Files
opensim/OpenSim/Services/InventoryService/XInventoryService.cs
Justin Clark-Casey (justincc) c8304b7f84 Fix avatar parameter updating for viewer 3 and maybe 2.
When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it.
Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated.
However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded.
This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place.
A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one.
This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
2011-09-23 02:59:33 +01:00

632 lines
26 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:
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* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
using log4net;
using Nini.Config;
using System.Reflection;
using OpenSim.Services.Base;
using OpenSim.Services.Interfaces;
using OpenSim.Data;
using OpenSim.Framework;
namespace OpenSim.Services.InventoryService
{
public class XInventoryService : ServiceBase, IInventoryService
{
// private static readonly ILog m_log =
// LogManager.GetLogger(
// MethodBase.GetCurrentMethod().DeclaringType);
protected IXInventoryData m_Database;
protected bool m_AllowDelete = true;
public XInventoryService(IConfigSource config) : base(config)
{
string dllName = String.Empty;
string connString = String.Empty;
//string realm = "Inventory"; // OSG version doesn't use this
//
// Try reading the [InventoryService] section first, if it exists
//
IConfig authConfig = config.Configs["InventoryService"];
if (authConfig != null)
{
dllName = authConfig.GetString("StorageProvider", dllName);
connString = authConfig.GetString("ConnectionString", connString);
m_AllowDelete = authConfig.GetBoolean("AllowDelete", true);
// realm = authConfig.GetString("Realm", realm);
}
//
// Try reading the [DatabaseService] section, if it exists
//
IConfig dbConfig = config.Configs["DatabaseService"];
if (dbConfig != null)
{
if (dllName == String.Empty)
dllName = dbConfig.GetString("StorageProvider", String.Empty);
if (connString == String.Empty)
connString = dbConfig.GetString("ConnectionString", String.Empty);
}
//
// We tried, but this doesn't exist. We can't proceed.
//
if (dllName == String.Empty)
throw new Exception("No StorageProvider configured");
m_Database = LoadPlugin<IXInventoryData>(dllName,
new Object[] {connString, String.Empty});
if (m_Database == null)
throw new Exception("Could not find a storage interface in the given module");
}
public virtual bool CreateUserInventory(UUID principalID)
{
// This is braindeaad. We can't ever communicate that we fixed
// an existing inventory. Well, just return root folder status,
// but check sanity anyway.
//
bool result = false;
InventoryFolderBase rootFolder = GetRootFolder(principalID);
if (rootFolder == null)
{
rootFolder = ConvertToOpenSim(CreateFolder(principalID, UUID.Zero, (int)AssetType.RootFolder, "My Inventory"));
result = true;
}
XInventoryFolder[] sysFolders = GetSystemFolders(principalID);
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.Animation) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.Animation, "Animations");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.Bodypart) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.Bodypart, "Body Parts");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.CallingCard) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.CallingCard, "Calling Cards");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.Clothing) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.Clothing, "Clothing");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.Gesture) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.Gesture, "Gestures");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.Landmark) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.Landmark, "Landmarks");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.LostAndFoundFolder) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.LostAndFoundFolder, "Lost And Found");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.Notecard) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.Notecard, "Notecards");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.Object) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.Object, "Objects");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.SnapshotFolder) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.SnapshotFolder, "Photo Album");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.LSLText) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.LSLText, "Scripts");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.Sound) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.Sound, "Sounds");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.Texture) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.Texture, "Textures");
