/* * 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.Reflection; using libsecondlife; using log4net; using OpenSim.Framework; using OpenSim.Framework.Communications; namespace OpenSim.Grid.InventoryServer { /// /// Used on a grid server to satisfy external inventory requests /// public class GridInventoryService : InventoryServiceBase { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public override void RequestInventoryForUser(LLUUID userID, InventoryReceiptCallback callback) { } /// /// Get a user's inventory. /// /// /// /// /// true if the inventory was retrieved, false otherwise private bool GetUsersInventory(LLUUID userID, out List folderList, out List itemsList) { List allFolders = GetInventorySkeleton(userID); List allItems = new List(); foreach (InventoryFolderBase folder in allFolders) { List items = RequestFolderItems(folder.ID); if (items != null) { allItems.InsertRange(0, items); } } folderList = allFolders; itemsList = allItems; if (folderList != null) { return true; } else { return false; } } private List GetAllFolders(LLUUID folder) { List allFolders = new List(); List folders = RequestSubFolders(folder); if (folders != null) { allFolders.InsertRange(0, folders); foreach (InventoryFolderBase subfolder in folders) { List subFolders = GetAllFolders(subfolder.ID); if (subFolders != null) { allFolders.InsertRange(0, subFolders); } } } return allFolders; } /// /// Return a user's entire inventory /// /// /// The user's inventory. If an inventory cannot be found then an empty collection is returned. public InventoryCollection GetUserInventory(Guid rawUserID) { // uncomment me to simulate an overloaded inventory server //Thread.Sleep(20000); LLUUID userID = new LLUUID(rawUserID); m_log.InfoFormat("[GRID AGENT INVENTORY]: Processing request for inventory of {0}", userID); InventoryCollection invCollection = new InventoryCollection(); List allFolders = GetInventorySkeleton(userID); if (null == allFolders) { m_log.WarnFormat("[GRID AGENT INVENTORY]: No inventory found for user {0}", rawUserID); return invCollection; } List allItems = new List(); foreach (InventoryFolderBase folder in allFolders) { List items = RequestFolderItems(folder.ID); if (items != null) { allItems.InsertRange(0, items); } } invCollection.UserID = userID; invCollection.Folders = allFolders; invCollection.Items = allItems; // foreach (InventoryFolderBase folder in invCollection.Folders) // { // m_log.DebugFormat("[GRID AGENT INVENTORY]: Sending back folder {0} {1}", folder.Name, folder.ID); // } // // foreach (InventoryItemBase item in invCollection.Items) // { // m_log.DebugFormat("[GRID AGENT INVENTORY]: Sending back item {0} {1}, folder {2}", item.Name, item.ID, item.Folder); // } m_log.InfoFormat( "[GRID AGENT INVENTORY]: Sending back inventory response to user {0} containing {1} folders and {2} items", invCollection.UserID, invCollection.Folders.Count, invCollection.Items.Count); return invCollection; } /// /// Guid to UUID wrapper for same name IInventoryServices method /// /// /// public List GetInventorySkeleton(Guid rawUserID) { //Thread.Sleep(10000); LLUUID userID = new LLUUID(rawUserID); return GetInventorySkeleton(userID); } /// /// Create an inventory for the given user. /// /// /// public bool CreateUsersInventory(Guid rawUserID) { LLUUID userID = new LLUUID(rawUserID); m_log.InfoFormat("[GRID AGENT INVENTORY]: Creating new set of inventory folders for user {0}", userID); CreateNewUserInventory(userID); return true; } public override void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder) { AddFolder(folder); } public override void MoveExistingInventoryFolder(InventoryFolderBase folder) { MoveFolder(folder); } public override void PurgeInventoryFolder(LLUUID userID, InventoryFolderBase folder) { PurgeFolder(folder); } public override void AddNewInventoryItem(LLUUID userID, InventoryItemBase item) { AddItem(item); } public override void UpdateInventoryItem(LLUUID userID, InventoryItemBase item) { UpdateItem(item); } public bool AddInventoryFolder(InventoryFolderBase folder) { // Right now, this actions act more like an update/insert combination than a simple create. m_log.InfoFormat( "[GRID AGENT INVENTORY]: Creating folder {0} {1} in folder {2}", folder.Name, folder.ID, folder.ParentID); AddNewInventoryFolder(folder.Owner, folder); return true; } public bool MoveInventoryFolder(InventoryFolderBase folder) { m_log.InfoFormat( "[GRID AGENT INVENTORY]: Moving folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID); MoveExistingInventoryFolder(folder); return true; } public bool PurgeInventoryFolder(InventoryFolderBase folder) { m_log.InfoFormat( "[GRID AGENT INVENTORY]: Purging folder {0} {1} of its contents", folder.Name, folder.ID); PurgeInventoryFolder(folder.Owner, folder); return true; } public bool AddInventoryItem(InventoryItemBase item) { // Right now, this actions act more like an update/insert combination than a simple create. m_log.InfoFormat("[GRID AGENT INVENTORY]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder); AddNewInventoryItem(item.Owner, item); return true; } public override void DeleteInventoryItem(LLUUID userID, InventoryItemBase item) { m_log.InfoFormat("[GRID AGENT INVENTORY]: Deleting item {0} {1} from folder {2}", item.Name, item.ID, item.Folder); DeleteItem(item); } /// /// FIXME: Get DeleteInventoryItem to return a bool /// /// /// public bool DeleteInvItem(InventoryItemBase item) { DeleteInventoryItem(item.Owner, item); return true; } } }