From 135ff63c3dd2a2c68351669afbd2f57c2fe64d2d Mon Sep 17 00:00:00 2001
From: Jeff Ames
Date: Tue, 9 Jun 2009 17:48:22 +0000
Subject: Update svn properties.
---
.../Region/CoreModules/Asset/FlotsamAssetCache.cs | 1046 ++++++++++----------
.../Inventory/LocalInventoryServiceConnector.cs | 546 +++++-----
2 files changed, 796 insertions(+), 796 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 99282a3..9540bd4 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -1,523 +1,523 @@
-/*
-Copyright (c) Contributors, http://osflotsam.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 Flotsam 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 (INCLUDING NEGLIGENCE OR
-OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
-ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-// Uncomment to make asset Get requests for existing
-// #define WAIT_ON_INPROGRESS_REQUESTS
-
-using System;
-using System.IO;
-using System.Collections.Generic;
-using System.Reflection;
-using System.Runtime.Serialization;
-using System.Runtime.Serialization.Formatters.Binary;
-using System.Threading;
-using System.Timers;
-
-using log4net;
-using Nini.Config;
-using Mono.Addins;
-using OpenMetaverse;
-
-using OpenSim.Framework;
-using OpenSim.Region.Framework.Interfaces;
-using OpenSim.Region.Framework.Scenes;
-using OpenSim.Services.Interfaces;
-
-
-[assembly: Addin("FlotsamAssetCache", "1.1")]
-[assembly: AddinDependency("OpenSim", "0.5")]
-
-namespace Flotsam.RegionModules.AssetCache
-{
- ///
- /// OpenSim.ini Options:
- /// -------
- /// [Modules]
- /// AssetCaching = "FlotsamAssetCache"
- ///
- /// [AssetCache]
- /// ; cache directory can be shared by multiple instances
- /// CacheDirectory = /directory/writable/by/OpenSim/instance
- ///
- /// ; Log level
- /// ; 0 - (Error) Errors only
- /// ; 1 - (Info) Hit Rate Stats + Level 0
- /// ; 2 - (Debug) Cache Activity (Reads/Writes) + Level 1
- /// ;
- /// LogLevel = 1
- ///
- /// ; How often should hit rates be displayed (given in AssetRequests)
- /// ; 0 to disable
- /// HitRateDisplay = 100
- ///
- /// ; Set to false for disk cache only.
- /// MemoryCacheEnabled = true
- ///
- /// ; How long {in hours} to keep assets cached in memory, .5 == 30 minutes
- /// MemoryCacheTimeout = 2
- ///
- /// ; How long {in hours} to keep assets cached on disk, .5 == 30 minutes
- /// ; Specify 0 if you do not want your disk cache to expire
- /// FileCacheTimeout = 0
- ///
- /// ; How often {in hours} should the disk be checked for expired filed
- /// ; Specify 0 to disable expiration checking
- /// FileCleanupTimer = .166 ;roughly every 10 minutes
- ///
- /// ; If WAIT_ON_INPROGRESS_REQUESTS has been defined then this specifies how
- /// ; long (in miliseconds) to block a request thread while trying to complete
- /// ; writing to disk.
- /// WaitOnInprogressTimeout = 3000
- /// -------
- ///
-
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
- public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache
- {
- private static readonly ILog m_log =
- LogManager.GetLogger(
- MethodBase.GetCurrentMethod().DeclaringType);
-
- private bool m_Enabled = false;
-
- private const string m_ModuleName = "FlotsamAssetCache";
- private const string m_DefaultCacheDirectory = m_ModuleName;
- private string m_CacheDirectory = m_DefaultCacheDirectory;
-
-
- private List m_InvalidChars = new List();
-
- private int m_LogLevel = 1;
- private ulong m_HitRateDisplay = 1; // How often to display hit statistics, given in requests
-
- private static ulong m_Requests = 0;
- private static ulong m_RequestsForInprogress = 0;
- private static ulong m_DiskHits = 0;
- private static ulong m_MemoryHits = 0;
- private static double m_HitRateMemory = 0.0;
- private static double m_HitRateFile = 0.0;
-
-#if WAIT_ON_INPROGRESS_REQUESTS
- private Dictionary m_CurrentlyWriting = new Dictionary();
- private int m_WaitOnInprogressTimeout = 3000;
-#else
- private List m_CurrentlyWriting = new List();
-#endif
-
- private ExpiringCache m_MemoryCache = new ExpiringCache();
- private bool m_MemoryCacheEnabled = true;
-
- // Expiration is expressed in hours.
