/* * 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 System.Collections.Generic; using System.Reflection; using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Data; using OpenSim.Framework; using OpenSim.Services.Interfaces; namespace OpenSim.Services.InventoryService { /// /// The Inventory service reference implementation /// public class InventoryService : InventoryServiceBase, IInventoryService { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public InventoryService(IConfigSource config) : base(config) { m_log.Debug("[INVENTORY SERVICE]: Initialized."); } #region IInventoryServices methods public string Host { get { return "default"; } } public List GetInventorySkeleton(UUID userId) { m_log.DebugFormat("[INVENTORY SERVICE]: Getting inventory skeleton for {0}", userId); InventoryFolderBase rootFolder = GetRootFolder(userId); // Agent has no inventory structure yet. if (null == rootFolder) { return null; } List userFolders = new List(); userFolders.Add(rootFolder); IList folders = m_Database.getFolderHierarchy(rootFolder.ID); userFolders.AddRange(folders); // m_log.DebugFormat("[INVENTORY SERVICE]: Got folder {0} {1}", folder.name, folder.folderID); return userFolders; } public virtual bool HasInventoryForUser(UUID userID) { return false; } // See IInventoryServices public virtual InventoryFolderBase GetRootFolder(UUID userID) { //m_log.DebugFormat("[INVENTORY SERVICE]: Getting root folder for {0}", userID); // Retrieve the first root folder we get from the DB. InventoryFolderBase rootFolder = m_Database.getUserRootFolder(userID); if (rootFolder != null) return rootFolder; // Return nothing if the plugin was unable to supply a root folder return null; } // See IInventoryServices public bool CreateUserInventory(UUID user) { InventoryFolderBase existingRootFolder = GetRootFolder(user); if (null != existingRootFolder) { m_log.WarnFormat( "[INVENTORY SERVICE]: Did not create a new inventory for user {0} since they already have " + "a root inventory folder with id {1}", user, existingRootFolder.ID); } else { UsersInventory inven = new UsersInventory(); inven.CreateNewInventorySet(user); AddNewInventorySet(inven); return true; } return false; } // See IInventoryServices /// /// Return a user's entire inventory synchronously /// /// /// The user's inventory. If an inventory cannot be found then an empty collection is returned. public InventoryCollection GetUserInventory(UUID userID) { m_log.InfoFormat("[INVENTORY SERVICE]: Processing request for inventory of {0}", userID); // Uncomment me to simulate a slow responding inventory server //Thread.Sleep(16000); InventoryCollection invCollection = new InventoryCollection(); List allFolders = GetInventorySkeleton(userID); if (null == allFolders) { m_log.WarnFormat("[INVENTORY SERVICE]: No inventory found for user {0}", userID); return invCollection; } List allItems = new List(); foreach (InventoryFolderBase folder in allFolders) { List items = GetFolderItems(userID, 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 INVENTORY SERVICE]: Sending back folder {0} {1}", folder.Name, folder.ID); // } // // foreach (InventoryItemBase item in invCollection.Items) // { // m_log.DebugFormat("[GRID INVENTORY SERVICE]: Sending back item {0} {1}, folder {2}", item.Name, item.ID, item.Folder); // } m_log.InfoFormat( "[INVENTORY SERVICE]: Sending back inventory response to user {0} containing {1} folders and {2} items", invCollection.UserID, invCollection.Folders.Count, invCollection.Items.Count); return invCollection; } /// /// Asynchronous inventory fetch. /// /// /// public void GetUserInventory(UUID userID, InventoryReceiptCallback callback) { m_log.InfoFormat("[INVENTORY SERVICE]: Requesting inventory for user {0}", userID); List folders = new List(); List items = new List(); List skeletonFolders = GetInventorySkeleton(userID); if (skeletonFolders != null) { InventoryFolderImpl rootFolder = null; // Need to retrieve the root folder on the first pass foreach (InventoryFolderBase folder in skeletonFolders) { if (folder.ParentID == UUID.Zero) { rootFolder = new InventoryFolderImpl(folder); folders.Add(rootFolder); items.AddRange(GetFolderItems(userID, rootFolder.ID)); break; // Only 1 root folder per user } } if (rootFolder != null) { foreach (InventoryFolderBase folder in skeletonFolders) { if (folder.ID != rootFolder.ID) { folders.Add(new InventoryFolderImpl(folder)); items.AddRange(GetFolderItems(userID, folder.ID)); } } } m_log.InfoFormat( "[INVENTORY SERVICE]: Received inventory response for