Update svn properties.

This commit is contained in:
Jeff Ames
2009-06-09 17:48:22 +00:00
parent 28324e5174
commit 135ff63c3d
4 changed files with 1538 additions and 1538 deletions

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@@ -1,273 +1,273 @@
/*
* 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
}
}
/*
* 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
}
}