- private const double m_DefaultMemoryExpiration = 1.0;
- private const double m_DefaultFileExpiration = 48;
- private TimeSpan m_MemoryExpiration = TimeSpan.Zero;
- private TimeSpan m_FileExpiration = TimeSpan.Zero;
- private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.Zero;
-
- private System.Timers.Timer m_CachCleanTimer = new System.Timers.Timer();
-
- public FlotsamAssetCache()
- {
- m_InvalidChars.AddRange(Path.GetInvalidPathChars());
- m_InvalidChars.AddRange(Path.GetInvalidFileNameChars());
- }
-
- public string Name
- {
- get { return m_ModuleName; }
- }
-
- public void Initialise(IConfigSource source)
- {
- IConfig moduleConfig = source.Configs["Modules"];
-
- if (moduleConfig != null)
- {
- string name = moduleConfig.GetString("AssetCaching", this.Name);
-
- if (name == Name)
- {
- IConfig assetConfig = source.Configs["AssetCache"];
- if (assetConfig == null)
- {
- m_log.Error("[ASSET CACHE]: AssetCache missing from OpenSim.ini");
- return;
- }
-
- m_Enabled = true;
-
- m_log.InfoFormat("[ASSET CACHE]: {0} enabled", this.Name);
-
- m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_DefaultCacheDirectory);
- m_log.InfoFormat("[ASSET CACHE]: Cache Directory", m_DefaultCacheDirectory);
-
- m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", true);
- m_MemoryExpiration = TimeSpan.FromHours(assetConfig.GetDouble("MemoryCacheTimeout", m_DefaultMemoryExpiration));
-
-#if WAIT_ON_INPROGRESS_REQUESTS
- m_WaitOnInprogressTimeout = assetConfig.GetInt("WaitOnInprogressTimeout", 3000);
-#endif
-
- m_HitRateDisplay = (ulong)assetConfig.GetInt("HitRateDisplay", 1);
-
- m_FileExpiration = TimeSpan.FromHours(assetConfig.GetDouble("FileCacheTimeout", m_DefaultFileExpiration));
- m_FileExpirationCleanupTimer = TimeSpan.FromHours(assetConfig.GetDouble("FileCleanupTimer", m_DefaultFileExpiration));
- if ((m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero))
- {
- m_CachCleanTimer.Interval = m_FileExpirationCleanupTimer.TotalMilliseconds;
- m_CachCleanTimer.AutoReset = true;
- m_CachCleanTimer.Elapsed += CleanupExpiredFiles;
- m_CachCleanTimer.Enabled = true;
- m_CachCleanTimer.Start();
- }
- else
- {
- m_CachCleanTimer.Enabled = false;
- }
- }
- }
- }
-
- public void PostInitialise()
- {
- }
-
- public void Close()
- {
- }
-
- public void AddRegion(Scene scene)
- {
- if (m_Enabled)
- scene.RegisterModuleInterface(this);
- }
-
- public void RemoveRegion(Scene scene)
- {
- }
-
- public void RegionLoaded(Scene scene)
- {
- }
-
- ////////////////////////////////////////////////////////////
- // IImprovedAssetCache
- //
-
- private void UpdateMemoryCache(string key, AssetBase asset)
- {
- if( m_MemoryCacheEnabled )
- {
- if (m_MemoryExpiration > TimeSpan.Zero)
- {
- m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
- }
- else
- {
- m_MemoryCache.AddOrUpdate(key, asset, DateTime.MaxValue);
- }
- }
- }
-
- public void Cache(AssetBase asset)
- {
- // TODO: Spawn this off to some seperate thread to do the actual writing
- if (asset != null)
- {
- UpdateMemoryCache(asset.ID, asset);
-
- string filename = GetFileName(asset.ID);
-
- try
- {
- // If the file is already cached, don't cache it, just touch it so access time is updated
- if (File.Exists(filename))
- {
- File.SetLastAccessTime(filename, DateTime.Now);
- } else {
-
- // Once we start writing, make sure we flag that we're writing
- // that object to the cache so that we don't try to write the
- // same file multiple times.
- lock (m_CurrentlyWriting)
- {
-#if WAIT_ON_INPROGRESS_REQUESTS
- if (m_CurrentlyWriting.ContainsKey(filename))
- {
- return;
- }
- else
- {
- m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
- }
-
-#else
- if (m_CurrentlyWriting.Contains(filename))
- {
- return;
- }
- else
- {
- m_CurrentlyWriting.Add(filename);
- }
-#endif
-
- }
-
- ThreadPool.QueueUserWorkItem(
- delegate
- {
- WriteFileCache(filename, asset);
- }
- );
- }
- }
- catch (Exception e)
- {
- LogException(e);
- }
- }
- }
-
- public AssetBase Get(string id)
- {
- m_Requests++;
-
- AssetBase asset = null;
-
- if (m_MemoryCacheEnabled && m_MemoryCache.TryGetValue(id, out asset))
- {
- m_MemoryHits++;
- }
- else
- {
- string filename = GetFileName(id);
- if (File.Exists(filename))
- {
- try
- {
- FileStream stream = File.Open(filename, FileMode.Open);
- BinaryFormatter bformatter = new BinaryFormatter();
-
- asset = (AssetBase)bformatter.Deserialize(stream);
- stream.Close();
-
- UpdateMemoryCache(id, asset);
-
- m_DiskHits++;
- }
- catch (System.Runtime.Serialization.SerializationException e)
- {
- LogException(e);
-
- // If there was a problem deserializing the asset, the asset may
- // either be corrupted OR was serialized under an old format
- // {different version of AssetBase} -- we should attempt to
- // delete it and re-cache
- File.Delete(filename);
- }
- catch (Exception e)
- {
- LogException(e);
- }
- }
-
-
-#if WAIT_ON_INPROGRESS_REQUESTS
- // Check if we're already downloading this asset. If so, try to wait for it to
- // download.