if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.TrashFolder) return true; return false; }))
CreateFolder(principalID, rootFolder.ID, (int)AssetType.TrashFolder, "Trash");
return result;
}
protected XInventoryFolder CreateFolder(UUID principalID, UUID parentID, int type, string name)
{
XInventoryFolder newFolder = new XInventoryFolder();
newFolder.folderName = name;
newFolder.type = type;
newFolder.version = 1;
newFolder.folderID = UUID.Random();
newFolder.agentID = principalID;
newFolder.parentFolderID = parentID;
m_Database.StoreFolder(newFolder);
return newFolder;
}
protected virtual XInventoryFolder[] GetSystemFolders(UUID principalID)
{
// m_log.DebugFormat("[XINVENTORY SERVICE]: Getting system folders for {0}", principalID);
XInventoryFolder[] allFolders = m_Database.GetFolders(
new string[] { "agentID" },
new string[] { principalID.ToString() });
XInventoryFolder[] sysFolders = Array.FindAll(
allFolders,
delegate (XInventoryFolder f)
{
if (f.type > 0)
return true;
return false;
});
// m_log.DebugFormat(
// "[XINVENTORY SERVICE]: Found {0} system folders for {1}", sysFolders.Length, principalID);
return sysFolders;
}
public virtual List<InventoryFolderBase> GetInventorySkeleton(UUID principalID)
{
XInventoryFolder[] allFolders = m_Database.GetFolders(
new string[] { "agentID" },
new string[] { principalID.ToString() });
if (allFolders.Length == 0)
return null;
List<InventoryFolderBase> folders = new List<InventoryFolderBase>();
foreach (XInventoryFolder x in allFolders)
{
//m_log.DebugFormat("[XINVENTORY SERVICE]: Adding folder {0} to skeleton", x.folderName);
folders.Add(ConvertToOpenSim(x));
}
return folders;
}
public virtual InventoryFolderBase GetRootFolder(UUID principalID)
{
XInventoryFolder[] folders = m_Database.GetFolders(
new string[] { "agentID", "parentFolderID"},
new string[] { principalID.ToString(), UUID.Zero.ToString() });
if (folders.Length == 0)
return null;
XInventoryFolder root = null;
foreach (XInventoryFolder folder in folders)
if (folder.folderName == "My Inventory")
root = folder;
if (folders == null) // oops
root = folders[0];
return ConvertToOpenSim(root);
}
public virtual InventoryFolderBase GetFolderForType(UUID principalID, AssetType type)
{
// m_log.DebugFormat("[XINVENTORY SERVICE]: Getting folder type {0} for user {1}", type, principalID);
XInventoryFolder[] folders = m_Database.GetFolders(
new string[] { "agentID", "type"},
new string[] { principalID.ToString(), ((int)type).ToString() });
if (folders.Length == 0)
{
// m_log.WarnFormat("[XINVENTORY SERVICE]: Found no folder for type {0} for user {1}", type, principalID);
return null;
}
// m_log.DebugFormat(
// "[XINVENTORY SERVICE]: Found folder {0} {1} for type {2} for user {3}",
// folders[0].folderName, folders[0].folderID, type, principalID);
return ConvertToOpenSim(folders[0]);
}
public virtual InventoryCollection GetFolderContent(UUID principalID, UUID folderID)
{
// This method doesn't receive a valud principal id from the
// connector. So we disregard the principal and look
// by ID.
//
//m_log.DebugFormat("[XINVENTORY SERVICE]: Fetch contents for folder {0}", folderID.ToString());
InventoryCollection inventory = new InventoryCollection();
inventory.UserID = principalID;
inventory.Folders = new List<InventoryFolderBase>();
inventory.Items = new List<InventoryItemBase>();
XInventoryFolder[] folders = m_Database.GetFolders(
new string[] { "parentFolderID"},
new string[] { folderID.ToString() });
foreach (XInventoryFolder x in folders)
{
//m_log.DebugFormat("[XINVENTORY]: Adding folder {0} to response", x.folderName);
inventory.Folders.Add(ConvertToOpenSim(x));
}
XInventoryItem[] items = m_Database.GetItems(
new string[] { "parentFolderID"},
new string[] { folderID.ToString() });
foreach (XInventoryItem i in items)
{
//m_log.DebugFormat("[XINVENTORY]: Adding item {0} to response", i.inventoryName);
inventory.Items.Add(ConvertToOpenSim(i));
}
return inventory;
}
public virtual List<InventoryItemBase> GetFolderItems(UUID principalID, UUID folderID)
{
// m_log.DebugFormat("[XINVENTORY]: Fetch items for folder {0}", folderID);
// Since we probably don't get a valid principal here, either ...
