/* * 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.ServiceConnectorsOut.Inventory { public class LocalInventoryServicesConnector : BaseInventoryConnector, ISharedRegionModule, IInventoryService { private static readonly ILog m_log = LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType); private IInventoryService m_InventoryService; private bool m_Enabled = false; private bool m_Initialized = 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"); //return; throw new Exception("Unable to proceed. Please make sure your ini files in config-include are updated according to .example's"); } //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)); //} Init(source); 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; if (!m_Initialized) { m_Initialized = true; } // m_log.DebugFormat( // "[LOCAL INVENTORY SERVICES CONNECTOR]: Registering IInventoryService to scene {0}", scene.RegionInfo.RegionName); scene.RegisterModuleInterface(this); m_cache.AddRegion(scene); } public void RemoveRegion(Scene scene) { if (!m_Enabled) return; m_cache.RemoveRegion(scene); } public void RegionLoaded(Scene scene) { if (!m_Enabled) return; m_log.InfoFormat( "[LOCAL INVENTORY SERVICES CONNECTOR]: Enabled local inventory for region {0}", scene.RegionInfo.RegionName); } #region IInventoryService public override bool CreateUserInventory(UUID user) { return m_InventoryService.CreateUserInventory(user); } public override List GetInventorySkeleton(UUID userId) { return m_InventoryService.GetInventorySkeleton(userId); } public override InventoryCollection GetUserInventory(UUID id) { return m_InventoryService.GetUserInventory(id); } public override void GetUserInventory(UUID userID, InventoryReceiptCallback callback) { m_InventoryService.GetUserInventory(userID, callback); } // Inherited. See base //public InventoryFolderBase GetFolderForType(UUID userID, AssetType type) //{ // return m_InventoryService.GetFolderForType(userID, type); //} public override Dictionary GetSystemFolders(UUID userID) { InventoryFolderBase root = m_InventoryService.GetRootFolder(userID); if (root != null) { InventoryCollection content = GetFolderContent(userID, root.ID); if (content != null) { Dictionary folders = new Dictionary(); foreach (InventoryFolderBase folder in content.Folders) { if ((folder.Type != (short)AssetType.Folder) && (folder.Type != (short)AssetType.Unknown)) { //m_log.InfoFormat("[INVENTORY CONNECTOR]: folder type {0} ", folder.Type); folders[(AssetType)folder.Type] = folder; } } // Put the root folder there, as type Folder folders[AssetType.Folder] = root; //m_log.InfoFormat("[INVENTORY CONNECTOR]: root folder is type {0} ", root.Type); return folders; } } m_log.WarnFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: System folders for {0} not found", userID); return new Dictionary(); } public override InventoryCollection GetFolderContent(UUID userID, UUID folderID) { return m_InventoryService.GetFolderContent(userID, folderID); } public override 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 override 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 override 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 override bool MoveFolder(InventoryFolderBase folder) { return m_InventoryService.MoveFolder(folder); } public override 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 override bool PurgeFolder(InventoryFolderBase folder) { return m_InventoryService.PurgeFolder(folder); } /// /// Add a new item to the user's inventory, plain /// Called by base class AddItem /// /// /// true if the item was successfully added protected override bool AddItemPlain(InventoryItemBase item) { return m_InventoryService.AddItem(item); } /// /// Update an item in the user's inventory /// /// /// true if the item was successfully updated public override bool UpdateItem(InventoryItemBase item) { return m_InventoryService.UpdateItem(item); } public override 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 override bool DeleteItems(UUID ownerID, List itemIDs) { return m_InventoryService.DeleteItems(ownerID, itemIDs); } public override InventoryItemBase GetItem(InventoryItemBase item) { // m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Requesting inventory item {0}", item.ID); UUID requestedItemId = item.ID; item = m_InventoryService.GetItem(item); if (null == item) m_log.ErrorFormat( "[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find item with id {0}", requestedItemId); return item; } public override InventoryFolderBase GetFolder(InventoryFolderBase folder) { return m_InventoryService.GetFolder(folder); } /// /// Does the given user have an inventory structure? /// /// /// public override bool HasInventoryForUser(UUID userID) { return m_InventoryService.HasInventoryForUser(userID); } public override List GetActiveGestures(UUID userId) { return m_InventoryService.GetActiveGestures(userId); } public override int GetAssetPermissions(UUID userID, UUID assetID) { return m_InventoryService.GetAssetPermissions(userID, assetID); } #endregion IInventoryService } }