user {0} containing {1} folders and {2} items", userID, folders.Count, items.Count); } else { m_log.WarnFormat("[INVENTORY SERVICE]: User {0} inventory not available", userID); } Util.FireAndForget(delegate { callback(folders, items); }); } public InventoryCollection GetFolderContent(UUID userID, UUID folderID) { // Uncomment me to simulate a slow responding inventory server //Thread.Sleep(16000); InventoryCollection invCollection = new InventoryCollection(); List items = GetFolderItems(userID, folderID); List folders = RequestSubFolders(folderID); invCollection.UserID = userID; invCollection.Folders = folders; invCollection.Items = items; m_log.DebugFormat("[INVENTORY SERVICE]: Found {0} items and {1} folders in folder {2}", items.Count, folders.Count, folderID); return invCollection; } public InventoryFolderBase GetFolderForType(UUID userID, AssetType type) { InventoryFolderBase root = m_Database.getUserRootFolder(userID); if (root != null) { List folders = RequestSubFolders(root.ID); foreach (InventoryFolderBase folder in folders) { if (folder.Type == (short)type) return folder; } } // we didn't find any folder of that type. Return the root folder // hopefully the root folder is not null. If it is, too bad return root; } public Dictionary GetSystemFolders(UUID userID) { InventoryFolderBase root = 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)) folders[(AssetType)folder.Type] = folder; } return folders; } } m_log.WarnFormat("[INVENTORY SERVICE]: System folders for {0} not found", userID); return new Dictionary(); } public List GetActiveGestures(UUID userId) { List activeGestures = new List(); activeGestures.AddRange(m_Database.fetchActiveGestures(userId)); return activeGestures; } #endregion #region Methods used by GridInventoryService public List RequestSubFolders(UUID parentFolderID) { List inventoryList = new List(); inventoryList.AddRange(m_Database.getInventoryFolders(parentFolderID)); return inventoryList; } public List GetFolderItems(UUID userID, UUID folderID) { List itemsList = new List(); itemsList.AddRange(m_Database.getInventoryInFolder(folderID)); return itemsList; } #endregion // See IInventoryServices public virtual bool AddFolder(InventoryFolderBase folder) { m_log.DebugFormat( "[INVENTORY SERVICE]: Adding folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID); m_Database.addInventoryFolder(folder); // FIXME: Should return false on failure return true; } // See IInventoryServices public virtual bool UpdateFolder(InventoryFolderBase folder) { m_log.DebugFormat( "[INVENTORY SERVICE]: Updating folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID); m_Database.updateInventoryFolder(folder); // FIXME: Should return false on failure return true; } // See IInventoryServices public virtual bool MoveFolder(InventoryFolderBase folder) { m_log.DebugFormat( "[INVENTORY SERVICE]: Moving folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID); m_Database.moveInventoryFolder(folder); // FIXME: Should return false on failure return true; } // See IInventoryServices public virtual bool AddItem(InventoryItemBase item) { m_log.DebugFormat( "[INVENTORY SERVICE]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder); m_Database.addInventoryItem(item); // FIXME: Should return false on failure return true; } // See IInventoryServices public virtual bool UpdateItem(InventoryItemBase item) { m_log.InfoFormat( "[INVENTORY SERVICE]: Updating item {0} {1} in folder {2}", item.Name, item.ID, item.Folder); m_Database.updateInventoryItem(item); // FIXME: Should return false on failure return true; } public virtual bool MoveItems(UUID ownerID, List items) { m_log.InfoFormat( "[INVENTORY SERVICE]: Moving {0} items from user {1}", items.Count, ownerID); InventoryItemBase itm = null; foreach (InventoryItemBase item in items) { itm = GetInventoryItem(item.ID); itm.Folder = item.Folder; if ((item.Name != null) && !item.Name.Equals(string.Empty)) itm.Name = item.Name; m_Database.updateInventoryItem(itm); } return true; } // See IInventoryServices public virtual bool DeleteItems(UUID owner, List itemIDs) { m_log.InfoFormat( "[INVENTORY SERVICE]: Deleting {0} items from user {1}", itemIDs.Count, owner); // uhh..... foreach (UUID uuid in itemIDs) m_Database.deleteInventoryItem(uuid); // FIXME: Should return false on failure return true; } public virtual InventoryItemBase GetItem(InventoryItemBase item) { InventoryItemBase result = m_Database.getInventoryItem(item.ID); if (result != null) return result; m_log.DebugFormat("[INVENTORY SERVICE]: