + if (null != existingRootFolder) + { + m_log.WarnFormat( + "[AGENT INVENTORY]: 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 + public void GetUserInventory(UUID userID, InventoryReceiptCallback callback) + { + m_log.InfoFormat("[LOCAL INVENTORY SERVICE]: Requesting inventory for user {0}", userID); + + List folders = new List(); + List items = new List(); + + List 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(RequestFolderItems(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(RequestFolderItems(folder.ID)); + } + } + } + + m_log.InfoFormat( + "[LOCAL INVENTORY SERVICE]: Received inventory response for user {0} containing {1} folders and {2} items", + userID, folders.Count, items.Count); + } + else + { + m_log.WarnFormat("[LOCAL INVENTORY SERVICE]: User {0} inventory not available", userID); + } + + callback(folders, items); + } + + public List GetActiveGestures(UUID userId) + { + List activeGestures = new List(); + foreach (IInventoryDataPlugin plugin in m_plugins) + { + activeGestures.AddRange(plugin.fetchActiveGestures(userId)); + } + + return activeGestures; + } + + #endregion + + #region Methods used by GridInventoryService + + public List RequestSubFolders(UUID parentFolderID) + { + List inventoryList = new List(); + + foreach (IInventoryDataPlugin plugin in m_plugins) + { + inventoryList.AddRange(plugin.getInventoryFolders(parentFolderID)); + } + + return inventoryList; + } + + public List RequestFolderItems(UUID folderID) + { + List itemsList = new List(); + + foreach (IInventoryDataPlugin plugin in m_plugins) + { + itemsList.AddRange(plugin.getInventoryInFolder(folderID)); + } + + return itemsList; + } + + #endregion + + // See IInventoryServices + public virtual bool AddFolder(InventoryFolderBase folder) + { + m_log.DebugFormat( + "[AGENT INVENTORY]: Adding folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID); + + foreach (IInventoryDataPlugin plugin in m_plugins) + { + plugin.addInventoryFolder(folder); + } + + // FIXME: Should return false on failure + return true; + } + + // See IInventoryServices + public virtual bool UpdateFolder(InventoryFolderBase folder) + { + m_log.DebugFormat( + "[AGENT INVENTORY]: Updating folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID); + + foreach (IInventoryDataPlugin plugin in m_plugins) + { + plugin.updateInventoryFolder(folder); + } + + // FIXME: Should return false on failure + return true; + } + + // See IInventoryServices + public virtual bool MoveFolder(InventoryFolderBase folder) + { + m_log.DebugFormat( + "[AGENT INVENTORY]: Moving folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID); + + foreach (IInventoryDataPlugin plugin in m_plugins) + { + plugin.moveInventoryFolder(folder); + } + + // FIXME: Should return false on failure + return true; + } + + // See IInventoryServices + public virtual bool AddItem(InventoryItemBase item) + { + m_log.DebugFormat( + "[AGENT INVENTORY]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder); + + foreach (IInventoryDataPlugin plugin in m_plugins) + { + plugin.addInventoryItem(item); + } + + // FIXME: Should return false on failure + return true; + } + + // See IInventoryServices + public virtual bool UpdateItem(InventoryItemBase item) + { + m_log.InfoFormat( + "[AGENT INVENTORY]: Updating item {0} {1} in folder {2}", item.Name, item.ID, item.Folder); + + foreach (IInventoryDataPlugin plugin in m_plugins) + { + plugin.updateInventoryItem(item); + } + + // FIXME: Should return false on failure + return true; + } + + // See IInventoryServices + public virtual bool DeleteItem(InventoryItemBase item) + { + m_log.InfoFormat( + "[AGENT INVENTORY]: Deleting item {0} {1} from folder {2}", item.Name, item.ID, item.Folder); + + foreach (IInventoryDataPlugin plugin in m_plugins) + { + plugin.deleteInventoryItem(item.ID); + } + + // FIXME: Should return false on failure + return true; + } + + public virtual InventoryItemBase QueryItem(InventoryItemBase item) + { + foreach (IInventoryDataPlugin plugin in m_plugins) + { + InventoryItemBase result = plugin.queryInventoryItem(item.ID); + if (result != null) + return result; + } + + return null; + } + + public virtual InventoryFolderBase QueryFolder(InventoryFolderBase item) + { + foreach (IInventoryDataPlugin plugin in m_plugins) + { + InventoryFolderBase result = plugin.queryInventoryFolder(item.ID); + if (result != null) + return result; + } + + return null; + } + + /// + /// 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. + /// + /// + public virtual bool PurgeFolder(InventoryFolderBase folder) + { + m_log.DebugFormat( + "[AGENT INVENTORY]: Purging folder {0} {1} of its contents", folder.Name, folder.ID); + + List subFolders = RequestSubFolders(folder.ID); + + foreach (InventoryFolderBase subFolder in subFolders) + { +// m_log.DebugFormat("[AGENT INVENTORY]: Deleting folder {0} {1}", subFolder.Name, subFolder.ID); + + foreach (IInventoryDataPlugin plugin in m_plugins) + { + plugin.deleteInventoryFolder(subFolder.ID); + } + } + + List items = RequestFolderItems(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) + { + foreach (IInventoryDataPlugin plugin in m_plugins) + { + InventoryItemBase item = plugin.getInventoryItem(itemID); + if (item != null) + return item; + } + + return null; + } + + /// + /// Used to create a new user inventory. + /// + private class UsersInventory + { + public Dictionary Folders = new Dictionary(); + public Dictionary Items = new Dictionary(); + + 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); + } + } + } +} diff --git a/OpenSim/Services/InventoryService/InventoryServiceBase.cs b/OpenSim/Services/InventoryService/InventoryServiceBase.cs new file mode 100644 index 0000000..a10e94f --- /dev/null +++ b/OpenSim/Services/InventoryService/InventoryServiceBase.cs @@ -0,0 +1,98 @@ +/* + * 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 System.Reflection; +using Nini.Config; +using OpenSim.Framework; +using OpenSim.Data; +using OpenSim.Services.Interfaces; +using OpenSim.Services.Base; + +namespace OpenSim.Services.InventoryService +{ + public class InventoryServiceBase : ServiceBase + { + protected IInventoryDataPlugin m_Database = null; + + protected List m_plugins = new List(); + + public InventoryServiceBase(IConfigSource config) : base(config) + { + IConfig assetConfig = config.Configs["InventoryService"]; + if (assetConfig == null) + throw new Exception("No InventoryService configuration"); + + string dllName = assetConfig.GetString("StorageProvider", + String.Empty); + + if (dllName == String.Empty) + throw new Exception("No StorageProvider configured"); + + string connString = assetConfig.GetString("ConnectionString", + String.Empty); + + m_Database = LoadPlugin(dllName); + if (m_Database == null) + throw new Exception("Could not find a storage interface in the given module"); + + m_Database.Initialise(connString); + + } + + #region Plugin methods + + /// + /// Add a new inventory data plugin - plugins will be requested in the order they were added. + /// + /// The plugin that will provide data + public void AddPlugin(IInventoryDataPlugin plugin) + { + m_plugins.Add(plugin); + } + + /// + /// Adds a list of inventory data plugins, as described by `provider' + /// and `connect', to `m_plugins'. + /// + /// + /// The filename of the inventory server plugin DLL. + /// + /// + /// The connection string for the storage backend. + /// + public void AddPlugin(string provider, string connect) + { + m_plugins.AddRange(DataPluginFactory.LoadDataPlugins(provider, connect)); + } + + #endregion + + + } +} -- cgit v1.1