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path: root/OpenSim/Services/InventoryService/HGInventoryService.cs
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/*
 * 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;
using System.Collections.Generic;
using OpenMetaverse;
using log4net;
using Nini.Config;
using System.Reflection;
using OpenSim.Services.Base;
using OpenSim.Services.Interfaces;
using OpenSim.Data;
using OpenSim.Framework;

namespace OpenSim.Services.InventoryService
{
    public class HGInventoryService : XInventoryService, IInventoryService
    {
        private static readonly ILog m_log =
                LogManager.GetLogger(
                MethodBase.GetCurrentMethod().DeclaringType);

        protected IXInventoryData m_Database;

        public HGInventoryService(IConfigSource config)
            : base(config)
        {
            string dllName = String.Empty;
            string connString = String.Empty;
            //string realm = "Inventory"; // OSG version doesn't use this

            //
            // Try reading the [DatabaseService] section, if it exists
            //
            IConfig dbConfig = config.Configs["DatabaseService"];
            if (dbConfig != null)
            {
                if (dllName == String.Empty)
                    dllName = dbConfig.GetString("StorageProvider", String.Empty);
                if (connString == String.Empty)
                    connString = dbConfig.GetString("ConnectionString", String.Empty);
            }

            //
            // Try reading the [InventoryService] section, if it exists
            //
            IConfig authConfig = config.Configs["InventoryService"];
            if (authConfig != null)
            {
                dllName = authConfig.GetString("StorageProvider", dllName);
                connString = authConfig.GetString("ConnectionString", connString);
                // realm = authConfig.GetString("Realm", realm);
            }

            //
            // We tried, but this doesn't exist. We can't proceed.
            //
            if (dllName == String.Empty)
                throw new Exception("No StorageProvider configured");

            m_Database = LoadPlugin<IXInventoryData>(dllName,
                    new Object[] {connString, String.Empty});
            if (m_Database == null)
                throw new Exception("Could not find a storage interface in the given module");

            m_log.Debug("[HG INVENTORY SERVICE]: Starting...");
        }

        public override bool CreateUserInventory(UUID principalID)
        {
            // NOGO
            return false;
        }


        public override List<InventoryFolderBase> GetInventorySkeleton(UUID principalID)
        {
            // NOGO for this inventory service
            return new List<InventoryFolderBase>();
        }

        public override InventoryFolderBase GetRootFolder(UUID principalID)
        {
            // Warp! Root folder for travelers
            XInventoryFolder[] folders = m_Database.GetFolders(
                    new string[] { "agentID", "folderName"},
                    new string[] { principalID.ToString(), "My Suitcase" });

            if (folders.Length > 0)
                return ConvertToOpenSim(folders[0]);
            
            // make one
            XInventoryFolder suitcase = CreateFolder(principalID, UUID.Zero, (int)AssetType.Folder, "My Suitcase");
            return ConvertToOpenSim(suitcase);
        }

        //private bool CreateSystemFolders(UUID principalID, XInventoryFolder suitcase)
        //{

        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.Animation, "Animations");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.Bodypart, "Body Parts");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.CallingCard, "Calling Cards");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.Clothing, "Clothing");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.Gesture, "Gestures");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.Landmark, "Landmarks");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.LostAndFoundFolder, "Lost And Found");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.Notecard, "Notecards");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.Object, "Objects");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.SnapshotFolder, "Photo Album");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.LSLText, "Scripts");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.Sound, "Sounds");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.Texture, "Textures");
        //    CreateFolder(principalID, suitcase.folderID, (int)AssetType.TrashFolder, "Trash");

        //    return true;
        //}


        public override InventoryFolderBase GetFolderForType(UUID principalID, AssetType type)
        {
            return GetRootFolder(principalID);
        }

        //
        // Use the inherited methods
        //
        //public InventoryCollection GetFolderContent(UUID principalID, UUID folderID)
        //{
        //}
     
        //public List<InventoryItemBase> GetFolderItems(UUID principalID, UUID folderID)
        //{
        //}

        //public override bool AddFolder(InventoryFolderBase folder)
        //{
        //    // Check if it's under the Suitcase folder
        //    List<InventoryFolderBase> skel = base.GetInventorySkeleton(folder.Owner);
        //    InventoryFolderBase suitcase = GetRootFolder(folder.Owner);
        //    List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);