GetItem failed to find item {0}", item.ID); return null; } public virtual InventoryFolderBase GetFolder(InventoryFolderBase folder) { InventoryFolderBase result = m_Database.getInventoryFolder(folder.ID); if (result != null) return result; m_log.DebugFormat("[INVENTORY SERVICE]: GetFolder failed to find folder {0}", folder.ID); return null; } public virtual bool DeleteFolders(UUID ownerID, List folderIDs) { foreach (UUID id in folderIDs) { InventoryFolderBase folder = new InventoryFolderBase(id, ownerID); PurgeFolder(folder); m_Database.deleteInventoryFolder(id); } return true; } /// /// Purge a folder of all items items and subfolders. /// /// FIXME: Really nasty in a sense, because we have to query the database to get information we may /// already know... Needs heavy refactoring. /// /// public virtual bool PurgeFolder(InventoryFolderBase folder) { m_log.DebugFormat( "[INVENTORY SERVICE]: Purging folder {0} {1} of its contents", folder.Name, folder.ID); List subFolders = RequestSubFolders(folder.ID); foreach (InventoryFolderBase subFolder in subFolders) { // m_log.DebugFormat("[INVENTORY SERVICE]: Deleting folder {0} {1}", subFolder.Name, subFolder.ID); m_Database.deleteInventoryFolder(subFolder.ID); } List items = GetFolderItems(folder.Owner, folder.ID); List uuids = new List(); foreach (InventoryItemBase item in items) { uuids.Add(item.ID); } DeleteItems(folder.Owner, uuids); // FIXME: Should return false on failure return true; } private void AddNewInventorySet(UsersInventory inventory) { foreach (InventoryFolderBase folder in inventory.Folders.Values) { AddFolder(folder); } } public InventoryItemBase GetInventoryItem(UUID itemID) { InventoryItemBase item = m_Database.getInventoryItem(itemID); if (item != null) return item; return null; } public int GetAssetPermissions(UUID userID, UUID assetID) { InventoryFolderBase parent = GetRootFolder(userID); return FindAssetPerms(parent, assetID); } private int FindAssetPerms(InventoryFolderBase folder, UUID assetID) { InventoryCollection contents = GetFolderContent(folder.Owner, folder.ID); int perms = 0; foreach (InventoryItemBase item in contents.Items) { if (item.AssetID == assetID) perms = (int)item.CurrentPermissions | perms; } foreach (InventoryFolderBase subfolder in contents.Folders) perms = perms | FindAssetPerms(subfolder, assetID); return perms; } /// /// Used to create a new user inventory. /// private class UsersInventory { public Dictionary Folders = new Dictionary(); public Dictionary Items = new Dictionary(); public virtual void CreateNewInventorySet(UUID user) { InventoryFolderBase folder = new InventoryFolderBase(); folder.ParentID = UUID.Zero; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "My Inventory"; folder.Type = (short)AssetType.Folder; folder.Version = 1; Folders.Add(folder.ID, folder); UUID rootFolder = folder.ID; folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Animations"; folder.Type = (short)AssetType.Animation; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Body Parts"; folder.Type = (short)AssetType.Bodypart; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Calling Cards"; folder.Type = (short)AssetType.CallingCard; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Clothing"; folder.Type = (short)AssetType.Clothing; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Gestures"; folder.Type = (short)AssetType.Gesture; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Landmarks"; folder.Type = (short)AssetType.Landmark; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Lost And Found"; folder.Type = (short)AssetType.LostAndFoundFolder; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Notecards"; folder.Type = (short)AssetType.Notecard; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Objects"; folder.Type = (short)AssetType.Object; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Photo Album"; folder.Type = (short)AssetType.SnapshotFolder; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Scripts"; folder.Type = (short)AssetType.LSLText; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Sounds"; folder.Type = (short)AssetType.Sound; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Textures"; folder.Type = (short)AssetType.Texture; folder.Version = 1; Folders.Add(folder.ID, folder); folder = new InventoryFolderBase(); folder.ParentID = rootFolder; folder.Owner = user; folder.ID = UUID.Random(); folder.Name = "Trash"; folder.Type = (short)AssetType.TrashFolder; folder.Version = 1; Folders.Add(folder.ID, folder); } } } }