/*
* 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:
* * Redistributions of source code must retain the above copyright
* 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
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Server.Base;
using OpenSim.Services.Interfaces;
using OpenMetaverse;
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LocalUserAccountServicesConnector")]
public class LocalUserAccountServicesConnector : ISharedRegionModule, IUserAccountService
{
private static readonly ILog m_log =
LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
///
/// This is not on the IUserAccountService. It's only being used so that standalone scenes can punch through
/// to a local UserAccountService when setting up an estate manager.
///
public IUserAccountService UserAccountService { get; private set; }
private UserAccountCache m_Cache;
private bool m_Enabled = false;
#region ISharedRegionModule
public Type ReplaceableInterface
{
get { return null; }
}
public string Name
{
get { return "LocalUserAccountServicesConnector"; }
}
public void Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("UserAccountServices", "");
if (name == Name)
{
IConfig userConfig = source.Configs["UserAccountService"];
if (userConfig == null)
{
m_log.Error("[LOCAL USER ACCOUNT SERVICE CONNECTOR]: UserAccountService missing from OpenSim.ini");
return;
}
string serviceDll = userConfig.GetString("LocalServiceModule", String.Empty);
if (serviceDll == String.Empty)
{
m_log.Error("[LOCAL USER ACCOUNT SERVICE CONNECTOR]: No LocalServiceModule named in section UserService");
return;
}
Object[] args = new Object[] { source };
UserAccountService = ServerUtils.LoadPlugin(serviceDll, args);
if (UserAccountService == null)
{
m_log.ErrorFormat(
"[LOCAL USER ACCOUNT SERVICE CONNECTOR]: Cannot load user account service specified as {0}", serviceDll);
return;
}
m_Enabled = true;
m_Cache = new UserAccountCache();
m_log.Info("[LOCAL USER ACCOUNT SERVICE CONNECTOR]: Local user connector enabled");
}
}
}
public void PostInitialise()
{
if (!m_Enabled)
return;
}
public void Close()
{
if (!m_Enabled)
return;
}
public void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
// FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
// user account service?!
scene.RegisterModuleInterface(UserAccountService);
}
public void RemoveRegion(Scene scene)
{
if (!m_Enabled)
return;
}
public void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
m_log.InfoFormat("[LOCAL USER ACCOUNT SERVICE CONNECTOR]: Enabled local user accounts for region {0}", scene.RegionInfo.RegionName);
}
#endregion
#region IUserAccountService
public UserAccount GetUserAccount(UUID scopeID, UUID userID)
{
bool inCache = false;
UserAccount account = m_Cache.Get(userID, out inCache);
if (inCache)
return account;
account = UserAccountService.GetUserAccount(scopeID, userID);
m_Cache.Cache(userID, account);
return account;
}
public UserAccount GetUserAccount(UUID scopeID, string firstName, string lastName)
{
bool inCache = false;
UserAccount account = m_Cache.Get(firstName + " " + lastName, out inCache);
if (inCache)
return account;
account = UserAccountService.GetUserAccount(scopeID, firstName, lastName);
if (account != null)
m_Cache.Cache(account.PrincipalID, account);
return account;
}
public UserAccount GetUserAccount(UUID scopeID, string Email)
{
return UserAccountService.GetUserAccount(scopeID, Email);
}
public List GetUserAccounts(UUID scopeID, string query)
{
return UserAccountService.GetUserAccounts(scopeID, query);
}
// Update all updatable fields
//
public bool StoreUserAccount(UserAccount data)
{
return UserAccountService.StoreUserAccount(data);
}
#endregion
}
}