/* * 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.IO; using System.Reflection; using System.Xml; using OpenMetaverse; using log4net; using Nini.Config; namespace OpenSim.Framework.Communications.Cache { /// /// Basically a hack to give us a Inventory library while we don't have a inventory server /// once the server is fully implemented then should read the data from that /// public class LibraryRootFolder : InventoryFolderImpl { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private UUID libOwner = new UUID("11111111-1111-0000-0000-000100bba000"); /// /// Holds the root library folder and all its descendents. This is really only used during inventory /// setup so that we don't have to repeatedly search the tree of library folders. /// protected Dictionary libraryFolders = new Dictionary(); public LibraryRootFolder() { m_log.Info("[LIBRARY INVENTORY]: Loading library inventory"); Owner = libOwner; ID = new UUID("00000112-000f-0000-0000-000100bba000"); Name = "OpenSim Library"; ParentID = UUID.Zero; Type = (short) 8; Version = (ushort) 1; libraryFolders.Add(ID, this); LoadLibraries(Path.Combine(Util.inventoryDir(), "Libraries.xml")); // CreateLibraryItems(); } /// /// Hardcoded item creation. Please don't add any more items here - future items should be created /// in the xml in the bin/inventory folder. /// /// /// Commented the following out due to sending it all through xml, remove this section once this is provin to work stable. /// //private void CreateLibraryItems() //{ // InventoryItemBase item = // CreateItem(new UUID("66c41e39-38f9-f75a-024e-585989bfaba9"), // new UUID("66c41e39-38f9-f75a-024e-585989bfab73"), "Default Shape", "Default Shape", // (int) AssetType.Bodypart, (int) InventoryType.Wearable, folderID); // item.inventoryCurrentPermissions = 0; // item.inventoryNextPermissions = 0; // Items.Add(item.inventoryID, item); // item = // CreateItem(new UUID("77c41e39-38f9-f75a-024e-585989bfabc9"), // new UUID("77c41e39-38f9-f75a-024e-585989bbabbb"), "Default Skin", "Default Skin", // (int) AssetType.Bodypart, (int) InventoryType.Wearable, folderID); // item.inventoryCurrentPermissions = 0; // item.inventoryNextPermissions = 0; // Items.Add(item.inventoryID, item); // item = // CreateItem(new UUID("77c41e39-38f9-f75a-0000-585989bf0000"), // new UUID("00000000-38f9-1111-024e-222222111110"), "Default Shirt", "Default Shirt", // (int) AssetType.Clothing, (int) InventoryType.Wearable, folderID); // item.inventoryCurrentPermissions = 0; // item.inventoryNextPermissions = 0; // Items.Add(item.inventoryID, item); // item = // CreateItem(new UUID("77c41e39-38f9-f75a-0000-5859892f1111"), // new UUID("00000000-38f9-1111-024e-222222111120"), "Default Pants", "Default Pants", // (int) AssetType.Clothing, (int) InventoryType.Wearable, folderID); // item.inventoryCurrentPermissions = 0; // item.inventoryNextPermissions = 0; // Items.Add(item.inventoryID, item); //} public InventoryItemBase CreateItem(UUID inventoryID, UUID assetID, string name, string description, int assetType, int invType, UUID parentFolderID) { InventoryItemBase item = new InventoryItemBase(); item.Owner = libOwner; item.Creator = libOwner; item.ID = inventoryID; item.AssetID = assetID; item.Description = description; item.Name = name; item.AssetType = assetType; item.InvType = invType; item.Folder = parentFolderID; item.BasePermissions = 0x7FFFFFFF; item.EveryOnePermissions = 0x7FFFFFFF; item.CurrentPermissions = 0x7FFFFFFF; item.NextPermissions = 0x7FFFFFFF; return item; } /// /// Use the asset set information at path to load assets /// /// /// protected void LoadLibraries(string librariesControlPath) { m_log.InfoFormat( "[LIBRARY INVENTORY]: Loading libraries control file {0}", librariesControlPath); LoadFromFile(librariesControlPath, "Libraries control", ReadLibraryFromConfig); } /// /// Read a library set from config /// /// protected void ReadLibraryFromConfig(IConfig config) { string foldersPath = Path.Combine( Util.inventoryDir(), config.GetString("foldersFile", String.Empty)); LoadFromFile(foldersPath, "Library folders", ReadFolderFromConfig); string itemsPath = Path.Combine( Util.inventoryDir(), config.GetString("itemsFile", String.Empty)); LoadFromFile(itemsPath, "Library items", ReadItemFromConfig); } /// /// Read a library inventory folder from a loaded configuration /// /// private void ReadFolderFromConfig(IConfig config) { InventoryFolderImpl folderInfo = new InventoryFolderImpl(); folderInfo.ID = new UUID(config.GetString("folderID", ID.ToString())); folderInfo.Name = config.GetString("name", "unknown"); folderInfo.ParentID = new UUID(config.GetString("parentFolderID", ID.ToString())); folderInfo.Type = (short)config.GetInt("type", 8); folderInfo.Owner = libOwner; folderInfo.Version = 1; if (libraryFolders.ContainsKey(folderInfo.ParentID)) { InventoryFolderImpl parentFolder = libraryFolders[folderInfo.ParentID]; libraryFolders.Add(folderInfo.ID, folderInfo); parentFolder.SubFolders.Add(folderInfo.ID, folderInfo); // m_log.InfoFormat("[LIBRARY INVENTORY]: Adding folder {0} ({1})", folderInfo.name, folderInfo.folderID); } else { m_log.WarnFormat( "[LIBRARY INVENTORY]: Couldn't add folder {0} ({1}) since parent folder with ID {2} does not exist!", folderInfo.Name, folderInfo.ID, folderInfo.ParentID); } } /// /// Read a library inventory item metadata from a loaded configuration /// /// private void ReadItemFromConfig(IConfig config) { InventoryItemBase item = new InventoryItemBase(); item.Owner = libOwner; item.Creator = libOwner; item.ID = new UUID(config.GetString("inventoryID", ID.ToString())); item.AssetID = new UUID(config.GetString("assetID", item.ID.ToString())); item.Folder = new UUID(config.GetString("folderID", ID.ToString())); item.Name = config.GetString("name", String.Empty); item.Description = config.GetString("description", item.Name); item.InvType = config.GetInt("inventoryType", 0); item.AssetType = config.GetInt("assetType", item.InvType); item.CurrentPermissions = (uint)config.GetLong("currentPermissions", 0x7FFFFFFF); item.NextPermissions = (uint)config.GetLong("nextPermissions", 0x7FFFFFFF); item.EveryOnePermissions = (uint)config.GetLong("everyonePermissions", 0x7FFFFFFF); item.BasePermissions = (uint)config.GetLong("basePermissions", 0x7FFFFFFF); if (libraryFolders.ContainsKey(item.Folder)) { InventoryFolderImpl parentFolder = libraryFolders[item.Folder]; parentFolder.Items.Add(item.ID, item); } else { m_log.WarnFormat( "[LIBRARY INVENTORY]: Couldn't add item {0} ({1}) since parent folder with ID {2} does not exist!", item.Name, item.ID, item.Folder); } } private delegate void ConfigAction(IConfig config); /// /// Load the given configuration at a path and perform an action on each Config contained within it /// /// /// /// private static void LoadFromFile(string path, string fileDescription, ConfigAction action) { if (File.Exists(path)) { try { XmlConfigSource source = new XmlConfigSource(path); for (int i = 0; i < source.Configs.Count; i++) { action(source.Configs[i]); } } catch (XmlException e) { m_log.ErrorFormat("[LIBRARY INVENTORY]: Error loading {0} : {1}", path, e); } } else { m_log.ErrorFormat("[LIBRARY INVENTORY]: {0} file {1} does not exist!", fileDescription, path); } } /// /// Looks like a simple getter, but is written like this for some consistency with the other Request /// methods in the superclass /// /// public Dictionary RequestSelfAndDescendentFolders() { return libraryFolders; } } }