Files
opensim/OpenSim/ApplicationPlugins/LoadRegions/EstateLoaderFileSystem.cs
2022-01-08 23:35:56 +00:00

172 lines
6.8 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:
* * 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;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.ApplicationPlugins.LoadRegions
{
public class EstateLoaderFileSystem : IEstateLoader
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private IConfigSource m_configSource;
private OpenSimBase m_application;
public EstateLoaderFileSystem(OpenSimBase openSim)
{
m_application = openSim;
}
public void SetIniConfigSource(IConfigSource configSource)
{
m_configSource = configSource;
}
public void LoadEstates()
{
string estateConfigPath = Path.Combine(Util.configDir(), "Estates");
IConfig startupConfig = m_configSource.Configs["Startup"];
if(startupConfig == null)
return;
estateConfigPath = startupConfig.GetString("regionload_estatesdir", estateConfigPath).Trim();
if(string.IsNullOrWhiteSpace(estateConfigPath))
return;
if (!Directory.Exists(estateConfigPath))
return; // if nothing there, don't bother
string[] iniFiles;
try
{
iniFiles = Directory.GetFiles(estateConfigPath, "*.ini");
}
catch
{
m_log.Error("[ESTATE LOADER FILE SYSTEM]: could not open " + estateConfigPath);
return;
}
// No Estate.ini Found
if (iniFiles == null || iniFiles.Length == 0)
return;
m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loading estate config files from {0}", estateConfigPath);
List<int> existingEstates;
List<int> existingEstateIDs = m_application.EstateDataService.GetEstatesAll();
foreach (string file in iniFiles)
{
m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loading config file {0}", file);
IConfigSource source = null;
try
{
source = new IniConfigSource(file);
}
catch
{
m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: failed to parse file {0}", file);
}
if(source == null)
continue;
foreach (IConfig config in source.Configs)
{
// Read Estate Config From Source File
string estateName = config.Name;
if (string.IsNullOrWhiteSpace(estateName))
continue;
if (estateName.Length > 64) // need check this and if utf8 is valid
{
m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: Estate name {0} is too large, ignoring", estateName);
continue;
}
string ownerString = config.GetString("Owner", string.Empty);
if (string.IsNullOrWhiteSpace(ownerString))
continue;
if (!UUID.TryParse(ownerString, out UUID estateOwner) || estateOwner.IsZero())
continue;
// Check If Estate Exists (Skip If So)
existingEstates = m_application.EstateDataService.GetEstates(estateName);
if (existingEstates.Count > 0)
continue;
//### Should check Estate Owner ID but no Scene object available at this point
// Does Config Specify EstateID (0 Defaults To AutoIncrement)
int EstateID = config.GetInt("EstateID", 0);
if (EstateID > 0)
{
if (EstateID < 100)
{
// EstateID Cannot be less than 100
m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: Estate name {0} specified estateID that is less that 100, ignoring", estateName);
continue;
}
else if(existingEstateIDs.Contains(EstateID))
{
// Specified EstateID Exists
m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: Estate name {0} specified estateID that is already in use, ignoring", estateName);
continue;
}
}
// Create a new estate with the name provided
EstateSettings estateSettings = m_application.EstateDataService.CreateNewEstate(EstateID);
estateSettings.EstateName = estateName;
estateSettings.EstateOwner = estateOwner;
// Persistence does not seem to effect the need to save a new estate
m_application.EstateDataService.StoreEstateSettings(estateSettings);
m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loaded config for estate {0}", estateName);
}
}
}
}
}