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* You may also need to clear your cache before seeing any effect. * These fixes may or may not affect inventory on the RC client. * These fixes should make non-root folders work better, stop inventory failure on first login, allow trash to be emptied and make texture picker in object edit view work properly * Fixes are 1) make initial root folder request wait for async inventory delivery, 2) deliver all folders in the initial login skeleton, not just the root child ones and 3) deal with situations where we receive child folders from the inventory service before their parent is received.
428 lines
17 KiB
C#
428 lines
17 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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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 libsecondlife;
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using OpenSim.Framework.Console;
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namespace OpenSim.Framework.Communications
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{
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public abstract class InventoryServiceBase : IInventoryServices
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{
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private static readonly log4net.ILog m_log
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= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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protected Dictionary<string, IInventoryData> m_plugins = new Dictionary<string, IInventoryData>();
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#region Plugin methods
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/// <summary>
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/// Adds a new user server plugin - plugins will be requested in the order they were loaded.
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/// </summary>
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/// <param name="FileName">The filename to the user server plugin DLL</param>
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public void AddPlugin(string FileName)
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{
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if (!String.IsNullOrEmpty(FileName))
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{
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m_log.Info("[AGENTINVENTORY]: Inventory storage: Attempting to load " + FileName);
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Assembly pluginAssembly = Assembly.LoadFrom(FileName);
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foreach (Type pluginType in pluginAssembly.GetTypes())
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{
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if (!pluginType.IsAbstract)
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{
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Type typeInterface = pluginType.GetInterface("IInventoryData", true);
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if (typeInterface != null)
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{
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IInventoryData plug =
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(IInventoryData) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
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plug.Initialise();
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m_plugins.Add(plug.getName(), plug);
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m_log.Info("[AGENTINVENTORY]: Added IInventoryData Interface");
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}
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}
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}
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}
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}
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#endregion
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#region IInventoryServices methods
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/// <summary>
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/// Guid to UUID wrapper for same name IInventoryServices method
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/// </summary>
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/// <param name="rawUserID"></param>
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/// <returns></returns>
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public List<InventoryFolderBase> RequestFirstLevelFolders(Guid rawUserID)
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{
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LLUUID userID = new LLUUID(rawUserID);
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return RequestFirstLevelFolders(userID);
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}
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/// <summary>
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/// Guid to UUID wrapper for same name IInventoryServices method
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/// </summary>
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/// <param name="rawUserID"></param>
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/// <returns></returns>
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public List<InventoryFolderBase> GetInventorySkeleton(Guid rawUserID)
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{
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LLUUID userID = new LLUUID(rawUserID);
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return GetInventorySkeleton(userID);
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}
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// See IInventoryServices
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public List<InventoryFolderBase> RequestFirstLevelFolders(LLUUID userID)
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{
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List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
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InventoryFolderBase rootFolder = null;
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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{
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rootFolder = plugin.Value.getUserRootFolder(userID);
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if (rootFolder != null)
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{
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m_log.Info(
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"[INVENTORY]: Found root folder for user with ID " + userID + ". Retrieving inventory contents.");
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inventoryList = plugin.Value.getInventoryFolders(rootFolder.folderID);
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inventoryList.Insert(0, rootFolder);
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return inventoryList;
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}
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}
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m_log.Warn(
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"[INVENTORY]: Could not find a root folder belonging to user with ID " + userID);
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return inventoryList;
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}
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// See IInventoryServices
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public List<InventoryFolderBase> GetInventorySkeleton(LLUUID userId)
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{
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m_log.DebugFormat("[AGENT INVENTORY]: Getting inventory skeleton for {0}", userId);
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List<InventoryFolderBase> userFolders = new List<InventoryFolderBase>();
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InventoryFolderBase rootFolder = RequestRootFolder(userId);
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userFolders.Add(rootFolder);
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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{
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IList<InventoryFolderBase> folders = plugin.Value.getFolderHierarchy(rootFolder.folderID);
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userFolders.AddRange(folders);
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}
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// foreach (InventoryFolderBase folder in userFolders)
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// {
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// m_log.DebugFormat("[AGENT INVENTORY]: Got folder {0} {1}", folder.name, folder.folderID);
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// }
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return userFolders;
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}
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// See IInventoryServices
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public void MoveInventoryFolder(LLUUID userID, InventoryFolderBase folder)
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{
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// FIXME: Probably doesn't do what was originally intended - only ever queries the first plugin
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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{
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plugin.Value.moveInventoryFolder(folder);
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}
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}
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// See IInventoryServices
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public virtual bool HasInventoryForUser(LLUUID userID)
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{
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return false;
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}
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// See IInventoryServices
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public InventoryFolderBase RequestRootFolder(LLUUID userID)
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{
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// FIXME: Probably doesn't do what was originally intended - only ever queries the first plugin
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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{
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return plugin.Value.getUserRootFolder(userID);
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}
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return null;
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}
