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
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
|
/*
* 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
{
/// <summary>
/// The Inventory service reference implementation
/// </summary>
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<InventoryFolderBase> 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<InventoryFolderBase> userFolders = new List<InventoryFolderBase>();
userFolders.Add(rootFolder);
IList<InventoryFolderBase> 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
/// <summary>
/// Return a user's entire inventory synchronously
/// </summary>
/// <param name="rawUserID"></param>
/// <returns>The user's inventory. If an inventory cannot be found then an empty collection is returned.</returns>
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<InventoryFolderBase> allFolders = GetInventorySkeleton(userID);
if (null == allFolders)
{
m_log.WarnFormat("[INVENTORY SERVICE]: No inventory found for user {0}", userID);
return invCollection;
}
List<InventoryItemBase> allItems = new List<InventoryItemBase>();
foreach (InventoryFolderBase folder in allFolders)
{
List<InventoryItemBase> 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;
}
/// <summary>
/// Asynchronous inventory fetch.
/// </summary>
/// <param name="userID"></param>
/// <param name="callback"></param>
public void GetUserInventory(UUID userID, InventoryReceiptCallback callback)
{
m_log.InfoFormat("[INVENTORY SERVICE]: Requesting inventory for user {0}", userID);
List<InventoryFolderImpl> folders = new List<InventoryFolderImpl>();
List<InventoryItemBase> items = new List<InventoryItemBase>();
List<InventoryFolderBase> 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)
{
// Uncomment me to simulate a slow responding inventory server
//Thread.Sleep(16000);
InventoryCollection invCollection = new InventoryCollection();
List<InventoryItemBase> items = GetFolderItems(userID, folderID);
List<InventoryFolderBase> 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<InventoryFolderBase> 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<AssetType, InventoryFolderBase> GetSystemFolders(UUID userID)
{
InventoryFolderBase root = GetRootFolder(userID);
if (root != null)
{
InventoryCollection content = GetFolderContent(userID, root.ID);
if (content != null)
{
Dictionary<AssetType, InventoryFolderBase> folders = new Dictionary<AssetType, InventoryFolderBase>();
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<AssetType, InventoryFolderBase>();
}
public List<InventoryItemBase> GetActiveGestures(UUID userId)
{
List<InventoryItemBase> activeGestures = new List<InventoryItemBase>();
activeGestures.AddRange(m_Database.fetchActiveGestures(userId));
return activeGestures;
}
#endregion
#region Methods used by GridInventoryService
public List<InventoryFolderBase> RequestSubFolders(UUID parentFolderID)
{
List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
inventoryList.AddRange(m_Database.getInventoryFolders(parentFolderID));
return inventoryList;
}
public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID)
{
List<InventoryItemBase> itemsList = new List<InventoryItemBase>();
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<InventoryItemBase> 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<UUID> 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<UUID> folderIDs)
{
foreach (UUID id in folderIDs)
{
InventoryFolderBase folder = new InventoryFolderBase(id, ownerID);
PurgeFolder(folder);
m_Database.deleteInventoryFolder(id);
}
return true;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="folder"></param>
public virtual bool PurgeFolder(InventoryFolderBase folder)
{
m_log.DebugFormat(
"[INVENTORY SERVICE]: Purging folder {0} {1} of its contents", folder.Name, folder.ID);
List<InventoryFolderBase> 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<InventoryItemBase> items = GetFolderItems(folder.Owner, folder.ID);
List<UUID> uuids = new List<UUID>();
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;
}
/// <summary>
/// Used to create a new user inventory.
/// </summary>
private class UsersInventory
{
public Dictionary<UUID, InventoryFolderBase> Folders = new Dictionary<UUID, InventoryFolderBase>();
public Dictionary<UUID, InventoryItemBase> Items = new Dictionary<UUID, InventoryItemBase>();
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);
}
}
}
}
|