/* * 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; using System.Collections.Generic; using System.Reflection; using log4net; using Nini.Config; using OpenMetaverse; using OpenMetaverse.StructuredData; using OpenSim.Framework; using OpenSim.Framework.Capabilities; using OpenSim.Region.Framework.Interfaces; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Services.Interfaces; using Caps = OpenSim.Framework.Capabilities.Caps; namespace OpenSim.Capabilities.Handlers { public class WebFetchInvDescHandler { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private IInventoryService m_InventoryService; private ILibraryService m_LibraryService; // private object m_fetchLock = new Object(); public WebFetchInvDescHandler(IInventoryService invService, ILibraryService libService) { m_InventoryService = invService; m_LibraryService = libService; } public string FetchInventoryDescendentsRequest(string request, string path, string param, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { // lock (m_fetchLock) // { // m_log.DebugFormat("[WEB FETCH INV DESC HANDLER]: Received request {0}", request); // nasty temporary hack here, the linden client falsely // identifies the uuid 00000000-0000-0000-0000-000000000000 // as a string which breaks us // // correctly mark it as a uuid // request = request.Replace("00000000-0000-0000-0000-000000000000", "00000000-0000-0000-0000-000000000000"); // another hack 1 results in a // System.ArgumentException: Object type System.Int32 cannot // be converted to target type: System.Boolean // request = request.Replace("fetch_folders0", "fetch_folders0"); request = request.Replace("fetch_folders1", "fetch_folders1"); Hashtable hash = new Hashtable(); try { hash = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request)); } catch (LLSD.LLSDParseException e) { m_log.ErrorFormat("[WEB FETCH INV DESC HANDLER]: Fetch error: {0}{1}" + e.Message, e.StackTrace); m_log.Error("Request: " + request); } ArrayList foldersrequested = (ArrayList)hash["folders"]; string response = ""; for (int i = 0; i < foldersrequested.Count; i++) { string inventoryitemstr = ""; Hashtable inventoryhash = (Hashtable)foldersrequested[i]; LLSDFetchInventoryDescendents llsdRequest = new LLSDFetchInventoryDescendents(); try { LLSDHelpers.DeserialiseOSDMap(inventoryhash, llsdRequest); } catch (Exception e) { m_log.Debug("[WEB FETCH INV DESC HANDLER]: caught exception doing OSD deserialize" + e); } LLSDInventoryDescendents reply = FetchInventoryReply(llsdRequest); inventoryitemstr = LLSDHelpers.SerialiseLLSDReply(reply); inventoryitemstr = inventoryitemstr.Replace("folders", ""); inventoryitemstr = inventoryitemstr.Replace("", ""); response += inventoryitemstr; } if (response.Length == 0) { // Ter-guess: If requests fail a lot, the client seems to stop requesting descendants. // Therefore, I'm concluding that the client only has so many threads available to do requests // and when a thread stalls.. is stays stalled. // Therefore we need to return something valid response = "folders"; } else { response = "folders" + response + ""; } // m_log.DebugFormat("[WEB FETCH INV DESC HANDLER]: Replying to CAPS fetch inventory request"); //m_log.Debug("[WEB FETCH INV DESC HANDLER] "+response); return response; // } } /// /// Construct an LLSD reply packet to a CAPS inventory request /// /// /// private LLSDInventoryDescendents FetchInventoryReply(LLSDFetchInventoryDescendents invFetch) { LLSDInventoryDescendents reply = new LLSDInventoryDescendents(); LLSDInventoryFolderContents contents = new LLSDInventoryFolderContents(); contents.agent_id = invFetch.owner_id; contents.owner_id = invFetch.owner_id; contents.folder_id = invFetch.folder_id; reply.folders.Array.Add(contents); InventoryCollection inv = new InventoryCollection(); inv.Folders = new List(); inv.Items = new List(); int version = 0; int descendents = 0; inv = Fetch( invFetch.owner_id, invFetch.folder_id, invFetch.owner_id, invFetch.fetch_folders, invFetch.fetch_items, invFetch.sort_order, out version, out descendents); if (inv != null && inv.Folders != null) { foreach (InventoryFolderBase invFolder in inv.Folders) { contents.categories.Array.Add(ConvertInventoryFolder(invFolder)); } descendents += inv.Folders.Count; } if (inv != null && inv.Items != null) { foreach (InventoryItemBase invItem in inv.Items) { contents.items.Array.Add(ConvertInventoryItem(invItem)); } } contents.descendents = descendents; contents.version = version; // m_log.DebugFormat( // "[WEB FETCH INV DESC HANDLER]: Replying to request for folder {0} (fetch items {1}, fetch folders {2}) with {3} items and {4} folders for agent {5}", // invFetch.folder_id, // invFetch.fetch_items, // invFetch.fetch_folders, // contents.items.Array.Count, // contents.categories.Array.Count, // invFetch.owner_id); return reply; } /// /// Handle the caps inventory descendents fetch. /// /// /// /// /// /// /// /// /// An empty InventoryCollection if the inventory look up failed private InventoryCollection Fetch( UUID agentID, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder, out int version, out int descendents) { // m_log.DebugFormat( // "[WEB FETCH INV DESC HANDLER]: Fetching folders ({0}), items ({1}) from {2} for agent {3}", // fetchFolders, fetchItems, folderID, agentID); // FIXME MAYBE: We're not handling sortOrder! version = 0; descendents = 0; InventoryFolderImpl fold; if (m_LibraryService != null && m_LibraryService.LibraryRootFolder != null && agentID == m_LibraryService.LibraryRootFolder.Owner) { if ((fold = m_LibraryService.LibraryRootFolder.FindFolder(folderID)) != null) { InventoryCollection ret = new InventoryCollection(); ret.Folders = new List(); ret.Items = fold.RequestListOfItems(); descendents = ret.Folders.Count + ret.Items.Count; return ret; } } InventoryCollection contents = new InventoryCollection(); if (folderID != UUID.Zero) { contents = m_InventoryService.GetFolderContent(agentID, folderID); InventoryFolderBase containingFolder = new InventoryFolderBase(); containingFolder.ID = folderID; containingFolder.Owner = agentID; containingFolder = m_InventoryService.GetFolder(containingFolder); if (containingFolder != null) { // m_log.DebugFormat( // "[WEB FETCH INV DESC HANDLER]: Retrieved folder {0} {1} for agent id {2}", // containingFolder.Name, containingFolder.ID, agentID); version = containingFolder.Version; if (fetchItems) { List itemsToReturn = contents.Items; List originalItems = new List(itemsToReturn); // descendents must only include the links, not the linked items we add descendents = originalItems.Count; // Add target items for links in this folder before the links themselves. foreach (InventoryItemBase item in originalItems) { if (item.AssetType == (int)AssetType.Link) { InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID)); // Take care of genuinely broken links where the target doesn't exist // HACK: Also, don't follow up links that just point to other links. In theory this is legitimate, // but no viewer has been observed to set these up and this is the lazy way of avoiding cycles // rather than having to keep track of every folder requested in the recursion. if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link) itemsToReturn.Insert(0, linkedItem); } } // Now scan for folder links and insert the items they target and those links at the head of the return data foreach (InventoryItemBase item in originalItems) { if (item.AssetType == (int)AssetType.LinkFolder) { InventoryCollection linkedFolderContents = m_InventoryService.GetFolderContent(ownerID, item.AssetID); List links = linkedFolderContents.Items; itemsToReturn.InsertRange(0, links); foreach (InventoryItemBase link in linkedFolderContents.Items) { // Take care of genuinely broken links where the target doesn't exist // HACK: Also, don't follow up links that just point to other links. In theory this is legitimate, // but no viewer has been observed to set these up and this is the lazy way of avoiding cycles // rather than having to keep track of every folder requested in the recursion. if (link != null) { // m_log.DebugFormat( // "[WEB FETCH INV DESC HANDLER]: Adding item {0} {1} from folder {2} linked from {3}", // link.Name, (AssetType)link.AssetType, item.AssetID, containingFolder.Name); InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(link.AssetID)); itemsToReturn.Insert(0, linkedItem); } } } } } // foreach (InventoryItemBase item in contents.Items) // { // m_log.DebugFormat( // "[WEB FETCH INV DESC HANDLER]: Returning item {0}, type {1}, parent {2} in {3} {4}", // item.Name, (AssetType)item.AssetType, item.Folder, containingFolder.Name, containingFolder.ID); // } // ===== // // foreach (InventoryItemBase linkedItem in linkedItemsToAdd) // { // m_log.DebugFormat( // "[WEB FETCH INV DESC HANDLER]: Inserted linked item {0} for link in folder {1} for agent {2}", // linkedItem.Name, folderID, agentID); // // contents.Items.Add(linkedItem); // } // // // If the folder requested contains links, then we need to send those folders first, otherwise the links // // will be broken in the viewer. // HashSet linkedItemFolderIdsToSend = new HashSet(); // foreach (InventoryItemBase item in contents.Items) // { // if (item.AssetType == (int)AssetType.Link) // { // InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID)); // // // Take care of genuinely broken links where the target doesn't exist // // HACK: Also, don't follow up links that just point to other links. In theory this is legitimate, // // but no viewer has been observed to set these up and this is the lazy way of avoiding cycles // // rather than having to keep track of every folder requested in the recursion. // if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link) // { // // We don't need to send the folder if source and destination of the link are in the same // // folder. // if (linkedItem.Folder != containingFolder.ID) // linkedItemFolderIdsToSend.Add(linkedItem.Folder); // } // } // } // // foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend) // { // m_log.DebugFormat( // "[WEB FETCH INV DESC HANDLER]: Recursively fetching folder {0} linked by item in folder {1} for agent {2}", // linkedItemFolderId, folderID, agentID); // // int dummyVersion; // InventoryCollection linkedCollection // = Fetch( // agentID, linkedItemFolderId, ownerID, fetchFolders, fetchItems, sortOrder, out dummyVersion); // // InventoryFolderBase linkedFolder = new InventoryFolderBase(linkedItemFolderId); // linkedFolder.Owner = agentID; // linkedFolder = m_InventoryService.GetFolder(linkedFolder); // //// contents.Folders.AddRange(linkedCollection.Folders); // // contents.Folders.Add(linkedFolder); // contents.Items.AddRange(linkedCollection.Items); // } // } } } else { // Lost items don't really need a version version = 1; } return contents; } /// /// Convert an internal inventory folder object into an LLSD object. /// /// /// private LLSDInventoryFolder ConvertInventoryFolder(InventoryFolderBase invFolder) { LLSDInventoryFolder llsdFolder = new LLSDInventoryFolder(); llsdFolder.folder_id = invFolder.ID; llsdFolder.parent_id = invFolder.ParentID; llsdFolder.name = invFolder.Name; llsdFolder.type = invFolder.Type; llsdFolder.preferred_type = -1; return llsdFolder; } /// /// Convert an internal inventory item object into an LLSD object. /// /// /// private LLSDInventoryItem ConvertInventoryItem(InventoryItemBase invItem) { LLSDInventoryItem llsdItem = new LLSDInventoryItem(); llsdItem.asset_id = invItem.AssetID; llsdItem.created_at = invItem.CreationDate; llsdItem.desc = invItem.Description; llsdItem.flags = (int)invItem.Flags; llsdItem.item_id = invItem.ID; llsdItem.name = invItem.Name; llsdItem.parent_id = invItem.Folder; llsdItem.type = invItem.AssetType; llsdItem.inv_type = invItem.InvType; llsdItem.permissions = new LLSDPermissions(); llsdItem.permissions.creator_id = invItem.CreatorIdAsUuid; llsdItem.permissions.base_mask = (int)invItem.CurrentPermissions; llsdItem.permissions.everyone_mask = (int)invItem.EveryOnePermissions; llsdItem.permissions.group_id = invItem.GroupID; llsdItem.permissions.group_mask = (int)invItem.GroupPermissions; llsdItem.permissions.is_owner_group = invItem.GroupOwned; llsdItem.permissions.next_owner_mask = (int)invItem.NextPermissions; llsdItem.permissions.owner_id = invItem.Owner; llsdItem.permissions.owner_mask = (int)invItem.CurrentPermissions; llsdItem.sale_info = new LLSDSaleInfo(); llsdItem.sale_info.sale_price = invItem.SalePrice; llsdItem.sale_info.sale_type = invItem.SaleType; return llsdItem; } } }