Files
opensim/OpenSim/Services/InventoryService/LibraryService.cs
Justin Clark-Casey (justincc) be9b4ad23a For default everyone permissions on library items, make notecards and scripts non-modifiable (but still copyable, etc).
Users should not be given the impression that they can modify these items.
This still does not solve the issue where library items cannot be dragged into prims or user inventory any time after they are initially seen.
Curiously, manually copying and pasting still appears to work.
On the surface, this seems to have something to do with library item caching on the client, since deleting the cache allows drag to work again once
Not sure what the exact problem is.
2011-07-23 02:18:23 +01:00

285 lines
12 KiB
C#

/*
* 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 System.IO;
using System.Reflection;
using System.Xml;
using OpenSim.Framework;
using OpenSim.Services.Base;
using OpenSim.Services.Interfaces;
using log4net;
using Nini.Config;
using OpenMetaverse;
namespace OpenSim.Services.InventoryService
{
/// <summary>
/// Basically a hack to give us a Inventory library while we don't have a inventory server
/// once the server is fully implemented then should read the data from that
/// </summary>
public class LibraryService : ServiceBase, ILibraryService
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private InventoryFolderImpl m_LibraryRootFolder;
public InventoryFolderImpl LibraryRootFolder
{
get { return m_LibraryRootFolder; }
}
private UUID libOwner = new UUID("11111111-1111-0000-0000-000100bba000");
/// <summary>
/// Holds the root library folder and all its descendents. This is really only used during inventory
/// setup so that we don't have to repeatedly search the tree of library folders.
/// </summary>
protected Dictionary<UUID, InventoryFolderImpl> libraryFolders
= new Dictionary<UUID, InventoryFolderImpl>();
public LibraryService(IConfigSource config)
: base(config)
{
string pLibrariesLocation = Path.Combine("inventory", "Libraries.xml");
string pLibName = "OpenSim Library";
IConfig libConfig = config.Configs["LibraryService"];
if (libConfig != null)
{
pLibrariesLocation = libConfig.GetString("DefaultLibrary", pLibrariesLocation);
pLibName = libConfig.GetString("LibraryName", pLibName);
}
m_log.Debug("[LIBRARY]: Starting library service...");
m_LibraryRootFolder = new InventoryFolderImpl();
m_LibraryRootFolder.Owner = libOwner;
m_LibraryRootFolder.ID = new UUID("00000112-000f-0000-0000-000100bba000");
m_LibraryRootFolder.Name = pLibName;
m_LibraryRootFolder.ParentID = UUID.Zero;
m_LibraryRootFolder.Type = (short)8;
m_LibraryRootFolder.Version = (ushort)1;
libraryFolders.Add(m_LibraryRootFolder.ID, m_LibraryRootFolder);
LoadLibraries(pLibrariesLocation);
}
public InventoryItemBase CreateItem(UUID inventoryID, UUID assetID, string name, string description,
int assetType, int invType, UUID parentFolderID)
{
InventoryItemBase item = new InventoryItemBase();
item.Owner = libOwner;
item.CreatorId = libOwner.ToString();
item.ID = inventoryID;
item.AssetID = assetID;
item.Description = description;
item.Name = name;
item.AssetType = assetType;
item.InvType = invType;
item.Folder = parentFolderID;
item.BasePermissions = 0x7FFFFFFF;
item.EveryOnePermissions = 0x7FFFFFFF;
item.CurrentPermissions = 0x7FFFFFFF;
item.NextPermissions = 0x7FFFFFFF;
return item;
}
/// <summary>
/// Use the asset set information at path to load assets
/// </summary>
/// <param name="path"></param>
/// <param name="assets"></param>
protected void LoadLibraries(string librariesControlPath)
{
m_log.InfoFormat("[LIBRARY INVENTORY]: Loading library control file {0}", librariesControlPath);
LoadFromFile(librariesControlPath, "Libraries control", ReadLibraryFromConfig);
}
/// <summary>
/// Read a library set from config
/// </summary>
/// <param name="config"></param>
protected void ReadLibraryFromConfig(IConfig config, string path)
{
string basePath = Path.GetDirectoryName(path);
string foldersPath
= Path.Combine(
basePath, config.GetString("foldersFile", String.Empty));
LoadFromFile(foldersPath, "Library folders", ReadFolderFromConfig);
string itemsPath
= Path.Combine(
basePath, config.GetString("itemsFile", String.Empty));
LoadFromFile(itemsPath, "Library items", ReadItemFromConfig);
}
/// <summary>
/// Read a library inventory folder from a loaded configuration
/// </summary>
