1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
|
/*
* 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 : ISharedRegionModule, IInventoryService
{
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Scene used by this module. This currently needs to be publicly settable for HGInventoryBroker.
/// </summary>
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<IUserManagement>();
}
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<IInventoryService>(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<IInventoryService>(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<InventoryFolderBase> 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 InventoryFolderBase GetRootFolder(UUID userID)
{
return m_InventoryService.GetRootFolder(userID);
}
public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
{
return m_InventoryService.GetFolderForType(userID, type);
}
public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
{
InventoryCollection invCol = m_InventoryService.GetFolderContent(userID, folderID);
Util.FireAndForget(delegate
{
if (UserManager != null)
foreach (InventoryItemBase item in invCol.Items)
UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData);
});
return invCol;
}
public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID)
{
return m_InventoryService.GetFolderItems(userID, folderID);
}
/// <summary>
/// Add a new folder to the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully added</returns>
public bool AddFolder(InventoryFolderBase folder)
{
return m_InventoryService.AddFolder(folder);
}
/// <summary>
/// Update a folder in the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully updated</returns>
public bool UpdateFolder(InventoryFolderBase folder)
{
return m_InventoryService.UpdateFolder(folder);
}
/// <summary>
/// Move an inventory folder to a new location
/// </summary>
/// <param name="folder">A folder containing the details of the new location</param>
/// <returns>true if the folder was successfully moved</returns>
public bool MoveFolder(InventoryFolderBase folder)
{
return m_InventoryService.MoveFolder(folder);
}
public bool DeleteFolders(UUID ownerID, List<UUID> folderIDs)
{
return m_InventoryService.DeleteFolders(ownerID, folderIDs);
}
/// <summary>
/// Purge an inventory folder of all its items and subfolders.
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully purged</returns>
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);
}
/// <summary>
/// Update an item in the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully updated</returns>
public bool UpdateItem(InventoryItemBase item)
{
return m_InventoryService.UpdateItem(item);
}
public bool MoveItems(UUID ownerID, List<InventoryItemBase> items)
{
return m_InventoryService.MoveItems(ownerID, items);
}
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
public bool DeleteItems(UUID ownerID, List<UUID> itemIDs)
{
return m_InventoryService.DeleteItems(ownerID, itemIDs);
}
public 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 InventoryFolderBase GetFolder(InventoryFolderBase folder)
{
return m_InventoryService.GetFolder(folder);
}
/// <summary>
/// Does the given user have an inventory structure?
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public bool HasInventoryForUser(UUID userID)
{
return m_InventoryService.HasInventoryForUser(userID);
}
public List<InventoryItemBase> GetActiveGestures(UUID userId)
{
return m_InventoryService.GetActiveGestures(userId);
}
public int GetAssetPermissions(UUID userID, UUID assetID)
{
return m_InventoryService.GetAssetPermissions(userID, assetID);
}
#endregion IInventoryService
}
}
|