mirror of
https://github.com/opensim/opensim.git
synced 2026-07-09 14:35:41 +08:00
In standalone mode, if you have account authenticate turned on (setting in opensim.ini) then when you create a new account, a set of inventory is created for that account and stored in database (currently only a set of empty folders). Then during login the database is search for that set and sent to the client in the login response. More functions will be added soon, like creating new folders (and a bit later items) from the client inventory window.
190 lines
6.6 KiB
C#
190 lines
6.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Reflection;
|
|
using System.Text;
|
|
using libsecondlife;
|
|
using OpenSim.Framework.Console;
|
|
using OpenSim.Framework.Interfaces;
|
|
using OpenSim.Framework.Data;
|
|
|
|
namespace OpenSim.Framework.InventoryServiceBase
|
|
{
|
|
public class InventoryServiceBase
|
|
{
|
|
protected Dictionary<string, IInventoryData> m_plugins = new Dictionary<string, IInventoryData>();
|
|
//protected IAssetServer m_assetServer;
|
|
|
|
public InventoryServiceBase()
|
|
{
|
|
//m_assetServer = assetServer;
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
MainLog.Instance.Verbose("Inventory", "Inventorystorage: 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();
|
|
this.m_plugins.Add(plug.getName(), plug);
|
|
MainLog.Instance.Verbose("Inventorystorage: Added IInventoryData Interface");
|
|
}
|
|
|
|
typeInterface = null;
|
|
}
|
|
}
|
|
|
|
pluginAssembly = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the root folder plus any folders in root (so down one level in the Inventory folders tree)
|
|
/// </summary>
|
|
/// <param name="userID"></param>
|
|
/// <returns></returns>
|
|
public List<InventoryFolderBase> RequestFirstLevelFolders(LLUUID userID)
|
|
{
|
|
List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
|
|
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
|
|
{
|
|
InventoryFolderBase rootFolder = plugin.Value.getUserRootFolder(userID);
|
|
if (rootFolder != null)
|
|
{
|
|
inventoryList = plugin.Value.getInventoryFolders(rootFolder.folderID);
|
|
inventoryList.Insert(0, rootFolder);
|
|
return inventoryList;
|
|
}
|
|
}
|
|
return inventoryList;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public InventoryFolderBase RequestUsersRoot(LLUUID userID)
|
|
{
|
|
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
|
|
{
|
|
return plugin.Value.getUserRootFolder(userID);
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="parentFolderID"></param>
|
|
/// <returns></returns>
|
|
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;
|
|
}
|
|
|
|
public void AddFolder(InventoryFolderBase folder)
|
|
{
|
|
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
|
|
{
|
|
plugin.Value.addInventoryFolder(folder);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="inventory"></param>
|
|
public void AddNewInventorySet(UsersInventory inventory)
|
|
{
|
|
foreach (InventoryFolderBase folder in inventory.Folders.Values)
|
|
{
|
|
this.AddFolder(folder);
|
|
}
|
|
}
|
|
|
|
public void CreateNewUserInventory(LLUUID user)
|
|
{
|
|
UsersInventory inven = new UsersInventory();
|
|
inven.CreateNewInventorySet(user);
|
|
this.AddNewInventorySet(inven);
|
|
}
|
|
|
|
public class UsersInventory
|
|
{
|
|
public Dictionary<LLUUID, InventoryFolderBase> Folders = new Dictionary<LLUUID, InventoryFolderBase>();
|
|
public Dictionary<LLUUID, InventoryItemBase> Items = new Dictionary<LLUUID, InventoryItemBase>();
|
|
|
|
public UsersInventory()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void CreateNewInventorySet(LLUUID user)
|
|
{
|
|
InventoryFolderBase folder = new InventoryFolderBase();
|
|
folder.parentID = LLUUID.Zero;
|
|
folder.agentID = user;
|
|
folder.folderID = LLUUID.Random();
|
|
folder.name = "My Inventory";
|
|
folder.type = 8;
|
|
folder.version = 1;
|
|
Folders.Add(folder.folderID, folder);
|
|
|
|
LLUUID rootFolder = folder.folderID;
|
|
|
|
folder = new InventoryFolderBase();
|
|
folder.parentID = rootFolder;
|
|
folder.agentID = user;
|
|
folder.folderID = LLUUID.Random();
|
|
folder.name = "Textures";
|
|
folder.type = 0;
|
|
folder.version = 1;
|
|
Folders.Add(folder.folderID, folder);
|
|
|
|
folder = new InventoryFolderBase();
|
|
folder.parentID = rootFolder;
|
|
folder.agentID = user;
|
|
folder.folderID = LLUUID.Random();
|
|
folder.name = "Objects";
|
|
folder.type = 6;
|
|
folder.version = 1;
|
|
Folders.Add(folder.folderID, folder);
|
|
|
|
folder = new InventoryFolderBase();
|
|
folder.parentID = rootFolder;
|
|
folder.agentID = user;
|
|
folder.folderID = LLUUID.Random();
|
|
folder.name = "Clothes";
|
|
folder.type = 5;
|
|
folder.version = 1;
|
|
Folders.Add(folder.folderID, folder);
|
|
}
|
|
}
|
|
}
|
|
} |