- if (m_WaitOnInprogressTimeout > 0)
- {
- m_RequestsForInprogress++;
-
- ManualResetEvent waitEvent;
- if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
- {
- waitEvent.WaitOne(m_WaitOnInprogressTimeout);
- return Get(id);
- }
- }
-#else
- // Track how often we have the problem that an asset is requested while
- // it is still being downloaded by a previous request.
- if (m_CurrentlyWriting.Contains(filename))
- {
- m_RequestsForInprogress++;
- }
-#endif
- }
-
- if (((m_LogLevel >= 1)) && (m_HitRateDisplay != 0) && (m_Requests % m_HitRateDisplay == 0))
- {
- m_HitRateFile = (double)m_DiskHits / m_Requests * 100.0;
-
- m_log.InfoFormat("[ASSET CACHE]: Cache Get :: {0} :: {1}", id, asset == null ? "Miss" : "Hit");
- m_log.InfoFormat("[ASSET CACHE]: File Hit Rate {0}% for {1} requests", m_HitRateFile.ToString("0.00"), m_Requests);
-
- if (m_MemoryCacheEnabled)
- {
- m_HitRateMemory = (double)m_MemoryHits / m_Requests * 100.0;
- m_log.InfoFormat("[ASSET CACHE]: Memory Hit Rate {0}% for {1} requests", m_HitRateMemory.ToString("0.00"), m_Requests);
- }
-
- m_log.InfoFormat("[ASSET CACHE]: {0} unnessesary requests due to requests for assets that are currently downloading.", m_RequestsForInprogress);
-
- }
-
- return asset;
- }
-
- public void Expire(string id)
- {
- if (m_LogLevel >= 2)
- m_log.DebugFormat("[ASSET CACHE]: Expiring Asset {0}.", id);
-
- try
- {
- string filename = GetFileName(id);
- if (File.Exists(filename))
- {
- File.Delete(filename);
- }
-
- if( m_MemoryCacheEnabled )
- m_MemoryCache.Remove(id);
- }
- catch (Exception e)
- {
- LogException(e);
- }
- }
-
- public void Clear()
- {
- if (m_LogLevel >= 2)
- m_log.Debug("[ASSET CACHE]: Clearing Cache.");
-
- foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
- {
- Directory.Delete(dir);
- }
-
- if( m_MemoryCacheEnabled )
- m_MemoryCache.Clear();
- }
-
- private void CleanupExpiredFiles(object source, ElapsedEventArgs e)
- {
- if (m_LogLevel >= 2)
- m_log.DebugFormat("[ASSET CACHE]: Checking for expired files older then {0}.", m_FileExpiration.ToString());
-
- foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
- {
- foreach (string file in Directory.GetFiles(dir))
- {
- if (DateTime.Now - File.GetLastAccessTime(file) > m_FileExpiration)
- {
- File.Delete(file);
- }
- }
- }
- }
-
- private string GetFileName(string id)
- {
- // Would it be faster to just hash the darn thing?
- foreach (char c in m_InvalidChars)
- {
- id = id.Replace(c, '_');
- }
-
- string p = id.Substring(id.Length - 4);
- p = Path.Combine(p, id);
- return Path.Combine(m_CacheDirectory, p);
- }
-
- private void WriteFileCache(string filename, AssetBase asset)
- {
- try
- {
- // Make sure the target cache directory exists
- string directory = Path.GetDirectoryName(filename);
- if (!Directory.Exists(directory))
- {
- Directory.CreateDirectory(directory);
- }
-
- // Write file first to a temp name, so that it doesn't look
- // like it's already cached while it's still writing.
- string tempname = Path.Combine(directory, Path.GetRandomFileName());
- Stream stream = File.Open(tempname, FileMode.Create);
- BinaryFormatter bformatter = new BinaryFormatter();
- bformatter.Serialize(stream, asset);
- stream.Close();
-
- // Now that it's written, rename it so that it can be found.
