Files
opensim/OpenSim/Framework/Communications/InventoryServiceBase.cs
MW 86defd0a69 plumbing for multiple inventory servers. Mostly done on the region server side.
TODO next is to make the login server read/write a users inventory from the correct server (the inventory url set in a userprofile)
On the region side, although not tested with multiple servers it should work if that inventory url was set, and the inventory servers urls have been added to the CommunicationsManager, using CommunicationsManager.AddInventoryService(string hostUrl)
2008-06-28 15:13:17 +00:00

475 lines
17 KiB
C#

/*
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*
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* 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
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using libsecondlife;
using log4net;
namespace OpenSim.Framework.Communications
{
/// <summary>
/// Abstract base class used by local and grid implementations of an inventory service.
/// </summary>
public abstract class InventoryServiceBase : IInventoryServices
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Dictionary<string, IInventoryData> m_plugins = new Dictionary<string, IInventoryData>();
#region Plugin methods
/// <summary>
/// Adds a new user server plugin - plugins will be requested in the order they were loaded.
/// </summary>
/// <param name="FileName">The filename to the user server plugin DLL</param>
public void AddPlugin(string FileName, string connect)
{
if (!String.IsNullOrEmpty(FileName))
{
m_log.Info("[AGENT INVENTORY]: Inventory storage: Attempting to load " + FileName);
Assembly pluginAssembly = Assembly.LoadFrom(FileName);
foreach (Type pluginType in pluginAssembly.GetTypes())
{
if (!pluginType.IsAbstract)
{
Type typeInterface = pluginType.GetInterface("IInventoryData", true);
if (typeInterface != null)
{
IInventoryData plug =
(IInventoryData) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
plug.Initialise(connect);
m_plugins.Add(plug.getName(), plug);
m_log.Info("[AGENTINVENTORY]: Added IInventoryData Interface");
}
}
}
}
}
#endregion
#region IInventoryServices methods
public string Host
{
get { return "default"; }
}
// See IInventoryServices
public List<InventoryFolderBase> GetInventorySkeleton(LLUUID userId)
{
// m_log.DebugFormat("[AGENT INVENTORY]: Getting inventory skeleton for {0}", userId);
InventoryFolderBase rootFolder = RequestRootFolder(userId);
// Agent has no inventory structure yet.
if (null == rootFolder)
{
return null;
}
List<InventoryFolderBase> userFolders = new List<InventoryFolderBase>();
userFolders.Add(rootFolder);
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
IList<InventoryFolderBase> folders = plugin.Value.getFolderHierarchy(rootFolder.ID);
userFolders.AddRange(folders);
}
// foreach (InventoryFolderBase folder in userFolders)
// {
// m_log.DebugFormat("[AGENT INVENTORY]: Got folder {0} {1}", folder.name, folder.folderID);
// }
return userFolders;
}
// See IInventoryServices
public virtual bool HasInventoryForUser(LLUUID userID)
{
return false;
}
// See IInventoryServices
public InventoryFolderBase RequestRootFolder(LLUUID userID)
{
// FIXME: Probably doesn't do what was originally intended - only ever queries the first plugin
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
return plugin.Value.getUserRootFolder(userID);
}
return null;
}
// See IInventoryServices
public bool CreateNewUserInventory(LLUUID user)
{
InventoryFolderBase existingRootFolder = RequestRootFolder(user);
if (null != existingRootFolder)
{
m_log.WarnFormat(
"[AGENT INVENTORY]: 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
public abstract void RequestInventoryForUser(LLUUID userID, InventoryReceiptCallback callback);
#endregion
#region Methods used by GridInventoryService
public List<InventoryFolderBase> RequestSubFolders(LLUUID parentFolderID)
{
List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
return plugin.Value.getInventoryFolders(parentFolderID);
}
return inventoryList;
}
public List<InventoryItemBase> RequestFolderItems(LLUUID folderID)
{
List<InventoryItemBase> itemsList = new List<InventoryItemBase>();
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
itemsList = plugin.Value.getInventoryInFolder(folderID);
return itemsList;
}
return itemsList;
}
#endregion
// See IInventoryServices
public bool AddFolder(InventoryFolderBase folder)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: Adding folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
plugin.Value.addInventoryFolder(folder);
}
// FIXME: Should return false on failure
return true;
}
// See IInventoryServices
public bool UpdateFolder(InventoryFolderBase folder)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: Updating folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
plugin.Value.updateInventoryFolder(folder);
}
// FIXME: Should return false on failure
return true;
}
// See IInventoryServices
public bool MoveFolder(InventoryFolderBase folder)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: Moving folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
plugin.Value.moveInventoryFolder(folder);
}
// FIXME: Should return false on failure
return true;
}
// See IInventoryServices
public bool AddItem(InventoryItemBase item)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder);
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
plugin.Value.addInventoryItem(item);
}
// FIXME: Should return false on failure
return true;
}
// See IInventoryServices
public bool UpdateItem(InventoryItemBase item)
{
m_log.InfoFormat(
"[AGENT INVENTORY]: Updating item {0} {1} in folder {2}", item.Name, item.ID, item.Folder);
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
plugin.Value.updateInventoryItem(item);
}
// FIXME: Should return false on failure
return true;
}
// See IInventoryServices
public bool DeleteItem(InventoryItemBase item)
{
m_log.InfoFormat(
"[AGENT INVENTORY]: Deleting item {0} {1} from folder {2}", item.Name, item.ID, item.Folder);
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
plugin.Value.deleteInventoryItem(item.ID);
}
// FIXME: Should return false on failure
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 bool PurgeFolder(InventoryFolderBase folder)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: 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("[AGENT INVENTORY]: Deleting folder {0} {1}", subFolder.Name, subFolder.ID);
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
plugin.Value.deleteInventoryFolder(subFolder.ID);
}
}
List<InventoryItemBase> items = RequestFolderItems(folder.ID);
foreach (InventoryItemBase item in items)
{
DeleteItem(item);
}
// FIXME: Should return false on failure
return true;
}
private void AddNewInventorySet(UsersInventory inventory)
{
foreach (InventoryFolderBase folder in inventory.Folders.Values)
{
AddFolder(folder);
}
}
/// <summary>
/// Used to create a new user inventory.
/// </summary>
private class UsersInventory
{
public Dictionary<LLUUID, InventoryFolderBase> Folders = new Dictionary<LLUUID, InventoryFolderBase>();
public Dictionary<LLUUID, InventoryItemBase> Items = new Dictionary<LLUUID, InventoryItemBase>();
public virtual void CreateNewInventorySet(LLUUID user)
{
InventoryFolderBase folder = new InventoryFolderBase();
folder.ParentID = LLUUID.Zero;
folder.Owner = user;
folder.ID = LLUUID.Random();
folder.Name = "My Inventory";
folder.Type = (short)AssetType.Folder;
folder.Version = 1;
Folders.Add(folder.ID, folder);
LLUUID rootFolder = folder.ID;
folder = new InventoryFolderBase();
folder.ParentID = rootFolder;
folder.Owner = user;
folder.ID = LLUUID.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 = LLUUID.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 = LLUUID.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 = LLUUID.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 = LLUUID.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 = LLUUID.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 = LLUUID.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 = LLUUID.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 = LLUUID.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 = LLUUID.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 = LLUUID.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 = LLUUID.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 = LLUUID.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 = LLUUID.Random();
folder.Name = "Trash";
folder.Type = (short)AssetType.TrashFolder;
folder.Version = 1;
Folders.Add(folder.ID, folder);
}
}
}
}