Switched everything to XInventory by default. The old Inventory is still there for now, in case bugs pop up with XInventory.

This commit is contained in:
Diva Canto
2010-05-02 10:31:35 -07:00
parent 648999dd3b
commit bd49985afa
11 changed files with 100 additions and 106 deletions

View File

@@ -41,7 +41,7 @@ using OpenMetaverse;
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
{
public class LocalInventoryServicesConnector : BaseInventoryConnector, ISharedRegionModule, IInventoryService
public class LocalInventoryServicesConnector : ISharedRegionModule, IInventoryService
{
private static readonly ILog m_log =
LogManager.GetLogger(
@@ -50,7 +50,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
private IInventoryService m_InventoryService;
private bool m_Enabled = false;
private bool m_Initialized = false;
public Type ReplaceableInterface
{
@@ -93,23 +92,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
if (m_InventoryService == null)
{
m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: Can't load inventory service");
//return;
throw new Exception("Unable to proceed. Please make sure your ini files in config-include are updated according to .example's");
}
//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));
//}
Init(source);
m_Enabled = true;
m_log.Info("[LOCAL INVENTORY SERVICES CONNECTOR]: Local inventory connector enabled");
}
@@ -128,99 +113,60 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
{
if (!m_Enabled)
return;
if (!m_Initialized)
{
m_Initialized = true;
}
// m_log.DebugFormat(
// "[LOCAL INVENTORY SERVICES CONNECTOR]: Registering IInventoryService to scene {0}", scene.RegionInfo.RegionName);
scene.RegisterModuleInterface<IInventoryService>(this);
m_cache.AddRegion(scene);
}
public void RemoveRegion(Scene scene)
{
if (!m_Enabled)
return;
m_cache.RemoveRegion(scene);
}
public void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
m_log.InfoFormat(
"[LOCAL INVENTORY SERVICES CONNECTOR]: Enabled local inventory for region {0}", scene.RegionInfo.RegionName);
}
#region IInventoryService
public override bool CreateUserInventory(UUID user)
public bool CreateUserInventory(UUID user)
{
return m_InventoryService.CreateUserInventory(user);
}
public override List<InventoryFolderBase> GetInventorySkeleton(UUID userId)
public List<InventoryFolderBase> GetInventorySkeleton(UUID userId)
{
return m_InventoryService.GetInventorySkeleton(userId);
}
public override InventoryCollection GetUserInventory(UUID id)
public InventoryCollection GetUserInventory(UUID id)
{
return m_InventoryService.GetUserInventory(id);
}
public override void GetUserInventory(UUID userID, InventoryReceiptCallback callback)
public void GetUserInventory(UUID userID, InventoryReceiptCallback callback)
{
m_InventoryService.GetUserInventory(userID, callback);
}
// Inherited. See base
//public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
//{
// return m_InventoryService.GetFolderForType(userID, type);
//}
public override Dictionary<AssetType, InventoryFolderBase> GetSystemFolders(UUID userID)
public InventoryFolderBase GetRootFolder(UUID userID)
{
InventoryFolderBase root = m_InventoryService.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))
{
//m_log.InfoFormat("[INVENTORY CONNECTOR]: folder type {0} ", folder.Type);
folders[(AssetType)folder.Type] = folder;
}
}
// Put the root folder there, as type Folder
folders[AssetType.Folder] = root;
//m_log.InfoFormat("[INVENTORY CONNECTOR]: root folder is type {0} ", root.Type);
return folders;
}
}
m_log.WarnFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: System folders for {0} not found", userID);
return new Dictionary<AssetType, InventoryFolderBase>();
return m_InventoryService.GetRootFolder(userID);
}
public override InventoryCollection GetFolderContent(UUID userID, UUID folderID)
public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
{
return m_InventoryService.GetFolderForType(userID, type);
}
public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
{
return m_InventoryService.GetFolderContent(userID, folderID);
}
public override List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID)
public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID)
{
return m_InventoryService.GetFolderItems(userID, folderID);
}
@@ -230,7 +176,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully added</returns>
public override bool AddFolder(InventoryFolderBase folder)
public bool AddFolder(InventoryFolderBase folder)
{
return m_InventoryService.AddFolder(folder);
}
@@ -240,7 +186,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully updated</returns>
public override bool UpdateFolder(InventoryFolderBase folder)
public bool UpdateFolder(InventoryFolderBase folder)
{
return m_InventoryService.UpdateFolder(folder);
}
@@ -250,12 +196,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
/// </summary>
/// <param name="folder">A folder containing the details of the new location</param>
/// <returns>true if the folder was successfully moved</returns>
public override bool MoveFolder(InventoryFolderBase folder)
public bool MoveFolder(InventoryFolderBase folder)
{
return m_InventoryService.MoveFolder(folder);
}
public override bool DeleteFolders(UUID ownerID, List<UUID> folderIDs)
public bool DeleteFolders(UUID ownerID, List<UUID> folderIDs)
{
return m_InventoryService.DeleteFolders(ownerID, folderIDs);
}
@@ -265,18 +211,17 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully purged</returns>
public override bool PurgeFolder(InventoryFolderBase folder)
public bool PurgeFolder(InventoryFolderBase folder)
{
return m_InventoryService.PurgeFolder(folder);
}
/// <summary>
/// Add a new item to the user's inventory, plain
/// Called by base class AddItem
/// Add a new item to the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully added</returns>
protected override bool AddItemPlain(InventoryItemBase item)
public bool AddItem(InventoryItemBase item)
{
return m_InventoryService.AddItem(item);
}
@@ -286,13 +231,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully updated</returns>
public override bool UpdateItem(InventoryItemBase item)
public bool UpdateItem(InventoryItemBase item)
{
return m_InventoryService.UpdateItem(item);
}
public override bool MoveItems(UUID ownerID, List<InventoryItemBase> items)
public bool MoveItems(UUID ownerID, List<InventoryItemBase> items)
{
return m_InventoryService.MoveItems(ownerID, items);
}
@@ -302,12 +247,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
public override bool DeleteItems(UUID ownerID, List<UUID> itemIDs)
public bool DeleteItems(UUID ownerID, List<UUID> itemIDs)
{
return m_InventoryService.DeleteItems(ownerID, itemIDs);
}
public override InventoryItemBase GetItem(InventoryItemBase item)
public InventoryItemBase GetItem(InventoryItemBase item)
{
// m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Requesting inventory item {0}", item.ID);
@@ -322,7 +267,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
return item;
}
public override InventoryFolderBase GetFolder(InventoryFolderBase folder)
public InventoryFolderBase GetFolder(InventoryFolderBase folder)
{
return m_InventoryService.GetFolder(folder);
}
@@ -332,17 +277,17 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public override bool HasInventoryForUser(UUID userID)
public bool HasInventoryForUser(UUID userID)
{
return m_InventoryService.HasInventoryForUser(userID);
}
public override List<InventoryItemBase> GetActiveGestures(UUID userId)
public List<InventoryItemBase> GetActiveGestures(UUID userId)
{
return m_InventoryService.GetActiveGestures(userId);
}
public override int GetAssetPermissions(UUID userID, UUID assetID)
public int GetAssetPermissions(UUID userID, UUID assetID)
{
return m_InventoryService.GetAssetPermissions(userID, assetID);
}