//
List<InventoryItemBase> invItems = new List<InventoryItemBase>();
XInventoryItem[] items = m_Database.GetItems(
new string[] { "parentFolderID" },
new string[] { folderID.ToString() });
foreach (XInventoryItem i in items)
invItems.Add(ConvertToOpenSim(i));
return invItems;
}
public virtual bool AddFolder(InventoryFolderBase folder)
{
InventoryFolderBase check = GetFolder(folder);
if (check != null)
return false;
XInventoryFolder xFolder = ConvertFromOpenSim(folder);
return m_Database.StoreFolder(xFolder);
}
public virtual bool UpdateFolder(InventoryFolderBase folder)
{
XInventoryFolder xFolder = ConvertFromOpenSim(folder);
InventoryFolderBase check = GetFolder(folder);
if (check == null)
return AddFolder(folder);
if (check.Type != -1 || xFolder.type != -1)
{
if (xFolder.version > check.Version)
return false;
check.Version = (ushort)xFolder.version;
xFolder = ConvertFromOpenSim(check);
return m_Database.StoreFolder(xFolder);
}
if (xFolder.version < check.Version)
xFolder.version = check.Version;
xFolder.folderID = check.ID;
return m_Database.StoreFolder(xFolder);
}
public virtual bool MoveFolder(InventoryFolderBase folder)
{
XInventoryFolder[] x = m_Database.GetFolders(
new string[] { "folderID" },
new string[] { folder.ID.ToString() });
if (x.Length == 0)
return false;
x[0].parentFolderID = folder.ParentID;
return m_Database.StoreFolder(x[0]);
}
// We don't check the principal's ID here
//
public virtual bool DeleteFolders(UUID principalID, List<UUID> folderIDs)
{
if (!m_AllowDelete)
return false;
// Ignore principal ID, it's bogus at connector level
//
foreach (UUID id in folderIDs)
{
if (!ParentIsTrash(id))
continue;
InventoryFolderBase f = new InventoryFolderBase();
f.ID = id;
PurgeFolder(f);
m_Database.DeleteFolders("folderID", id.ToString());
}
return true;
}
public virtual bool PurgeFolder(InventoryFolderBase folder)
{
if (!m_AllowDelete)
return false;
if (!ParentIsTrash(folder.ID))
return false;
XInventoryFolder[] subFolders = m_Database.GetFolders(
new string[] { "parentFolderID" },
new string[] { folder.ID.ToString() });
foreach (XInventoryFolder x in subFolders)
{
PurgeFolder(ConvertToOpenSim(x));
m_Database.DeleteFolders("folderID", x.folderID.ToString());
}
m_Database.DeleteItems("parentFolderID", folder.ID.ToString());
return true;
}
public virtual bool AddItem(InventoryItemBase item)
{
// m_log.DebugFormat(
// "[XINVENTORY SERVICE]: Adding item {0} to folder {1} for {2}", item.ID, item.Folder, item.Owner);
return m_Database.StoreItem(ConvertFromOpenSim(item));
}
public virtual bool UpdateItem(InventoryItemBase item)
{
// throw new Exception("urrgh");
if (!m_AllowDelete)
if (item.AssetType == (sbyte)AssetType.Link || item.AssetType == (sbyte)AssetType.LinkFolder)
return false;
// m_log.InfoFormat(
// "[XINVENTORY SERVICE]: Updating item {0} {1} in folder {2}", item.Name, item.ID, item.Folder);
return m_Database.StoreItem(ConvertFromOpenSim(item));
}
public virtual bool MoveItems(UUID principalID, List<InventoryItemBase> items)
{
// Principal is b0rked. *sigh*
//
foreach (InventoryItemBase i in items)
{
m_Database.MoveItem(i.ID.ToString(), i.Folder.ToString());
}
return true;
}
public virtual bool DeleteItems(UUID principalID, List<UUID> itemIDs)
{
if (!m_AllowDelete)
{
// We must still allow links and links to folders to be deleted, otherwise they will build up
// in the player's inventory until they can no longer log in. Deletions of links due to code bugs or
// similar is inconvenient but on a par with accidental movement of items. The original item is never
// touched.
foreach (UUID id in itemIDs)
{
if (!m_Database.DeleteItems(
new string[] { "inventoryID", "assetType" },
new string[] { id.ToString(), ((sbyte)AssetType.Link).ToString() }))
{
m_Database.DeleteItems(
new string[] { "inventoryID", "assetType" },
new string[] { id.ToString(), ((sbyte)AssetType.LinkFolder).ToString() });
}
}
}
else
{
// Just use the ID... *facepalms*
//
foreach (UUID id in itemIDs)
m_Database.DeleteItems("inventoryID", id.ToString());
}
return true;
}
public virtual InventoryItemBase GetItem(InventoryItemBase item)
{
XInventoryItem[] items = m_Database.GetItems(
new string[] { "inventoryID" },
new string[] { item.ID.ToString() });
if (items.Length == 0)
return null;
return ConvertToOpenSim(items[0]);
}
public virtual InventoryFolderBase GetFolder(InventoryFolderBase folder)
{
XInventoryFolder[] folders = m_Database.GetFolders(
new string[] { "folderID"},
new string[] { folder.ID.ToString() });
if (folders.Length == 0)
return null;
return ConvertToOpenSim(folders[0]);
}
public virtual List<InventoryItemBase> GetActiveGestures(UUID principalID)
{
XInventoryItem[] items = m_Database.GetActiveGestures(principalID);
if (items.Length == 0)
return new List<InventoryItemBase>();
List<InventoryItemBase> ret = new List<InventoryItemBase>();
foreach (XInventoryItem x in items)
ret.Add(ConvertToOpenSim(x));
return ret;
}
public virtual int GetAssetPermissions(UUID principalID, UUID assetID)
{
return m_Database.GetAssetPermissions(principalID, assetID);
}
// CM never needed those. Left unimplemented.
