/* * 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.Data; using OpenSim.Server.Base; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using OpenMetaverse; namespace OpenSim.Region.CoreModules.ServiceConnectors.Inventory { public class LocalInventoryServicesConnector : ISharedRegionModule, IInventoryService { private static readonly ILog m_log = LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType); private IInventoryService m_InventoryService; private bool m_Enabled = false; public string Name { get { return "LocalInventoryServicesConnector"; } } public void Initialise(IConfigSource source) { IConfig moduleConfig = source.Configs["Modules"]; if (moduleConfig != null) { string name = moduleConfig.GetString("InventoryServices", ""); if (name == Name) { IConfig assetConfig = source.Configs["InventoryService"]; if (assetConfig == null) { m_log.Error("[INVENTORY CONNECTOR]: InventoryService missing from OpenSim.ini"); return; } string serviceDll = assetConfig.GetString("LocalServiceModule", String.Empty); if (serviceDll == String.Empty) { m_log.Error("[INVENTORY CONNECTOR]: No LocalServiceModule named in section InventoryService"); return; } Object[] args = new Object[] { source }; m_InventoryService = ServerUtils.LoadPlugin(serviceDll, args); if (m_InventoryService == null) { m_log.Error("[INVENTORY CONNECTOR]: Can't load asset service"); return; } //List plugins // = DataPluginFactory.LoadDataPlugins( // configSettings.StandaloneInventoryPlugin, // configSettings.StandaloneInventorySource); //foreach (IInventoryDataPlugin plugin in plugins) //{ // // Using the OSP wrapper plugin for database plugins should be made configurable at some point // m_InventoryService.AddPlugin(new OspInventoryWrapperPlugin(plugin, this)); //} m_Enabled = true; m_log.Info("[INVENTORY CONNECTOR]: Local asset connector enabled"); } } } public void PostInitialise() { } public void Close() { } public void AddRegion(Scene scene) { if (!m_Enabled) return; scene.RegisterModuleInterface(this); } public void RemoveRegion(Scene scene) { } public void RegionLoaded(Scene scene) { if (!m_Enabled) return; m_log.InfoFormat("[INVENTORY CONNECTOR]: Enabled local assets for region {0}", scene.RegionInfo.RegionName); } #region IInventoryService public bool CreateUserInventory(UUID user) { return m_InventoryService.CreateUserInventory(user); } public List GetInventorySkeleton(UUID userId) { return m_InventoryService.GetInventorySkeleton(userId); } public InventoryCollection GetUserInventory(UUID id) { return m_InventoryService.GetUserInventory(id); } public void GetUserInventory(UUID userID, InventoryReceiptCallback callback) { m_InventoryService.GetUserInventory(userID, callback); } public List GetFolderItems(UUID folderID) { return m_InventoryService.GetFolderItems(folderID); } /// /// Add a new folder to the user's inventory /// /// /// true if the folder was successfully added public bool AddFolder(InventoryFolderBase folder) { return m_InventoryService.AddFolder(folder); } /// /// Update a folder in the user's inventory /// /// /// true if the folder was successfully updated public bool UpdateFolder(InventoryFolderBase folder) { return m_InventoryService.UpdateFolder(folder); } /// /// Move an inventory folder to a new location /// /// A folder containing the details of the new location /// true if the folder was successfully moved public bool MoveFolder(InventoryFolderBase folder) { return m_InventoryService.MoveFolder(folder); } /// /// Purge an inventory folder of all its items and subfolders. /// /// /// true if the folder was successfully purged public bool PurgeFolder(InventoryFolderBase folder) { return m_InventoryService.PurgeFolder(folder); } /// /// Add a new item to the user's inventory /// /// /// true if the item was successfully added public bool AddItem(InventoryItemBase item) { return m_InventoryService.AddItem(item); } /// /// Update an item in the user's inventory /// /// /// true if the item was successfully updated public bool UpdateItem(InventoryItemBase item) { return m_InventoryService.UpdateItem(item); } /// /// Delete an item from the user's inventory /// /// /// true if the item was successfully deleted public bool DeleteItem(InventoryItemBase item) { return m_InventoryService.DeleteItem(item); } public InventoryItemBase QueryItem(InventoryItemBase item) { return m_InventoryService.QueryItem(item); } public InventoryFolderBase QueryFolder(InventoryFolderBase folder) { return m_InventoryService.QueryFolder(folder); } /// /// Does the given user have an inventory structure? /// /// /// public bool HasInventoryForUser(UUID userID) { return m_InventoryService.HasInventoryForUser(userID); } /// /// Retrieve the root inventory folder for the given user. /// /// /// null if no root folder was found public InventoryFolderBase RequestRootFolder(UUID userID) { return m_InventoryService.RequestRootFolder(userID); } public List GetActiveGestures(UUID userId) { return m_InventoryService.GetActiveGestures(userId); } #endregion IInventoryService } }