- File.Move(tempname, filename);
-
- if (m_LogLevel >= 2)
- m_log.DebugFormat("[ASSET CACHE]: Cache Stored :: {0}", asset.ID);
- }
- catch (Exception e)
- {
- LogException(e);
- }
- finally
- {
- // Even if the write fails with an exception, we need to make sure
- // that we release the lock on that file, otherwise it'll never get
- // cached
- lock (m_CurrentlyWriting)
- {
-#if WAIT_ON_INPROGRESS_REQUESTS
- ManualResetEvent waitEvent;
- if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
- {
- m_CurrentlyWriting.Remove(filename);
- waitEvent.Set();
- }
-#else
- if (m_CurrentlyWriting.Contains(filename))
- {
- m_CurrentlyWriting.Remove(filename);
- }
-#endif
- }
-
- }
- }
-
- private static void LogException(Exception e)
- {
- string[] text = e.ToString().Split(new char[] { '\n' });
- foreach (string t in text)
- {
- m_log.ErrorFormat("[ASSET CACHE]: {0} ", t);
- }
- }
- }
-}
+/*
+Copyright (c) Contributors, http://osflotsam.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 Flotsam 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 (INCLUDING NEGLIGENCE OR
+OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+// Uncomment to make asset Get requests for existing
+// #define WAIT_ON_INPROGRESS_REQUESTS
+
+using System;
+using System.IO;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Runtime.Serialization;
+using System.Runtime.Serialization.Formatters.Binary;
+using System.Threading;
+using System.Timers;
+
+using log4net;
+using Nini.Config;
+using Mono.Addins;
+using OpenMetaverse;
+
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Services.Interfaces;
+
+
+[assembly: Addin("FlotsamAssetCache", "1.1")]
+[assembly: AddinDependency("OpenSim", "0.5")]
+
+namespace Flotsam.RegionModules.AssetCache
+{
+ ///
+ /// OpenSim.ini Options:
+ /// -------
+ /// [Modules]
+ /// AssetCaching = "FlotsamAssetCache"
+ ///
+ /// [AssetCache]
+ /// ; cache directory can be shared by multiple instances
+ /// CacheDirectory = /directory/writable/by/OpenSim/instance
+ ///
+ /// ; Log level
+ /// ; 0 - (Error) Errors only
+ /// ; 1 - (Info) Hit Rate Stats + Level 0
+ /// ; 2 - (Debug) Cache Activity (Reads/Writes) + Level 1
+ /// ;
+ /// LogLevel = 1
+ ///
+ /// ; How often should hit rates be displayed (given in AssetRequests)
+ /// ; 0 to disable
+ /// HitRateDisplay = 100
+ ///
+ /// ; Set to false for disk cache only.
+ /// MemoryCacheEnabled = true
+ ///
+ /// ; How long {in hours} to keep assets cached in memory, .5 == 30 minutes
+ /// MemoryCacheTimeout = 2
+ ///
+ /// ; How long {in hours} to keep assets cached on disk, .5 == 30 minutes
+ /// ; Specify 0 if you do not want your disk cache to expire
+ /// FileCacheTimeout = 0
+ ///
+ /// ; How often {in hours} should the disk be checked for expired filed
+ /// ; Specify 0 to disable expiration checking
+ /// FileCleanupTimer = .166 ;roughly every 10 minutes
+ ///
+ /// ; If WAIT_ON_INPROGRESS_REQUESTS has been defined then this specifies how
+ /// ; long (in miliseconds) to block a request thread while trying to complete
+ /// ; writing to disk.
+ /// WaitOnInprogressTimeout = 3000
+ /// -------
+ ///
+
+ [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
+ public class FlotsamAssetCache : ISharedRegionModule, IImprovedAssetCache
+ {
+ private static readonly ILog m_log =
+ LogManager.GetLogger(
+ MethodBase.GetCurrentMethod().DeclaringType);
+
+ private bool m_Enabled = false;
+
+ private const string m_ModuleName = "FlotsamAssetCache";
+ private const string m_DefaultCacheDirectory = m_ModuleName;
+ private string m_CacheDirectory = m_DefaultCacheDirectory;
+
+
+ private List m_InvalidChars = new List();
+
+ private int m_LogLevel = 1;
+ private ulong m_HitRateDisplay = 1; // How often to display hit statistics, given in requests
+
+ private static ulong m_Requests = 0;
+ private static ulong m_RequestsForInprogress = 0;
+ private static ulong m_DiskHits = 0;
+ private static ulong m_MemoryHits = 0;
+ private static double m_HitRateMemory = 0.0;
+ private static double m_HitRateFile = 0.0;
+
+#if WAIT_ON_INPROGRESS_REQUESTS
+ private Dictionary m_CurrentlyWriting = new Dictionary();
+ private int m_WaitOnInprogressTimeout = 3000;
+#else
+ private List m_CurrentlyWriting = new List();
+#endif
+
+ private ExpiringCache m_MemoryCache = new ExpiringCache();
+ private bool m_MemoryCacheEnabled = true;
+
+ // Expiration is expressed in hours.
