/*
* 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;
}
}
}