172 lines
6.8 KiB
C#
172 lines
6.8 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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namespace OpenSim.ApplicationPlugins.LoadRegions
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{
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public class EstateLoaderFileSystem : IEstateLoader
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private IConfigSource m_configSource;
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private OpenSimBase m_application;
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public EstateLoaderFileSystem(OpenSimBase openSim)
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{
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m_application = openSim;
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}
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public void SetIniConfigSource(IConfigSource configSource)
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{
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m_configSource = configSource;
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}
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public void LoadEstates()
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{
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string estateConfigPath = Path.Combine(Util.configDir(), "Estates");
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IConfig startupConfig = m_configSource.Configs["Startup"];
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if(startupConfig == null)
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return;
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estateConfigPath = startupConfig.GetString("regionload_estatesdir", estateConfigPath).Trim();
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if(string.IsNullOrWhiteSpace(estateConfigPath))
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return;
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if (!Directory.Exists(estateConfigPath))
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return; // if nothing there, don't bother
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string[] iniFiles;
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try
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{
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iniFiles = Directory.GetFiles(estateConfigPath, "*.ini");
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}
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catch
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{
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m_log.Error("[ESTATE LOADER FILE SYSTEM]: could not open " + estateConfigPath);
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return;
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}
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// No Estate.ini Found
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if (iniFiles == null || iniFiles.Length == 0)
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return;
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m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loading estate config files from {0}", estateConfigPath);
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List<int> existingEstates;
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List<int> existingEstateIDs = m_application.EstateDataService.GetEstatesAll();
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foreach (string file in iniFiles)
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{
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m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loading config file {0}", file);
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IConfigSource source = null;
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try
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{
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source = new IniConfigSource(file);
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}
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catch
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{
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m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: failed to parse file {0}", file);
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}
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if(source == null)
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continue;
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foreach (IConfig config in source.Configs)
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{
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// Read Estate Config From Source File
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string estateName = config.Name;
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if (string.IsNullOrWhiteSpace(estateName))
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continue;
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if (estateName.Length > 64) // need check this and if utf8 is valid
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{
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m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: Estate name {0} is too large, ignoring", estateName);
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continue;
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}
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string ownerString = config.GetString("Owner", string.Empty);
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if (string.IsNullOrWhiteSpace(ownerString))
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continue;
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if (!UUID.TryParse(ownerString, out UUID estateOwner) || estateOwner.IsZero())
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continue;
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// Check If Estate Exists (Skip If So)
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existingEstates = m_application.EstateDataService.GetEstates(estateName);
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if (existingEstates.Count > 0)
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continue;
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//### Should check Estate Owner ID but no Scene object available at this point
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// Does Config Specify EstateID (0 Defaults To AutoIncrement)
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int EstateID = config.GetInt("EstateID", 0);
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if (EstateID > 0)
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{
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if (EstateID < 100)
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{
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// EstateID Cannot be less than 100
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m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: Estate name {0} specified estateID that is less that 100, ignoring", estateName);
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continue;
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}
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else if(existingEstateIDs.Contains(EstateID))
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{
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// Specified EstateID Exists
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m_log.WarnFormat("[ESTATE LOADER FILE SYSTEM]: Estate name {0} specified estateID that is already in use, ignoring", estateName);
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continue;
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}
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}
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// Create a new estate with the name provided
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EstateSettings estateSettings = m_application.EstateDataService.CreateNewEstate(EstateID);
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estateSettings.EstateName = estateName;
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estateSettings.EstateOwner = estateOwner;
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// Persistence does not seem to effect the need to save a new estate
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m_application.EstateDataService.StoreEstateSettings(estateSettings);
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m_log.InfoFormat("[ESTATE LOADER FILE SYSTEM]: Loaded config for estate {0}", estateName);
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}
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}
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}
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}
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}
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