+ private const double m_DefaultMemoryExpiration = 1.0;
+ private const double m_DefaultFileExpiration = 48;
+ private TimeSpan m_MemoryExpiration = TimeSpan.Zero;
+ private TimeSpan m_FileExpiration = TimeSpan.Zero;
+ private TimeSpan m_FileExpirationCleanupTimer = TimeSpan.Zero;
+
+ private System.Timers.Timer m_CachCleanTimer = new System.Timers.Timer();
+
+ public FlotsamAssetCache()
+ {
+ m_InvalidChars.AddRange(Path.GetInvalidPathChars());
+ m_InvalidChars.AddRange(Path.GetInvalidFileNameChars());
+ }
+
+ public string Name
+ {
+ get { return m_ModuleName; }
+ }
+
+ public void Initialise(IConfigSource source)
+ {
+ IConfig moduleConfig = source.Configs["Modules"];
+
+ if (moduleConfig != null)
+ {
+ string name = moduleConfig.GetString("AssetCaching", this.Name);
+
+ if (name == Name)
+ {
+ IConfig assetConfig = source.Configs["AssetCache"];
+ if (assetConfig == null)
+ {
+ m_log.Error("[ASSET CACHE]: AssetCache missing from OpenSim.ini");
+ return;
+ }
+
+ m_Enabled = true;
+
+ m_log.InfoFormat("[ASSET CACHE]: {0} enabled", this.Name);
+
+ m_CacheDirectory = assetConfig.GetString("CacheDirectory", m_DefaultCacheDirectory);
+ m_log.InfoFormat("[ASSET CACHE]: Cache Directory", m_DefaultCacheDirectory);
+
+ m_MemoryCacheEnabled = assetConfig.GetBoolean("MemoryCacheEnabled", true);
+ m_MemoryExpiration = TimeSpan.FromHours(assetConfig.GetDouble("MemoryCacheTimeout", m_DefaultMemoryExpiration));
+
+#if WAIT_ON_INPROGRESS_REQUESTS
+ m_WaitOnInprogressTimeout = assetConfig.GetInt("WaitOnInprogressTimeout", 3000);
+#endif
+
+ m_HitRateDisplay = (ulong)assetConfig.GetInt("HitRateDisplay", 1);
+
+ m_FileExpiration = TimeSpan.FromHours(assetConfig.GetDouble("FileCacheTimeout", m_DefaultFileExpiration));
+ m_FileExpirationCleanupTimer = TimeSpan.FromHours(assetConfig.GetDouble("FileCleanupTimer", m_DefaultFileExpiration));
+ if ((m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero))
+ {
+ m_CachCleanTimer.Interval = m_FileExpirationCleanupTimer.TotalMilliseconds;
+ m_CachCleanTimer.AutoReset = true;
+ m_CachCleanTimer.Elapsed += CleanupExpiredFiles;
+ m_CachCleanTimer.Enabled = true;
+ m_CachCleanTimer.Start();
+ }
+ else
+ {
+ m_CachCleanTimer.Enabled = false;
+ }
+ }
+ }
+ }
+
+ public void PostInitialise()
+ {
+ }
+
+ public void Close()
+ {
+ }
+
+ public void AddRegion(Scene scene)
+ {
+ if (m_Enabled)
+ scene.RegisterModuleInterface(this);
+ }
+
+ public void RemoveRegion(Scene scene)
+ {
+ }
+
+ public void RegionLoaded(Scene scene)
+ {
+ }
+
+ ////////////////////////////////////////////////////////////
+ // IImprovedAssetCache
+ //
+
+ private void UpdateMemoryCache(string key, AssetBase asset)
+ {
+ if( m_MemoryCacheEnabled )
+ {
+ if (m_MemoryExpiration > TimeSpan.Zero)
+ {
+ m_MemoryCache.AddOrUpdate(key, asset, m_MemoryExpiration);
+ }
+ else
+ {
+ m_MemoryCache.AddOrUpdate(key, asset, DateTime.MaxValue);
+ }
+ }
+ }
+
+ public void Cache(AssetBase asset)
+ {
+ // TODO: Spawn this off to some seperate thread to do the actual writing
+ if (asset != null)
+ {
+ UpdateMemoryCache(asset.ID, asset);
+
+ string filename = GetFileName(asset.ID);
+
+ try
+ {
+ // If the file is already cached, don't cache it, just touch it so access time is updated
+ if (File.Exists(filename))
+ {
+ File.SetLastAccessTime(filename, DateTime.Now);
+ } else {
+
+ // Once we start writing, make sure we flag that we're writing
+ // that object to the cache so that we don't try to write the
+ // same file multiple times.
