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.
---
OpenSim/Framework/InventoryFolderImpl.cs | 932 ++++++++---------
.../Region/CoreModules/Asset/FlotsamAssetCache.cs | 1046 ++++++++++----------
.../Inventory/LocalInventoryServiceConnector.cs | 546 +++++-----
.../Inventory/InventoryServerInConnector.cs | 552 +++++------
4 files changed, 1538 insertions(+), 1538 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Framework/InventoryFolderImpl.cs b/OpenSim/Framework/InventoryFolderImpl.cs
index 248783f..00462f9 100644
--- a/OpenSim/Framework/InventoryFolderImpl.cs
+++ b/OpenSim/Framework/InventoryFolderImpl.cs
@@ -1,466 +1,466 @@
-/*
- * 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 System;
-using System.Collections.Generic;
-using OpenMetaverse;
-
-namespace OpenSim.Framework
-{
- public class InventoryFolderImpl : InventoryFolderBase
- {
- //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- public static readonly string PATH_DELIMITER = "/";
-
- ///
- /// Items that are contained in this folder
- ///
- public Dictionary Items = new Dictionary();
-
- ///
- /// Child folders that are contained in this folder
- ///
- protected Dictionary m_childFolders = new Dictionary();
-
- // Constructors
- public InventoryFolderImpl(InventoryFolderBase folderbase)
- {
- Owner = folderbase.Owner;
- ID = folderbase.ID;
- Name = folderbase.Name;
- ParentID = folderbase.ParentID;
- Type = folderbase.Type;
- Version = folderbase.Version;
- }
-
- public InventoryFolderImpl()
- {
- }
-
- ///
- /// Create a new subfolder.
- ///
- ///
- ///
- ///
- /// The newly created subfolder. Returns null if the folder already exists
- public InventoryFolderImpl CreateChildFolder(UUID folderID, string folderName, ushort type)
- {
- lock (m_childFolders)
- {
- if (!m_childFolders.ContainsKey(folderID))
- {
- InventoryFolderImpl subFold = new InventoryFolderImpl();
- subFold.Name = folderName;
- subFold.ID = folderID;
- subFold.Type = (short)type;
- subFold.ParentID = this.ID;
- subFold.Owner = Owner;
- m_childFolders.Add(subFold.ID, subFold);
-
- return subFold;
- }
- }
-
- return null;
- }
-
- ///
- /// Add a folder that already exists.
- ///
- ///
- public void AddChildFolder(InventoryFolderImpl folder)
- {
- lock (m_childFolders)
- {
- folder.ParentID = ID;
- m_childFolders[folder.ID] = folder;
- }
- }
-
- ///
- /// Does this folder contain the given child folder?
- ///
- ///
- ///
- public bool ContainsChildFolder(UUID folderID)
- {
- return m_childFolders.ContainsKey(folderID);
- }
-
- ///
- /// Get a child folder
- ///
- ///
- /// The folder if it exists, null if it doesn't
- public InventoryFolderImpl GetChildFolder(UUID folderID)
- {
- InventoryFolderImpl folder = null;
-
- lock (m_childFolders)
- {
- m_childFolders.TryGetValue(folderID, out folder);
- }
-
- return folder;
- }
-
- ///
- /// Removes the given child subfolder.
- ///
- ///
- ///
- /// The folder removed, or null if the folder was not present.
- ///
- public InventoryFolderImpl RemoveChildFolder(UUID folderID)
- {
- InventoryFolderImpl removedFolder = null;
-
- lock (m_childFolders)
- {
- if (m_childFolders.ContainsKey(folderID))
- {
- removedFolder = m_childFolders[folderID];
- m_childFolders.Remove(folderID);
- }
- }
-
- return removedFolder;
- }
-
- ///
- /// Delete all the folders and items in this folder.
