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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)
{
// 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);
}
callback.BeginInvoke(folders, items, null, null);
}
public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
{
m_log.Info("[INVENTORY SERVICE]: Processing request for folder " + 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", items.Count, folders.Count);
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;
}
// See IInventoryServices
public virtual bool DeleteItem(InventoryItemBase item)
{
m_log.InfoFormat(
"[INVENTORY SERVICE]: Deleting item {0} {1} from folder {2}", item.Name, item.ID, item.Folder);
m_Database.deleteInventoryItem(item.ID);
// FIXME: Should return false on failure
return true;
}
public virtual InventoryItemBase QueryItem(InventoryItemBase item)
{
InventoryItemBase result = m_Database.queryInventoryItem(item.ID);
if (result != null)
return result;
return null;
}
public virtual InventoryFolderBase QueryFolder(InventoryFolderBase item)
{
InventoryFolderBase result = m_Database.queryInventoryFolder(item.ID);
if (result != null)
return result;
return null;
}
///
/// 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);
foreach (InventoryItemBase item in items)
{
DeleteItem(item);
}
// 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;
}
///
/// 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);
}
}
}
}