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// See IInventoryServices
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public virtual InventoryFolderBase RequestNamedFolder(LLUUID userID, string folderName)
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{
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return null;
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}
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// See IInventoryServices
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public void CreateNewUserInventory(LLUUID user)
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{
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InventoryFolderBase existingRootFolder = RequestRootFolder(user);
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if (null != existingRootFolder)
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{
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m_log.ErrorFormat("[AGENT INVENTORY]: " +
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"Did not create a new inventory for user {0} since they already have "
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+ "a root inventory folder with id {1}", user, existingRootFolder);
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}
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else
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{
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UsersInventory inven = new UsersInventory();
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inven.CreateNewInventorySet(user);
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AddNewInventorySet(inven);
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}
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}
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public abstract void RequestInventoryForUser(LLUUID userID, InventoryFolderInfo folderCallBack,
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InventoryItemInfo itemCallBack);
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public abstract void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder);
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public abstract void MoveExistingInventoryFolder(InventoryFolderBase folder);
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public abstract void AddNewInventoryItem(LLUUID userID, InventoryItemBase item);
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public abstract void DeleteInventoryItem(LLUUID userID, InventoryItemBase item);
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#endregion
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#region Methods used by GridInventoryService
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public List<InventoryFolderBase> RequestSubFolders(LLUUID parentFolderID)
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{
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List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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{
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return plugin.Value.getInventoryFolders(parentFolderID);
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}
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return inventoryList;
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}
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public List<InventoryItemBase> RequestFolderItems(LLUUID folderID)
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{
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List<InventoryItemBase> itemsList = new List<InventoryItemBase>();
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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{
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itemsList = plugin.Value.getInventoryInFolder(folderID);
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return itemsList;
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}
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return itemsList;
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}
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#endregion
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protected void AddFolder(InventoryFolderBase folder)
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{
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m_log.DebugFormat(
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"[INVENTORY SERVICE BASE]: Adding folder {0}, {1} to {2}", folder.name, folder.folderID, folder.parentID);
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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{
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plugin.Value.addInventoryFolder(folder);
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}
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}
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protected void MoveFolder(InventoryFolderBase folder)
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{
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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{
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plugin.Value.moveInventoryFolder(folder);
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}
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}
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protected void AddItem(InventoryItemBase item)
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{
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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{
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plugin.Value.addInventoryItem(item);
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}
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}
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protected void DeleteItem(InventoryItemBase item)
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{
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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{
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plugin.Value.deleteInventoryItem(item.inventoryID);
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}
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}
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private void AddNewInventorySet(UsersInventory inventory)
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{
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foreach (InventoryFolderBase folder in inventory.Folders.Values)
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{
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AddFolder(folder);
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}
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}
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private class UsersInventory
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{
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public Dictionary<LLUUID, InventoryFolderBase> Folders = new Dictionary<LLUUID, InventoryFolderBase>();
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public Dictionary<LLUUID, InventoryItemBase> Items = new Dictionary<LLUUID, InventoryItemBase>();
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public virtual void CreateNewInventorySet(LLUUID user)
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{
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InventoryFolderBase folder = new InventoryFolderBase();
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folder.parentID = LLUUID.Zero;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "My Inventory";
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folder.type = (short)AssetType.Folder;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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LLUUID rootFolder = folder.folderID;
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Animations";
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folder.type = (short)AssetType.Animation;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Body Parts";
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folder.type = (short)AssetType.Bodypart;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Calling Cards";
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folder.type = (short)AssetType.CallingCard;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Clothing";
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folder.type = (short)AssetType.Clothing;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Gestures";
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folder.type = (short)AssetType.Gesture;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Landmarks";
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folder.type = (short)AssetType.Landmark;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Lost And Found";
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folder.type = (short)AssetType.LostAndFoundFolder;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Notecards";
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folder.type = (short)AssetType.Notecard;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Objects";
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folder.type = (short)AssetType.Primitive;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Photo Album";
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folder.type = (short)AssetType.SnapshotFolder;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Scripts";
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folder.type = (short)AssetType.LSLText;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Sounds";
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folder.type = (short)AssetType.Sound;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Textures";
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folder.type = (short)AssetType.Texture;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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folder = new InventoryFolderBase();
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folder.parentID = rootFolder;
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folder.agentID = user;
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folder.folderID = LLUUID.Random();
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folder.name = "Trash";
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folder.type = (short)AssetType.TrashFolder;
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folder.version = 1;
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Folders.Add(folder.folderID, folder);
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}
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}
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}
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}
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