// Obsolete in core
//
public InventoryCollection GetUserInventory(UUID userID)
{
return null;
}
public void GetUserInventory(UUID userID, InventoryReceiptCallback callback)
{
}
// Unused.
//
public bool HasInventoryForUser(UUID userID)
{
return false;
}
// CM Helpers
//
protected InventoryFolderBase ConvertToOpenSim(XInventoryFolder folder)
{
InventoryFolderBase newFolder = new InventoryFolderBase();
newFolder.ParentID = folder.parentFolderID;
newFolder.Type = (short)folder.type;
newFolder.Version = (ushort)folder.version;
newFolder.Name = folder.folderName;
newFolder.Owner = folder.agentID;
newFolder.ID = folder.folderID;
return newFolder;
}
protected XInventoryFolder ConvertFromOpenSim(InventoryFolderBase folder)
{
XInventoryFolder newFolder = new XInventoryFolder();
newFolder.parentFolderID = folder.ParentID;
newFolder.type = (int)folder.Type;
newFolder.version = (int)folder.Version;
newFolder.folderName = folder.Name;
newFolder.agentID = folder.Owner;
newFolder.folderID = folder.ID;
return newFolder;
}
protected InventoryItemBase ConvertToOpenSim(XInventoryItem item)
{
InventoryItemBase newItem = new InventoryItemBase();
newItem.AssetID = item.assetID;
newItem.AssetType = item.assetType;
newItem.Name = item.inventoryName;
newItem.Owner = item.avatarID;
newItem.ID = item.inventoryID;
newItem.InvType = item.invType;
newItem.Folder = item.parentFolderID;
newItem.CreatorIdentification = item.creatorID;
newItem.Description = item.inventoryDescription;
newItem.NextPermissions = (uint)item.inventoryNextPermissions;
newItem.CurrentPermissions = (uint)item.inventoryCurrentPermissions;
newItem.BasePermissions = (uint)item.inventoryBasePermissions;
newItem.EveryOnePermissions = (uint)item.inventoryEveryOnePermissions;
newItem.GroupPermissions = (uint)item.inventoryGroupPermissions;
newItem.GroupID = item.groupID;
if (item.groupOwned == 0)
newItem.GroupOwned = false;
else
newItem.GroupOwned = true;
newItem.SalePrice = item.salePrice;
newItem.SaleType = (byte)item.saleType;
newItem.Flags = (uint)item.flags;
newItem.CreationDate = item.creationDate;
return newItem;
}
protected XInventoryItem ConvertFromOpenSim(InventoryItemBase item)
{
XInventoryItem newItem = new XInventoryItem();
newItem.assetID = item.AssetID;
newItem.assetType = item.AssetType;
newItem.inventoryName = item.Name;
newItem.avatarID = item.Owner;
newItem.inventoryID = item.ID;
newItem.invType = item.InvType;
newItem.parentFolderID = item.Folder;
newItem.creatorID = item.CreatorIdentification;
newItem.inventoryDescription = item.Description;
newItem.inventoryNextPermissions = (int)item.NextPermissions;
newItem.inventoryCurrentPermissions = (int)item.CurrentPermissions;
newItem.inventoryBasePermissions = (int)item.BasePermissions;
newItem.inventoryEveryOnePermissions = (int)item.EveryOnePermissions;
newItem.inventoryGroupPermissions = (int)item.GroupPermissions;
newItem.groupID = item.GroupID;
if (item.GroupOwned)
newItem.groupOwned = 1;
else
newItem.groupOwned = 0;
newItem.salePrice = item.SalePrice;
newItem.saleType = (int)item.SaleType;
newItem.flags = (int)item.Flags;
newItem.creationDate = item.CreationDate;
return newItem;
}
private bool ParentIsTrash(UUID folderID)
{
XInventoryFolder[] folder = m_Database.GetFolders(new string[] {"folderID"}, new string[] {folderID.ToString()});
if (folder.Length < 1)
return false;
if (folder[0].type == (int)AssetType.TrashFolder)
return true;
UUID parentFolder = folder[0].parentFolderID;
while (parentFolder != UUID.Zero)
{
XInventoryFolder[] parent = m_Database.GetFolders(new string[] {"folderID"}, new string[] {parentFolder.ToString()});
if (parent.Length < 1)
return false;
if (parent[0].type == (int)AssetType.TrashFolder)
return true;
if (parent[0].type == (int)AssetType.RootFolder)
return false;
parentFolder = parent[0].parentFolderID;
}
return false;
}
}
}