/// <param name="source"></param>
private void ReadFolderFromConfig(IConfig config, string path)
{
InventoryFolderImpl folderInfo = new InventoryFolderImpl();
folderInfo.ID = new UUID(config.GetString("folderID", m_LibraryRootFolder.ID.ToString()));
folderInfo.Name = config.GetString("name", "unknown");
folderInfo.ParentID = new UUID(config.GetString("parentFolderID", m_LibraryRootFolder.ID.ToString()));
folderInfo.Type = (short)config.GetInt("type", 8);
folderInfo.Owner = libOwner;
folderInfo.Version = 1;
if (libraryFolders.ContainsKey(folderInfo.ParentID))
{
InventoryFolderImpl parentFolder = libraryFolders[folderInfo.ParentID];
libraryFolders.Add(folderInfo.ID, folderInfo);
parentFolder.AddChildFolder(folderInfo);
// m_log.InfoFormat("[LIBRARY INVENTORY]: Adding folder {0} ({1})", folderInfo.name, folderInfo.folderID);
}
else
{
m_log.WarnFormat(
"[LIBRARY INVENTORY]: Couldn't add folder {0} ({1}) since parent folder with ID {2} does not exist!",
folderInfo.Name, folderInfo.ID, folderInfo.ParentID);
}
}
/// <summary>
/// Read a library inventory item metadata from a loaded configuration
/// </summary>
/// <param name="source"></param>
private void ReadItemFromConfig(IConfig config, string path)
{
InventoryItemBase item = new InventoryItemBase();
item.Owner = libOwner;
item.CreatorId = libOwner.ToString();
item.ID = new UUID(config.GetString("inventoryID", m_LibraryRootFolder.ID.ToString()));
item.AssetID = new UUID(config.GetString("assetID", item.ID.ToString()));
item.Folder = new UUID(config.GetString("folderID", m_LibraryRootFolder.ID.ToString()));
item.Name = config.GetString("name", String.Empty);
item.Description = config.GetString("description", item.Name);
item.InvType = config.GetInt("inventoryType", 0);
item.AssetType = config.GetInt("assetType", item.InvType);
item.CurrentPermissions = (uint)config.GetLong("currentPermissions", (uint)PermissionMask.All);
item.NextPermissions = (uint)config.GetLong("nextPermissions", (uint)PermissionMask.All);
item.EveryOnePermissions
= (uint)config.GetLong("everyonePermissions", (uint)PermissionMask.All - (uint)PermissionMask.Modify);
item.BasePermissions = (uint)config.GetLong("basePermissions", (uint)PermissionMask.All);
item.Flags = (uint)config.GetInt("flags", 0);
if (libraryFolders.ContainsKey(item.Folder))
{
InventoryFolderImpl parentFolder = libraryFolders[item.Folder];
try
{
parentFolder.Items.Add(item.ID, item);
}
catch (Exception)
{
m_log.WarnFormat("[LIBRARY INVENTORY] Item {1} [{0}] not added, duplicate item", item.ID, item.Name);
}
}
else
{
m_log.WarnFormat(
"[LIBRARY INVENTORY]: Couldn't add item {0} ({1}) since parent folder with ID {2} does not exist!",
item.Name, item.ID, item.Folder);
}
}
private delegate void ConfigAction(IConfig config, string path);
/// <summary>
/// Load the given configuration at a path and perform an action on each Config contained within it
/// </summary>
/// <param name="path"></param>
/// <param name="fileDescription"></param>
/// <param name="action"></param>
private static void LoadFromFile(string path, string fileDescription, ConfigAction action)
{
if (File.Exists(path))
{
try
{
XmlConfigSource source = new XmlConfigSource(path);
for (int i = 0; i < source.Configs.Count; i++)
{
action(source.Configs[i], path);
}
}
catch (XmlException e)
{
m_log.ErrorFormat("[LIBRARY INVENTORY]: Error loading {0} : {1}", path, e);
}
}
else
{
m_log.ErrorFormat("[LIBRARY INVENTORY]: {0} file {1} does not exist!", fileDescription, path);
}
}
/// <summary>
/// Looks like a simple getter, but is written like this for some consistency with the other Request
/// methods in the superclass
/// </summary>
/// <returns></returns>
public Dictionary<UUID, InventoryFolderImpl> GetAllFolders()
{
Dictionary<UUID, InventoryFolderImpl> fs = new Dictionary<UUID, InventoryFolderImpl>();
fs.Add(m_LibraryRootFolder.ID, m_LibraryRootFolder);
List<InventoryFolderImpl> fis = TraverseFolder(m_LibraryRootFolder);
foreach (InventoryFolderImpl f in fis)
{
fs.Add(f.ID, f);
}
//return libraryFolders;
return fs;
}
private List<InventoryFolderImpl> TraverseFolder(InventoryFolderImpl node)
{
List<InventoryFolderImpl> folders = node.RequestListOfFolderImpls();
List<InventoryFolderImpl> subs = new List<InventoryFolderImpl>();
foreach (InventoryFolderImpl f in folders)
subs.AddRange(TraverseFolder(f));
folders.AddRange(subs);
return folders;
}
}
}