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* A much more significant fix is required to clean up the cache when a user moves out of a region, but really better handling of delayed inventory cache updates needs to be written first, and possibly better affinity to cut down agent inventory requests when the move is between two regions hosted on the same server.
250 lines
9.5 KiB
C#
250 lines
9.5 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.Threading;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Console;
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namespace OpenSim.Grid.InventoryServer
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{
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/// <summary>
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/// Used on a grid server to satisfy external inventory requests
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/// </summary>
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public class GridInventoryService : InventoryServiceBase
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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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public override void RequestInventoryForUser(LLUUID userID, InventoryReceiptCallback callback)
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{
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}
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/// <summary>
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/// Get a user's inventory.
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="folderList"></param>
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/// <param name="itemsList"></param>
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/// <returns>true if the inventory was retrieved, false otherwise</returns>
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private bool GetUsersInventory(LLUUID userID, out List<InventoryFolderBase> folderList,
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out List<InventoryItemBase> itemsList)
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{
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List<InventoryFolderBase> allFolders = GetInventorySkeleton(userID);
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List<InventoryItemBase> allItems = new List<InventoryItemBase>();
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foreach (InventoryFolderBase folder in allFolders)
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{
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List<InventoryItemBase> items = RequestFolderItems(folder.ID);
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if (items != null)
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{
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allItems.InsertRange(0, items);
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}
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}
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folderList = allFolders;
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itemsList = allItems;
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if (folderList != null)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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private List<InventoryFolderBase> GetAllFolders(LLUUID folder)
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{
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List<InventoryFolderBase> allFolders = new List<InventoryFolderBase>();
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List<InventoryFolderBase> folders = RequestSubFolders(folder);
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if (folders != null)
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{
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allFolders.InsertRange(0, folders);
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foreach (InventoryFolderBase subfolder in folders)
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{
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List<InventoryFolderBase> subFolders = GetAllFolders(subfolder.ID);
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if (subFolders != null)
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{
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allFolders.InsertRange(0, subFolders);
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}
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}
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}
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return allFolders;
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}
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/// <summary>
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/// Return a user's entire inventory
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/// </summary>
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/// <param name="rawUserID"></param>
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/// <returns>The user's inventory. If an inventory cannot be found then an empty collection is returned.</returns>
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public InventoryCollection GetUserInventory(Guid rawUserID)
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{
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// uncomment me to simulate an overloaded inventory server
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//Thread.Sleep(25000);
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LLUUID userID = new LLUUID(rawUserID);
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m_log.InfoFormat("[GRID AGENT INVENTORY]: Processing request for inventory of {0}", userID);
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InventoryCollection invCollection = new InventoryCollection();
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List<InventoryFolderBase> allFolders = GetInventorySkeleton(userID);
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if (null == allFolders)
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{
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m_log.WarnFormat("[GRID AGENT INVENTORY]: No inventory found for user {0}", rawUserID);
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return invCollection;
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}
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List<InventoryItemBase> allItems = new List<InventoryItemBase>();
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foreach (InventoryFolderBase folder in allFolders)
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{
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List<InventoryItemBase> items = RequestFolderItems(folder.ID);
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if (items != null)
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{
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allItems.InsertRange(0, items);
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}
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}
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invCollection.UserID = userID;
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invCollection.Folders = allFolders;
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invCollection.Items = allItems;
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// foreach (InventoryFolderBase folder in invCollection.Folders)
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// {
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// m_log.DebugFormat("[GRID AGENT INVENTORY]: Sending back folder {0} {1}", folder.Name, folder.ID);
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// }
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//
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// foreach (InventoryItemBase item in invCollection.Items)
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// {
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// m_log.DebugFormat("[GRID AGENT INVENTORY]: Sending back item {0} {1}, folder {2}", item.Name, item.ID, item.Folder);
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// }
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m_log.InfoFormat(
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"[GRID AGENT INVENTORY]: Sending back inventory response to user {0} containing {1} folders and {2} items",
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invCollection.UserID, invCollection.Folders.Count, invCollection.Items.Count);
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return invCollection;
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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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/// <summary>
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/// Create an inventory for the given user.
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/// </summary>
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/// <param name="rawUserID"></param>
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/// <returns></returns>
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public bool CreateUsersInventory(Guid rawUserID)
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{
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LLUUID userID = new LLUUID(rawUserID);
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m_log.InfoFormat("[GRID AGENT INVENTORY]: Creating new set of inventory folders for user {0}", userID);
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CreateNewUserInventory(userID);
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return true;
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}
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public override void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder)
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{
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AddFolder(folder);
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}
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public override void MoveExistingInventoryFolder(InventoryFolderBase folder)
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{
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MoveFolder(folder);
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}
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public override void AddNewInventoryItem(LLUUID userID, InventoryItemBase item)
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{
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AddItem(item);
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}
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public bool AddInventoryFolder(InventoryFolderBase folder)
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{
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// Right now, this actions act more like an update/insert combination than a simple create.
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m_log.InfoFormat("[GRID AGENT INVENTORY]: Creating folder {0} {1} in folder {2}", folder.Name, folder.ID, folder.ParentID);
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AddNewInventoryFolder(folder.Owner, folder);
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return true;
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}
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public bool MoveInventoryFolder(InventoryFolderBase folder)
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{
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m_log.InfoFormat("[GRID AGENT INVENTORY]: Moving folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
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MoveExistingInventoryFolder(folder);
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return true;
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}
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public bool AddInventoryItem(InventoryItemBase item)
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{
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// Right now, this actions act more like an update/insert combination than a simple create.
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m_log.InfoFormat("[GRID AGENT INVENTORY]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder);
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AddNewInventoryItem(item.Owner, item);
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return true;
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}
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public override void DeleteInventoryItem(LLUUID userID, InventoryItemBase item)
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{
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m_log.InfoFormat("[GRID AGENT INVENTORY]: Deleting item {0} {1} from folder {2}", item.Name, item.ID, item.Folder);
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DeleteItem(item);
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}
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/// <summary>
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/// FIXME: Get DeleteInventoryItem to return a bool
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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public bool DeleteInvItem(InventoryItemBase item)
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{
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DeleteInventoryItem(item.Owner, item);
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return true;
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}
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}
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}
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