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To use , both the user server and Inventory server need to be running this latest revision. (older regions should be able to still be used, just the user won't have inventory on them). Also and HERE IS THE BIG BREAK ISSUE, currently, so that the initial inventory details for a user are added to the inventory db , you need to recreate the accounts using the user server "create user" feature. It should be quite easy to manual populate the inventory database instead but I someone else will need to look into that) Also I've only tested using SQLite as the database provider, there is a Mysql inventory provider but I don't know if it works (SQLite is set as default, so you will need to change it in the inventory server config.xml)
238 lines
9.2 KiB
C#
238 lines
9.2 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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*/
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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.Communications.Cache;
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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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protected Dictionary<string, IInventoryData> m_plugins = new Dictionary<string, IInventoryData>();
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//protected IAssetServer m_assetServer;
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public InventoryServiceBase()
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{
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//m_assetServer = assetServer;
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}
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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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MainLog.Instance.Verbose("Inventory", "Inventorystorage: 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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MainLog.Instance.Verbose("INVENTORY", "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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/// <summary>
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/// Returns the root folder plus any folders in root (so down one level in the Inventory folders tree)
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/// </summary>
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/// <param name="userID"></param>
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/// <returns></returns>
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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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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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{
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InventoryFolderBase rootFolder = plugin.Value.getUserRootFolder(userID);
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if (rootFolder != null)
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{
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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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return inventoryList;
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}
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/// <summary>
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///
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/// </summary>
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public InventoryFolderBase RequestUsersRoot(LLUUID userID)
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{
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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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/// <summary>
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///
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/// </summary>
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/// <param name="parentFolderID"></param>
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/// <returns></returns>
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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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public void AddFolder(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.addInventoryFolder(folder);
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}
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}
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public 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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public 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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/// <summary>
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///
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/// </summary>
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/// <param name="inventory"></param>
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public 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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public void CreateNewUserInventory(LLUUID user)
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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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public 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 UsersInventory()
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{
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}
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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 = 8;
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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 = "Textures";
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folder.type = 0;
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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 = 6;
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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 = "Clothes";
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folder.type = 5;
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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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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 AddNewInventoryItem(LLUUID userID, InventoryItemBase item);
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public abstract void DeleteInventoryItem(LLUUID userID, InventoryItemBase item);
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}
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} |