- ///
- public void Purge()
- {
- foreach (InventoryFolderImpl folder in m_childFolders.Values)
- {
- folder.Purge();
- }
-
- m_childFolders.Clear();
- Items.Clear();
- }
-
- ///
- /// Returns the item if it exists in this folder or in any of this folder's descendant folders
- ///
- ///
- /// null if the item is not found
- public InventoryItemBase FindItem(UUID itemID)
- {
- lock (Items)
- {
- if (Items.ContainsKey(itemID))
- {
- return Items[itemID];
- }
- }
-
- lock (m_childFolders)
- {
- foreach (InventoryFolderImpl folder in m_childFolders.Values)
- {
- InventoryItemBase item = folder.FindItem(itemID);
-
- if (item != null)
- {
- return item;
- }
- }
- }
-
- return null;
- }
-
- public InventoryItemBase FindAsset(UUID assetID)
- {
- lock (Items)
- {
- foreach (InventoryItemBase item in Items.Values)
- {
- if (item.AssetID == assetID)
- return item;
- }
- }
-
- lock (m_childFolders)
- {
- foreach (InventoryFolderImpl folder in m_childFolders.Values)
- {
- InventoryItemBase item = folder.FindAsset(assetID);
-
- if (item != null)
- {
- return item;
- }
- }
- }
-
- return null;
- }
-
- ///
- /// Deletes an item if it exists in this folder or any children
- ///
- ///
- ///
- public bool DeleteItem(UUID itemID)
- {
- bool found = false;
-
- lock (Items)
- {
- if (Items.ContainsKey(itemID))
- {
- Items.Remove(itemID);
- return true;
- }
- }
-
- lock (m_childFolders)
- {
- foreach (InventoryFolderImpl folder in m_childFolders.Values)
- {
- found = folder.DeleteItem(itemID);
-
- if (found == true)
- {
- break;
- }
- }
- }
-
- return found;
- }
-
- ///
- /// Returns the folder requested if it is this folder or is a descendent of this folder. The search is depth
- /// first.
- ///
- /// The requested folder if it exists, null if it does not.
- public InventoryFolderImpl FindFolder(UUID folderID)
- {
- if (folderID == ID)
- return this;
-
- lock (m_childFolders)
- {
- foreach (InventoryFolderImpl folder in m_childFolders.Values)
- {
- InventoryFolderImpl returnFolder = folder.FindFolder(folderID);
-
- if (returnFolder != null)
- return returnFolder;
- }
- }
-
- return null;
- }
-
- ///
- /// Look through all child subfolders for a folder marked as one for a particular asset type, and return it.
- ///
- ///
- /// Returns null if no such folder is found
- public InventoryFolderImpl FindFolderForType(int type)
- {
- lock (m_childFolders)
- {
- foreach (InventoryFolderImpl f in m_childFolders.Values)
- {
- if (f.Type == type)
- return f;
- }
- }
-
- return null;
- }
-
- ///
- /// Find a folder given a PATH_DELIMITER delimited path starting from this folder
- ///
- ///
- /// This method does not handle paths that contain multiple delimitors
- ///
- /// FIXME: We do not yet handle situations where folders have the same name. We could handle this by some
- /// XPath like expression
- ///
- /// FIXME: Delimitors which occur in names themselves are not currently escapable.
- ///
- ///
- /// The path to the required folder.
- /// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
- ///
- /// null if the folder is not found
- public InventoryFolderImpl FindFolderByPath(string path)
- {
- if (path == string.Empty)
- return this;
-
- path = path.Trim();
-
- if (path == PATH_DELIMITER)
- return this;
-
- string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
-
- lock (m_childFolders)
- {
- foreach (InventoryFolderImpl folder in m_childFolders.Values)
- {
- if (folder.Name == components[0])
- if (components.Length > 1)
- return folder.FindFolderByPath(components[1]);
- else
- return folder;
- }
- }
-
- // We didn't find a folder with the given name
- return null;
- }
-
- ///
- /// Find an item given a PATH_DELIMITOR delimited path starting from this folder.
- ///
- /// This method does not handle paths that contain multiple delimitors
- ///
- /// FIXME: We do not yet handle situations where folders or items have the same name. We could handle this by some
- /// XPath like expression
- ///
- /// FIXME: Delimitors which occur in names themselves are not currently escapable.
- ///
- ///
- /// The path to the required item.
- ///
- /// null if the item is not found
- public InventoryItemBase FindItemByPath(string path)
- {
- string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
-
- if (components.Length == 1)
- {
- lock (Items)
- {
- foreach (InventoryItemBase item in Items.Values)
- {
- if (item.Name == components[0])
- return item;
- }
- }
- }
- else
- {
- lock (m_childFolders)
- {
- foreach (InventoryFolderImpl folder in m_childFolders.Values)
- {
- if (folder.Name == components[0])
- return folder.FindItemByPath(components[1]);
- }
- }
- }
-
- // We didn't find an item or intermediate folder with the given name
- return null;
- }
-
- ///
- /// Return a copy of the list of child items in this folder. The items themselves are the originals.
- ///
- public List RequestListOfItems()
- {
- List itemList = new List();
-
- lock (Items)
- {
- foreach (InventoryItemBase item in Items.Values)
- {
- itemList.Add(item);
- }
- }
-
- //m_log.DebugFormat("[INVENTORY FOLDER IMPL]: Found {0} items", itemList.Count);
-
- return itemList;
- }
-
- ///
- /// Return a copy of the list of child folders in this folder. The folders themselves are the originals.
