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@@ -1,273 +1,273 @@
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/*
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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.
|
||||
*/
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||||
using log4net;
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using Nini.Config;
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenSim.Framework;
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using OpenSim.Data;
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using OpenSim.Server.Base;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using OpenMetaverse;
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namespace OpenSim.Region.CoreModules.ServiceConnectors.Inventory
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{
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public class LocalInventoryServicesConnector :
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ISharedRegionModule, IInventoryService
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(
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MethodBase.GetCurrentMethod().DeclaringType);
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private IInventoryService m_InventoryService;
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private bool m_Enabled = false;
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public string Name
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{
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get { return "LocalInventoryServicesConnector"; }
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||||
}
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public void Initialise(IConfigSource source)
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{
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IConfig moduleConfig = source.Configs["Modules"];
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if (moduleConfig != null)
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||||
{
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string name = moduleConfig.GetString("InventoryServices", "");
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if (name == Name)
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{
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IConfig assetConfig = source.Configs["InventoryService"];
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if (assetConfig == null)
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{
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m_log.Error("[INVENTORY CONNECTOR]: InventoryService missing from OpenSim.ini");
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return;
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}
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string serviceDll = assetConfig.GetString("LocalServiceModule",
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String.Empty);
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if (serviceDll == String.Empty)
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{
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m_log.Error("[INVENTORY CONNECTOR]: No LocalServiceModule named in section InventoryService");
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return;
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}
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Object[] args = new Object[] { source };
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m_InventoryService =
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ServerUtils.LoadPlugin<IInventoryService>(serviceDll,
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args);
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if (m_InventoryService == null)
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{
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m_log.Error("[INVENTORY CONNECTOR]: Can't load asset service");
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return;
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}
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//List<IInventoryDataPlugin> plugins
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// = DataPluginFactory.LoadDataPlugins<IInventoryDataPlugin>(
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// configSettings.StandaloneInventoryPlugin,
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// configSettings.StandaloneInventorySource);
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//foreach (IInventoryDataPlugin plugin in plugins)
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//{
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// // Using the OSP wrapper plugin for database plugins should be made configurable at some point
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// m_InventoryService.AddPlugin(new OspInventoryWrapperPlugin(plugin, this));
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//}
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m_Enabled = true;
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m_log.Info("[INVENTORY CONNECTOR]: Local asset connector enabled");
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}
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}
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}
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public void PostInitialise()
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||||
{
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||||
}
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||||
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public void Close()
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||||
{
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||||
}
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public void AddRegion(Scene scene)
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||||
{
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if (!m_Enabled)
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return;
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scene.RegisterModuleInterface<IInventoryService>(this);
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}
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public void RemoveRegion(Scene scene)
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||||
{
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||||
}
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||||
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public void RegionLoaded(Scene scene)
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||||
{
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if (!m_Enabled)
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return;
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m_log.InfoFormat("[INVENTORY CONNECTOR]: Enabled local assets for region {0}", scene.RegionInfo.RegionName);
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}
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#region IInventoryService
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public bool CreateUserInventory(UUID user)
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{
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return m_InventoryService.CreateUserInventory(user);
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}
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public List<InventoryFolderBase> GetInventorySkeleton(UUID userId)
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{
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return m_InventoryService.GetInventorySkeleton(userId);
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}
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public InventoryCollection GetUserInventory(UUID id)
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{
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return m_InventoryService.GetUserInventory(id);
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}
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public void GetUserInventory(UUID userID, InventoryReceiptCallback callback)
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{
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m_InventoryService.GetUserInventory(userID, callback);
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}
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public List<InventoryItemBase> GetFolderItems(UUID folderID)
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{
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return m_InventoryService.GetFolderItems(folderID);
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}
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/// <summary>
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/// Add a new folder to the user's inventory
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/// </summary>
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/// <param name="folder"></param>
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/// <returns>true if the folder was successfully added</returns>
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public bool AddFolder(InventoryFolderBase folder)
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{
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return m_InventoryService.AddFolder(folder);
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}
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/// <summary>
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/// Update a folder in the user's inventory
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/// </summary>
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/// <param name="folder"></param>
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/// <returns>true if the folder was successfully updated</returns>
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||||
public bool UpdateFolder(InventoryFolderBase folder)
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{
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||||
return m_InventoryService.UpdateFolder(folder);
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}
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||||
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||||
/// <summary>
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||||
/// Move an inventory folder to a new location
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||||
/// </summary>
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||||
/// <param name="folder">A folder containing the details of the new location</param>
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||||
/// <returns>true if the folder was successfully moved</returns>
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||||
public bool MoveFolder(InventoryFolderBase folder)
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{
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||||
return m_InventoryService.MoveFolder(folder);
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||||
}
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||||
|
||||
/// <summary>
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||||
/// Purge an inventory folder of all its items and subfolders.
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||||
/// </summary>
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||||
/// <param name="folder"></param>
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/// <returns>true if the folder was successfully purged</returns>
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public bool PurgeFolder(InventoryFolderBase folder)
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{
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return m_InventoryService.PurgeFolder(folder);
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||||
}
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||||
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||||
/// <summary>
|
||||
/// Add a new item to the user's inventory
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||||
/// </summary>
|
||||
/// <param name="item"></param>
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||||
/// <returns>true if the item was successfully added</returns>
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||||
public bool AddItem(InventoryItemBase item)
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||||
{
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||||
return m_InventoryService.AddItem(item);
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||||
}
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||||
|
||||
/// <summary>
|
||||
/// Update an item in the user's inventory
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/// </summary>
|
||||
/// <param name="item"></param>
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||||
/// <returns>true if the item was successfully updated</returns>
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||||
public bool UpdateItem(InventoryItemBase item)
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||||
{
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||||
return m_InventoryService.UpdateItem(item);
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||||
}
|
||||
|
||||
/// <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 DeleteItem(InventoryItemBase item)
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||||
{
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return m_InventoryService.DeleteItem(item);
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||||
}
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||||
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||||
public InventoryItemBase QueryItem(InventoryItemBase item)
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{
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return m_InventoryService.QueryItem(item);
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||||
}
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||||
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||||
public InventoryFolderBase QueryFolder(InventoryFolderBase folder)
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{
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return m_InventoryService.QueryFolder(folder);
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}
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||||
|
||||
/// <summary>
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||||
/// Does the given user have an inventory structure?