+ lock (m_CurrentlyWriting)
+ {
+#if WAIT_ON_INPROGRESS_REQUESTS
+ if (m_CurrentlyWriting.ContainsKey(filename))
+ {
+ return;
+ }
+ else
+ {
+ m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
+ }
+
+#else
+ if (m_CurrentlyWriting.Contains(filename))
+ {
+ return;
+ }
+ else
+ {
+ m_CurrentlyWriting.Add(filename);
+ }
+#endif
+
+ }
+
+ ThreadPool.QueueUserWorkItem(
+ delegate
+ {
+ WriteFileCache(filename, asset);
+ }
+ );
+ }
+ }
+ catch (Exception e)
+ {
+ LogException(e);
+ }
+ }
+ }
+
+ public AssetBase Get(string id)
+ {
+ m_Requests++;
+
+ AssetBase asset = null;
+
+ if (m_MemoryCacheEnabled && m_MemoryCache.TryGetValue(id, out asset))
+ {
+ m_MemoryHits++;
+ }
+ else
+ {
+ string filename = GetFileName(id);
+ if (File.Exists(filename))
+ {
+ try
+ {
+ FileStream stream = File.Open(filename, FileMode.Open);
+ BinaryFormatter bformatter = new BinaryFormatter();
+
+ asset = (AssetBase)bformatter.Deserialize(stream);
+ stream.Close();
+
+ UpdateMemoryCache(id, asset);
+
+ m_DiskHits++;
+ }
+ catch (System.Runtime.Serialization.SerializationException e)
+ {
+ LogException(e);
+
+ // If there was a problem deserializing the asset, the asset may
+ // either be corrupted OR was serialized under an old format
+ // {different version of AssetBase} -- we should attempt to
+ // delete it and re-cache
+ File.Delete(filename);
+ }
+ catch (Exception e)
+ {
+ LogException(e);
+ }
+ }
+
+
+#if WAIT_ON_INPROGRESS_REQUESTS
+ // Check if we're already downloading this asset. If so, try to wait for it to
+ // download.
+ if (m_WaitOnInprogressTimeout > 0)
+ {
+ m_RequestsForInprogress++;
+
+ ManualResetEvent waitEvent;
+ if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
+ {
+ waitEvent.WaitOne(m_WaitOnInprogressTimeout);
+ return Get(id);
+ }
+ }
+#else
+ // Track how often we have the problem that an asset is requested while
+ // it is still being downloaded by a previous request.
+ if (m_CurrentlyWriting.Contains(filename))
+ {
+ m_RequestsForInprogress++;
+ }
+#endif
+ }
+
+ if (((m_LogLevel >= 1)) && (m_HitRateDisplay != 0) && (m_Requests % m_HitRateDisplay == 0))
+ {
+ m_HitRateFile = (double)m_DiskHits / m_Requests * 100.0;
+
+ m_log.InfoFormat("[ASSET CACHE]: Cache Get :: {0} :: {1}", id, asset == null ? "Miss" : "Hit");
+ m_log.InfoFormat("[ASSET CACHE]: File Hit Rate {0}% for {1} requests", m_HitRateFile.ToString("0.00"), m_Requests);
+
+ if (m_MemoryCacheEnabled)
+ {
+ m_HitRateMemory = (double)m_MemoryHits / m_Requests * 100.0;
+ m_log.InfoFormat("[ASSET CACHE]: Memory Hit Rate {0}% for {1} requests", m_HitRateMemory.ToString("0.00"), m_Requests);
+ }
+
+ m_log.InfoFormat("[ASSET CACHE]: {0} unnessesary requests due to requests for assets that are currently downloading.", m_RequestsForInprogress);
+
+ }
+
+ return asset;
+ }
+
+ public void Expire(string id)
+ {
+ if (m_LogLevel >= 2)
+ m_log.DebugFormat("[ASSET CACHE]: Expiring Asset {0}.", id);
+
+ try
+ {
+ string filename = GetFileName(id);
+ if (File.Exists(filename))
+ {
+ File.Delete(filename);
+ }
+
+ if( m_MemoryCacheEnabled )
+ m_MemoryCache.Remove(id);
+ }
+ catch (Exception e)
+ {
+ LogException(e);
+ }
+ }
+
+ public void Clear()
+ {
+ if (m_LogLevel >= 2)
+ m_log.Debug("[ASSET CACHE]: Clearing Cache.");
+
+ foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
+ {
+ Directory.Delete(dir);
+ }
+
+ if( m_MemoryCacheEnabled )
+ m_MemoryCache.Clear();
+ }
+
+ private void CleanupExpiredFiles(object source, ElapsedEventArgs e)
+ {
+ if (m_LogLevel >= 2)
+ m_log.DebugFormat("[ASSET CACHE]: Checking for expired files older then {0}.", m_FileExpiration.ToString());
+
+ foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
+ {
+ foreach (string file in Directory.GetFiles(dir))
+ {
+ if (DateTime.Now - File.GetLastAccessTime(file) > m_FileExpiration)
+ {
+ File.Delete(file);
+ }
+ }
+ }
+ }
+
+ private string GetFileName(string id)
+ {
+ // Would it be faster to just hash the darn thing?
+ foreach (char c in m_InvalidChars)
+ {
+ id = id.Replace(c, '_');
+ }
+
+ string p = id.Substring(id.Length - 4);
+ p = Path.Combine(p, id);
+ return Path.Combine(m_CacheDirectory, p);
+ }
+
+ private void WriteFileCache(string filename, AssetBase asset)
+ {
+ try
+ {
+ // Make sure the target cache directory exists
+ string directory = Path.GetDirectoryName(filename);
+ if (!Directory.Exists(directory))
+ {
+ Directory.CreateDirectory(directory);
+ }
+
+ // Write file first to a temp name, so that it doesn't look
+ // like it's already cached while it's still writing.
