/* * 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 Mono.Addins; using Nini.Config; using System; using System.Collections.Generic; using System.Reflection; using OpenSim.Framework; using OpenSim.Framework.Monitoring; 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.ServiceConnectorsOut.Inventory { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LocalInventoryServicesConnector")] public class LocalInventoryServicesConnector : ISharedRegionModule, IInventoryService { private static readonly ILog m_log = LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType); /// /// Scene used by this module. This currently needs to be publicly settable for HGInventoryBroker. /// public Scene Scene { get; set; } private IInventoryService m_InventoryService; private IUserManagement m_UserManager; private IUserManagement UserManager { get { if (m_UserManager == null) { m_UserManager = Scene.RequestModuleInterface(); } return m_UserManager; } } private bool m_Enabled = false; public Type ReplaceableInterface { get { return null; } } 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 inventoryConfig = source.Configs["InventoryService"]; if (inventoryConfig == null) { m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: InventoryService missing from OpenSim.ini"); return; } string serviceDll = inventoryConfig.GetString("LocalServiceModule", String.Empty); if (serviceDll == String.Empty) { m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: No LocalServiceModule named in section InventoryService"); return; } Object[] args = new Object[] { source }; m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Service dll = {0}", serviceDll); m_InventoryService = ServerUtils.LoadPlugin(serviceDll, args); if (m_InventoryService == null) { m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: Can't load inventory service"); throw new Exception("Unable to proceed. Please make sure your ini files in config-include are updated according to .example's"); } m_Enabled = true; m_log.Info("[LOCAL INVENTORY SERVICES CONNECTOR]: Local inventory connector enabled"); } } } public void PostInitialise() { } public void Close() { } public void AddRegion(Scene scene) { if (!m_Enabled) return; scene.RegisterModuleInterface(this); if (Scene == null) Scene = scene; } public void RemoveRegion(Scene scene) { if (!m_Enabled) return; } public void RegionLoaded(Scene scene) { if (!m_Enabled) return; } #region IInventoryService public bool CreateUserInventory(UUID user) { return m_InventoryService.CreateUserInventory(user); } public List GetInventorySkeleton(UUID userId) { return m_InventoryService.GetInventorySkeleton(userId); } public InventoryFolderBase GetRootFolder(UUID userID) { return m_InventoryService.GetRootFolder(userID); } public InventoryFolderBase GetFolderForType(UUID userID, FolderType type) { return m_InventoryService.GetFolderForType(userID, type); } public InventoryCollection GetFolderContent(UUID userID, UUID folderID) { InventoryCollection invCol = m_InventoryService.GetFolderContent(userID, folderID); if (UserManager != null) { // Protect ourselves against the caller subsequently modifying the items list List items = new List(invCol.Items); WorkManager.RunInThread(delegate { foreach (InventoryItemBase item in items) if (!string.IsNullOrEmpty(item.CreatorData)) UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); }, null, string.Format("GetFolderContent (user {0}, folder {1})", userID, folderID)); } return invCol; } public virtual InventoryCollection[] GetMultipleFoldersContent(UUID principalID, UUID[] folderIDs) { InventoryCollection[] invColl = new InventoryCollection[folderIDs.Length]; int i = 0; foreach (UUID fid in folderIDs) { invColl[i++] = GetFolderContent(principalID, fid); } return invColl; } public List GetFolderItems(UUID userID, UUID folderID) { return m_InventoryService.GetFolderItems(userID, 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); } public bool DeleteFolders(UUID ownerID, List folderIDs) { return m_InventoryService.DeleteFolders(ownerID, folderIDs); } /// /// 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); } public bool AddItem(InventoryItemBase item) { // m_log.DebugFormat( // "[LOCAL INVENTORY SERVICES CONNECTOR]: Adding inventory item {0} to user {1} folder {2}", // item.Name, item.Owner, item.Folder); 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); } public bool MoveItems(UUID ownerID, List items) { return m_InventoryService.MoveItems(ownerID, items); } /// /// Delete an item from the user's inventory /// /// /// true if the item was successfully deleted public bool DeleteItems(UUID ownerID, List itemIDs) { return m_InventoryService.DeleteItems(ownerID, itemIDs); } public InventoryItemBase GetItem(UUID principalID, UUID itemID) { // m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Requesting inventory item {0}", item.ID); // UUID requestedItemId = item.ID; InventoryItemBase item = m_InventoryService.GetItem(principalID, itemID); // if (null == item) // m_log.ErrorFormat( // "[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find item with id {0}", requestedItemId); return item; } public InventoryItemBase[] GetMultipleItems(UUID userID, UUID[] itemIDs) { return m_InventoryService.GetMultipleItems(userID, itemIDs); } public InventoryFolderBase GetFolder(UUID principalID, UUID folderID) { return m_InventoryService.GetFolder(principalID, folderID); } /// /// Does the given user have an inventory structure? /// /// /// public bool HasInventoryForUser(UUID userID) { return m_InventoryService.HasInventoryForUser(userID); } public List GetActiveGestures(UUID userId) { return m_InventoryService.GetActiveGestures(userId); } public int GetAssetPermissions(UUID userID, UUID assetID) { return m_InventoryService.GetAssetPermissions(userID, assetID); } #endregion IInventoryService } }