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/// </summary>
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/// <param name="userID"></param>
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/// <returns></returns>
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public bool HasInventoryForUser(UUID userID)
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{
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return m_InventoryService.HasInventoryForUser(userID);
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||||
}
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/// <summary>
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||||
/// Retrieve the root inventory folder for the given user.
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/// </summary>
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/// <param name="userID"></param>
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||||
/// <returns>null if no root folder was found</returns>
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public InventoryFolderBase RequestRootFolder(UUID userID)
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{
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return m_InventoryService.RequestRootFolder(userID);
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||||
}
|
||||
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||||
public List<InventoryItemBase> GetActiveGestures(UUID userId)
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{
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return m_InventoryService.GetActiveGestures(userId);
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}
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||||
#endregion IInventoryService
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||||
}
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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 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.ServiceConnectors.Inventory
|
||||
{
|
||||
public class LocalInventoryServicesConnector :
|
||||
ISharedRegionModule, IInventoryService
|
||||
{
|
||||
private static readonly ILog m_log =
|
||||
LogManager.GetLogger(
|
||||
MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private IInventoryService m_InventoryService;
|
||||
|
||||
private bool m_Enabled = false;
|
||||
|
||||
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 assetConfig = source.Configs["InventoryService"];
|
||||
if (assetConfig == null)
|
||||
{
|
||||
m_log.Error("[INVENTORY CONNECTOR]: InventoryService missing from OpenSim.ini");
|
||||
return;
|
||||
}
|
||||
|
||||
string serviceDll = assetConfig.GetString("LocalServiceModule",
|
||||
String.Empty);
|
||||
|
||||
if (serviceDll == String.Empty)
|
||||
{
|
||||
m_log.Error("[INVENTORY CONNECTOR]: No LocalServiceModule named in section InventoryService");
|
||||
return;
|
||||
}
|
||||
|
||||
Object[] args = new Object[] { source };
|
||||
m_InventoryService =
|
||||
ServerUtils.LoadPlugin<IInventoryService>(serviceDll,
|
||||
args);
|
||||
|
||||
if (m_InventoryService == null)
|
||||
{
|
||||
m_log.Error("[INVENTORY CONNECTOR]: Can't load asset service");
|
||||
return;
|
||||
}
|
||||
|
||||
//List<IInventoryDataPlugin> plugins
|
||||
// = DataPluginFactory.LoadDataPlugins<IInventoryDataPlugin>(
|
||||
// configSettings.StandaloneInventoryPlugin,
|
||||
// configSettings.StandaloneInventorySource);
|
||||
|
||||
//foreach (IInventoryDataPlugin plugin in plugins)
|
||||
//{
|
||||
// // Using the OSP wrapper plugin for database plugins should be made configurable at some point
|
||||
// m_InventoryService.AddPlugin(new OspInventoryWrapperPlugin(plugin, this));
|
||||
//}
|
||||
|
||||
m_Enabled = true;
|
||||
m_log.Info("[INVENTORY CONNECTOR]: Local asset connector enabled");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
{
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
{
|
||||
if (!m_Enabled)
|
||||
return;
|
||||
|
||||
scene.RegisterModuleInterface<IInventoryService>(this);
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene scene)
|
||||
{
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene scene)
|
||||
{
|
||||
if (!m_Enabled)
|
||||
return;
|
||||
|
||||
m_log.InfoFormat("[INVENTORY CONNECTOR]: Enabled local assets for region {0}", scene.RegionInfo.RegionName);
|
||||
|
||||
}
|
||||
|
||||
#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 List<InventoryItemBase> GetFolderItems(UUID folderID)
|
||||
{
|
||||
return m_InventoryService.GetFolderItems(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);
|
||||
}
|
||||
|
||||
/// <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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a new item to the user's inventory
|
||||
/// </summary>
|
||||
/// <param name="item"></param>
|
||||
/// <returns>true if the item was successfully added</returns>
|
||||
public bool AddItem(InventoryItemBase item)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
/// <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 DeleteItem(InventoryItemBase item)
|
||||
{
|
||||
return m_InventoryService.DeleteItem(item);
|
||||
}
|
||||
|
||||
public InventoryItemBase QueryItem(InventoryItemBase item)
|
||||
{
|
||||
return m_InventoryService.QueryItem(item);
|
||||
}
|
||||
|
||||
public InventoryFolderBase QueryFolder(InventoryFolderBase folder)
|
||||
{
|
||||
return m_InventoryService.QueryFolder(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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieve the root inventory folder for the given user.
|
||||
/// </summary>
|
||||
/// <param name="userID"></param>
|
||||
/// <returns>null if no root folder was found</returns>
|
||||
public InventoryFolderBase RequestRootFolder(UUID userID)
|
||||
{
|
||||
return m_InventoryService.RequestRootFolder(userID);
|
||||
}
|
||||
|
||||
public List<InventoryItemBase> GetActiveGestures(UUID userId)
|
||||
{
|
||||
return m_InventoryService.GetActiveGestures(userId);
|
||||
}
|
||||
#endregion IInventoryService
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user