        //    foreach (InventoryFolderBase f in suitDescendents)
        //        if (folder.ParentID == f.ID)
        //        {
        //            XInventoryFolder xFolder = ConvertFromOpenSim(folder);
        //            return m_Database.StoreFolder(xFolder);
        //        }
        //    return false;
        //}

        private List<InventoryFolderBase> GetDescendents(List<InventoryFolderBase> lst, UUID root)
        {
            List<InventoryFolderBase> direct = lst.FindAll(delegate(InventoryFolderBase f) { return f.ParentID == root; });
            if (direct == null)
                return new List<InventoryFolderBase>();

            List<InventoryFolderBase> indirect = new List<InventoryFolderBase>();
            foreach (InventoryFolderBase f in direct)
                indirect.AddRange(GetDescendents(lst, f.ID));

            direct.AddRange(indirect);
            return direct;
        }

        // Use inherited method
        //public bool UpdateFolder(InventoryFolderBase folder)
        //{
        //}

        //public override bool MoveFolder(InventoryFolderBase folder)
        //{
        //    XInventoryFolder[] x = m_Database.GetFolders(
        //            new string[] { "folderID" },
        //            new string[] { folder.ID.ToString() });

        //    if (x.Length == 0)
        //        return false;

        //    // Check if it's under the Suitcase folder
        //    List<InventoryFolderBase> skel = base.GetInventorySkeleton(folder.Owner);
        //    InventoryFolderBase suitcase = GetRootFolder(folder.Owner);
        //    List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);

        //    foreach (InventoryFolderBase f in suitDescendents)
        //        if (folder.ParentID == f.ID)
        //        {
        //            x[0].parentFolderID = folder.ParentID;
        //            return m_Database.StoreFolder(x[0]);
        //        }

        //    return false;
        //}

        public override bool DeleteFolders(UUID principalID, List<UUID> folderIDs)
        {
            // NOGO
            return false;
        }

        public override bool PurgeFolder(InventoryFolderBase folder)
        {
            // NOGO
            return false;
        }

        // Unfortunately we need to use the inherited method because of how DeRez works.
        // The viewer sends the folderID hard-wired in the derez message
        //public override bool AddItem(InventoryItemBase item)
        //{
        //    // Check if it's under the Suitcase folder
        //    List<InventoryFolderBase> skel = base.GetInventorySkeleton(item.Owner);
        //    InventoryFolderBase suitcase = GetRootFolder(item.Owner);
        //    List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);

        //    foreach (InventoryFolderBase f in suitDescendents)
        //        if (item.Folder == f.ID)
        //            return m_Database.StoreItem(ConvertFromOpenSim(item));

        //    return false;
        //}

        //public override bool UpdateItem(InventoryItemBase item)
        //{
        //    // Check if it's under the Suitcase folder
        //    List<InventoryFolderBase> skel = base.GetInventorySkeleton(item.Owner);
        //    InventoryFolderBase suitcase = GetRootFolder(item.Owner);
        //    List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);

        //    foreach (InventoryFolderBase f in suitDescendents)
        //        if (item.Folder == f.ID)
        //            return m_Database.StoreItem(ConvertFromOpenSim(item));

        //    return false;
        //}

        //public override bool MoveItems(UUID principalID, List<InventoryItemBase> items)
        //{
        //    // Principal is b0rked. *sigh*
        //    //
        //    // Let's assume they all have the same principal
        //    // Check if it's under the Suitcase folder
        //    List<InventoryFolderBase> skel = base.GetInventorySkeleton(items[0].Owner);
        //    InventoryFolderBase suitcase = GetRootFolder(items[0].Owner);
        //    List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);

        //    foreach (InventoryItemBase i in items)
        //    {
        //        foreach (InventoryFolderBase f in suitDescendents)
        //            if (i.Folder == f.ID)
        //                m_Database.MoveItem(i.ID.ToString(), i.Folder.ToString());
        //    }

        //    return true;
        //}

        // Let these pass. Use inherited methods.
        //public bool DeleteItems(UUID principalID, List<UUID> itemIDs)
        //{
        //}

        //public InventoryItemBase GetItem(InventoryItemBase item)
        //{
        //}

        //public InventoryFolderBase GetFolder(InventoryFolderBase folder)
        //{
        //}

        //public List<InventoryItemBase> GetActiveGestures(UUID principalID)
        //{
        //}

        //public int GetAssetPermissions(UUID principalID, UUID assetID)
        //{
        //}

    }
}