/*
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* 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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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using log4net;
using Mono.Addins;
using Nini.Config;
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Data;
using OpenSim.Server.Base;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenMetaverse;
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LocalInventoryServicesConnector")]
public class LocalInventoryServicesConnector : ISharedRegionModule, IInventoryService
{
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
///
/// Scene used by this module. This currently needs to be publicly settable for HGInventoryBroker.
///
public Scene Scene { get; set; }
private IInventoryService m_InventoryService;
private IUserManagement m_UserManager;
private IUserManagement UserManager
{
get
{
if (m_UserManager == null)
{
m_UserManager = Scene.RequestModuleInterface();
}
return m_UserManager;
}
}
private bool m_Enabled = false;
public Type ReplaceableInterface
{
get { return null; }
}
public string Name
{
get { return "LocalInventoryServicesConnector"; }
}
public void Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("InventoryServices", "");
if (name == Name)
{
IConfig inventoryConfig = source.Configs["InventoryService"];
if (inventoryConfig == null)
{
m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: InventoryService missing from OpenSim.ini");
return;
}
string serviceDll = inventoryConfig.GetString("LocalServiceModule", String.Empty);
if (serviceDll == String.Empty)
{
m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: No LocalServiceModule named in section InventoryService");
return;
}
Object[] args = new Object[] { source };
m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Service dll = {0}", serviceDll);
m_InventoryService = ServerUtils.LoadPlugin(serviceDll, args);
if (m_InventoryService == null)
{
m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: Can't load inventory service");
throw new Exception("Unable to proceed. Please make sure your ini files in config-include are updated according to .example's");
}
m_Enabled = true;
m_log.Info("[LOCAL INVENTORY SERVICES CONNECTOR]: Local inventory connector enabled");
}
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
scene.RegisterModuleInterface(this);
if (Scene == null)
Scene = scene;
}
public void RemoveRegion(Scene scene)
{
if (!m_Enabled)
return;
}
public void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
}
#region IInventoryService
public bool CreateUserInventory(UUID user)
{
return m_InventoryService.CreateUserInventory(user);
}
public List GetInventorySkeleton(UUID userId)
{
return m_InventoryService.GetInventorySkeleton(userId);
}
public InventoryCollection GetUserInventory(UUID id)
{
return m_InventoryService.GetUserInventory(id);
}
public void GetUserInventory(UUID userID, InventoryReceiptCallback callback)
{
m_InventoryService.GetUserInventory(userID, callback);
}
public InventoryFolderBase GetRootFolder(UUID userID)
{
return m_InventoryService.GetRootFolder(userID);
}
public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
{
return m_InventoryService.GetFolderForType(userID, type);
}
public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
{
InventoryCollection invCol = m_InventoryService.GetFolderContent(userID, folderID);
if (UserManager != null)
{
// Protect ourselves against the caller subsequently modifying the items list
List items = new List(invCol.Items);
Util.FireAndForget(delegate
{
foreach (InventoryItemBase item in items)
if (!string.IsNullOrEmpty(item.CreatorData))
UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData);
});
}
return invCol;
}
public List GetFolderItems(UUID userID, UUID folderID)
{
return m_InventoryService.GetFolderItems(userID, folderID);
}
///
/// Add a new folder to the user's inventory
///
///
/// true if the folder was successfully added
public bool AddFolder(InventoryFolderBase folder)
{
return m_InventoryService.AddFolder(folder);
}
///
/// Update a folder in the user's inventory
///
///
/// true if the folder was successfully updated
public bool UpdateFolder(InventoryFolderBase folder)
{
return m_InventoryService.UpdateFolder(folder);
}
///
/// Move an inventory folder to a new location
///
/// A folder containing the details of the new location
/// true if the folder was successfully moved
public bool MoveFolder(InventoryFolderBase folder)
{
return m_InventoryService.MoveFolder(folder);
}
public bool DeleteFolders(UUID ownerID, List folderIDs)
{
return m_InventoryService.DeleteFolders(ownerID, folderIDs);
}
///
/// Purge an inventory folder of all its items and subfolders.
///
///
/// true if the folder was successfully purged
public bool PurgeFolder(InventoryFolderBase folder)
{
return m_InventoryService.PurgeFolder(folder);
}
public bool AddItem(InventoryItemBase item)
{
// m_log.DebugFormat(
// "[LOCAL INVENTORY SERVICES CONNECTOR]: Adding inventory item {0} to user {1} folder {2}",
// item.Name, item.Owner, item.Folder);
return m_InventoryService.AddItem(item);
}
///
/// Update an item in the user's inventory
///
///
/// true if the item was successfully updated
public bool UpdateItem(InventoryItemBase item)
{
return m_InventoryService.UpdateItem(item);
}
public bool MoveItems(UUID ownerID, List items)
{
return m_InventoryService.MoveItems(ownerID, items);
}
///
/// Delete an item from the user's inventory
///
///
/// true if the item was successfully deleted
public bool DeleteItems(UUID ownerID, List itemIDs)
{
return m_InventoryService.DeleteItems(ownerID, itemIDs);
}
public InventoryItemBase GetItem(InventoryItemBase item)
{
// m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Requesting inventory item {0}", item.ID);
// UUID requestedItemId = item.ID;
item = m_InventoryService.GetItem(item);
// if (null == item)
// m_log.ErrorFormat(
// "[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find item with id {0}", requestedItemId);
return item;
}
public InventoryFolderBase GetFolder(InventoryFolderBase folder)
{
return m_InventoryService.GetFolder(folder);
}
///
/// Does the given user have an inventory structure?
///
///
///
public bool HasInventoryForUser(UUID userID)
{
return m_InventoryService.HasInventoryForUser(userID);
}
public List GetActiveGestures(UUID userId)
{
return m_InventoryService.GetActiveGestures(userId);
}
public int GetAssetPermissions(UUID userID, UUID assetID)
{
return m_InventoryService.GetAssetPermissions(userID, assetID);
}
#endregion IInventoryService
}
}