+ string tempname = Path.Combine(directory, Path.GetRandomFileName());
+ Stream stream = File.Open(tempname, FileMode.Create);
+ BinaryFormatter bformatter = new BinaryFormatter();
+ bformatter.Serialize(stream, asset);
+ stream.Close();
+
+ // Now that it's written, rename it so that it can be found.
+ File.Move(tempname, filename);
+
+ if (m_LogLevel >= 2)
+ m_log.DebugFormat("[ASSET CACHE]: Cache Stored :: {0}", asset.ID);
+ }
+ catch (Exception e)
+ {
+ LogException(e);
+ }
+ finally
+ {
+ // Even if the write fails with an exception, we need to make sure
+ // that we release the lock on that file, otherwise it'll never get
+ // cached
+ lock (m_CurrentlyWriting)
+ {
+#if WAIT_ON_INPROGRESS_REQUESTS
+ ManualResetEvent waitEvent;
+ if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
+ {
+ m_CurrentlyWriting.Remove(filename);
+ waitEvent.Set();
+ }
+#else
+ if (m_CurrentlyWriting.Contains(filename))
+ {
+ m_CurrentlyWriting.Remove(filename);
+ }
+#endif
+ }
+
+ }
+ }
+
+ private static void LogException(Exception e)
+ {
+ string[] text = e.ToString().Split(new char[] { '\n' });
+ foreach (string t in text)
+ {
+ m_log.ErrorFormat("[ASSET CACHE]: {0} ", t);
+ }
+ }
+ }
+}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectors/Inventory/LocalInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectors/Inventory/LocalInventoryServiceConnector.cs
index c89f295..6b72e9b 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectors/Inventory/LocalInventoryServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectors/Inventory/LocalInventoryServiceConnector.cs
@@ -1,273 +1,273 @@
-/*
- * 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
- * (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 log4net;
-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.ServiceConnectors.Inventory
-{
- public class LocalInventoryServicesConnector :
- ISharedRegionModule, IInventoryService
- {
- private static readonly ILog m_log =
- LogManager.GetLogger(
- MethodBase.GetCurrentMethod().DeclaringType);
-
- private IInventoryService m_InventoryService;
-
- private bool m_Enabled = false;
-
- 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 assetConfig = source.Configs["InventoryService"];
- if (assetConfig == null)
- {
- m_log.Error("[INVENTORY CONNECTOR]: InventoryService missing from OpenSim.ini");
- return;
- }
-
- string serviceDll = assetConfig.GetString("LocalServiceModule",
- String.Empty);
-
- if (serviceDll == String.Empty)
- {
- m_log.Error("[INVENTORY CONNECTOR]: No LocalServiceModule named in section InventoryService");
- return;
- }
-
- Object[] args = new Object[] { source };
- m_InventoryService =
- ServerUtils.LoadPlugin(serviceDll,
- args);
-
- if (m_InventoryService == null)
- {
- m_log.Error("[INVENTORY CONNECTOR]: Can't load asset service");
- return;
- }
-
- //List plugins
- // = DataPluginFactory.LoadDataPlugins(
- // configSettings.StandaloneInventoryPlugin,
- // configSettings.StandaloneInventorySource);
-
- //foreach (IInventoryDataPlugin plugin in plugins)
- //{
- // // Using the OSP wrapper plugin for database plugins should be made configurable at some point
- // m_InventoryService.AddPlugin(new OspInventoryWrapperPlugin(plugin, this));
- //}
-
- m_Enabled = true;
- m_log.Info("[INVENTORY CONNECTOR]: Local asset connector enabled");
- }
- }
- }
-
- public void PostInitialise()
- {
- }
-
- public void Close()
- {
- }
-
- public void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
-
- scene.RegisterModuleInterface(this);
- }
-
- public void RemoveRegion(Scene scene)
- {
- }
-
- public void RegionLoaded(Scene scene)
- {
- if (!m_Enabled)
- return;
-
- m_log.InfoFormat("[INVENTORY CONNECTOR]: Enabled local assets for region {0}", scene.RegionInfo.RegionName);
-
- }
-
- #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 List GetFolderItems(UUID folderID)
- {
- return m_InventoryService.GetFolderItems(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);
- }
-
- ///
- /// 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);
- }
-
- ///
- /// Add a new item to the user's inventory
- ///
- ///
- /// true if the item was successfully added
- public bool AddItem(InventoryItemBase item)
- {
- 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);
- }
-
- ///
- /// Delete an item from the user's inventory
- ///
- ///
- /// true if the item was successfully deleted
- public bool DeleteItem(InventoryItemBase item)
- {
- return m_InventoryService.DeleteItem(item);
- }
-
- public InventoryItemBase QueryItem(InventoryItemBase item)
- {
- return m_InventoryService.QueryItem(item);
- }
-
- public InventoryFolderBase QueryFolder(InventoryFolderBase folder)
- {
- return m_InventoryService.QueryFolder(folder);
- }
-
- ///
- /// Does the given user have an inventory structure?
- ///
- ///
- ///
- public bool HasInventoryForUser(UUID userID)
- {
- return m_InventoryService.HasInventoryForUser(userID);
- }
-
- ///
- /// Retrieve the root inventory folder for the given user.
- ///
- ///
- /// null if no root folder was found
- public InventoryFolderBase RequestRootFolder(UUID userID)
- {
- return m_InventoryService.RequestRootFolder(userID);
- }
-
- public List GetActiveGestures(UUID userId)
- {
- return m_InventoryService.GetActiveGestures(userId);
- }
- #endregion IInventoryService
- }
-}
+/*
+ * 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
+ * (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 log4net;
+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.ServiceConnectors.Inventory
+{
+ public class LocalInventoryServicesConnector :
+ ISharedRegionModule, IInventoryService
+ {
+ private static readonly ILog m_log =
+ LogManager.GetLogger(
+ MethodBase.GetCurrentMethod().DeclaringType);
+
+ private IInventoryService m_InventoryService;
+
+ private bool m_Enabled = false;
+
+ 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 assetConfig = source.Configs["InventoryService"];
+ if (assetConfig == null)
+ {
+ m_log.Error("[INVENTORY CONNECTOR]: InventoryService missing from OpenSim.ini");
+ return;
+ }
+
+ string serviceDll = assetConfig.GetString("LocalServiceModule",
+ String.Empty);
+
+ if (serviceDll == String.Empty)
+ {
+ m_log.Error("[INVENTORY CONNECTOR]: No LocalServiceModule named in section InventoryService");
+ return;
+ }
+
+ Object[] args = new Object[] { source };
+ m_InventoryService =
+ ServerUtils.LoadPlugin(serviceDll,
+ args);
+
+ if (m_InventoryService == null)
+ {
+ m_log.Error("[INVENTORY CONNECTOR]: Can't load asset service");
+ return;
+ }
+
+ //List plugins
+ // = DataPluginFactory.LoadDataPlugins(
+ // configSettings.StandaloneInventoryPlugin,
+ // configSettings.StandaloneInventorySource);
+
+ //foreach (IInventoryDataPlugin plugin in plugins)
+ //{
+ // // Using the OSP wrapper plugin for database plugins should be made configurable at some point
+ // m_InventoryService.AddPlugin(new OspInventoryWrapperPlugin(plugin, this));
+ //}
+
+ m_Enabled = true;
+ m_log.Info("[INVENTORY CONNECTOR]: Local asset connector enabled");
+ }
+ }
+ }
+
+ public void PostInitialise()
+ {
+ }
+
+ public void Close()
+ {
+ }
+
+ public void AddRegion(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+
+ scene.RegisterModuleInterface(this);
+ }
+
+ public void RemoveRegion(Scene scene)
+ {
+ }
+
+ public void RegionLoaded(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+
+ m_log.InfoFormat("[INVENTORY CONNECTOR]: Enabled local assets for region {0}", scene.RegionInfo.RegionName);
+
+ }
+
+ #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 List GetFolderItems(UUID folderID)
+ {
+ return m_InventoryService.GetFolderItems(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);
+ }
+
+ ///
+ /// 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);
+ }
+
+ ///
+ /// Add a new item to the user's inventory
+ ///
+ ///
+ /// true if the item was successfully added
+ public bool AddItem(InventoryItemBase item)
+ {
+ 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);
+ }
+
+ ///
+ /// Delete an item from the user's inventory
+ ///
+ ///
+ /// true if the item was successfully deleted
+ public bool DeleteItem(InventoryItemBase item)
+ {
+ return m_InventoryService.DeleteItem(item);
+ }
+
+ public InventoryItemBase QueryItem(InventoryItemBase item)
+ {
+ return m_InventoryService.QueryItem(item);
+ }
+
+ public InventoryFolderBase QueryFolder(InventoryFolderBase folder)
+ {
+ return m_InventoryService.QueryFolder(folder);
+ }
+
+ ///
+ /// Does the given user have an inventory structure?
+ ///
+ ///
+ ///
+ public bool HasInventoryForUser(UUID userID)
+ {
+ return m_InventoryService.HasInventoryForUser(userID);
+ }
+
+ ///
+ /// Retrieve the root inventory folder for the given user.
+ ///
+ ///
+ /// null if no root folder was found
+ public InventoryFolderBase RequestRootFolder(UUID userID)
+ {
+ return m_InventoryService.RequestRootFolder(userID);
+ }
+
+ public List GetActiveGestures(UUID userId)
+ {
+ return m_InventoryService.GetActiveGestures(userId);
+ }
+ #endregion IInventoryService
+ }
+}
--
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