- ///
- public List RequestListOfFolders()
- {
- List folderList = new List();
-
- lock (m_childFolders)
- {
- foreach (InventoryFolderBase folder in m_childFolders.Values)
- {
- folderList.Add(folder);
- }
- }
-
- return folderList;
- }
-
- public List RequestListOfFolderImpls()
- {
- List folderList = new List();
-
- lock (m_childFolders)
- {
- foreach (InventoryFolderImpl folder in m_childFolders.Values)
- {
- folderList.Add(folder);
- }
- }
-
- return folderList;
- }
-
- ///
- /// The total number of items in this folder and in the immediate child folders (though not from other
- /// descendants).
- ///
- public int TotalCount
- {
- get
- {
- int total = Items.Count;
-
- foreach (InventoryFolderImpl folder in m_childFolders.Values)
- {
- total = total + folder.TotalCount;
- }
-
- return total;
- }
- }
- }
-}
+/*
+ * 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 System;
+using System.Collections.Generic;
+using OpenMetaverse;
+
+namespace OpenSim.Framework
+{
+ public class InventoryFolderImpl : InventoryFolderBase
+ {
+ //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ public static readonly string PATH_DELIMITER = "/";
+
+ ///
+ /// Items that are contained in this folder
+ ///
+ public Dictionary Items = new Dictionary();
+
+ ///
+ /// Child folders that are contained in this folder
+ ///
+ protected Dictionary m_childFolders = new Dictionary();
+
+ // Constructors
+ public InventoryFolderImpl(InventoryFolderBase folderbase)
+ {
+ Owner = folderbase.Owner;
+ ID = folderbase.ID;
+ Name = folderbase.Name;
+ ParentID = folderbase.ParentID;
+ Type = folderbase.Type;
+ Version = folderbase.Version;
+ }
+
+ public InventoryFolderImpl()
+ {
+ }
+
+ ///
+ /// Create a new subfolder.
+ ///
+ ///
+ ///
+ ///
+ /// The newly created subfolder. Returns null if the folder already exists
+ public InventoryFolderImpl CreateChildFolder(UUID folderID, string folderName, ushort type)
+ {
+ lock (m_childFolders)
+ {
+ if (!m_childFolders.ContainsKey(folderID))
+ {
+ InventoryFolderImpl subFold = new InventoryFolderImpl();
+ subFold.Name = folderName;
+ subFold.ID = folderID;
+ subFold.Type = (short)type;
+ subFold.ParentID = this.ID;
+ subFold.Owner = Owner;
+ m_childFolders.Add(subFold.ID, subFold);
+
+ return subFold;
+ }
+ }
+
+ return null;
+ }
+
+ ///
+ /// Add a folder that already exists.
+ ///
+ ///
+ public void AddChildFolder(InventoryFolderImpl folder)
+ {
+ lock (m_childFolders)
+ {
+ folder.ParentID = ID;
+ m_childFolders[folder.ID] = folder;
+ }
+ }
+
+ ///
+ /// Does this folder contain the given child folder?
+ ///
+ ///
+ ///
+ public bool ContainsChildFolder(UUID folderID)
+ {
+ return m_childFolders.ContainsKey(folderID);
+ }
+
+ ///
+ /// Get a child folder
+ ///
+ ///
+ /// The folder if it exists, null if it doesn't
+ public InventoryFolderImpl GetChildFolder(UUID folderID)
+ {
+ InventoryFolderImpl folder = null;
+
+ lock (m_childFolders)
+ {
+ m_childFolders.TryGetValue(folderID, out folder);
+ }
+
+ return folder;
+ }
+
+ ///
+ /// Removes the given child subfolder.
+ ///
+ ///
+ ///
+ /// The folder removed, or null if the folder was not present.
+ ///
+ public InventoryFolderImpl RemoveChildFolder(UUID folderID)
+ {
+ InventoryFolderImpl removedFolder = null;
+
+ lock (m_childFolders)
+ {
+ if (m_childFolders.ContainsKey(folderID))
+ {
+ removedFolder = m_childFolders[folderID];
+ m_childFolders.Remove(folderID);
+ }
+ }
+
+ return removedFolder;
+ }
+
+ ///
+ /// Delete all the folders and items in this folder.
+ ///
+ public void Purge()
+ {
+ foreach (InventoryFolderImpl folder in m_childFolders.Values)
+ {
+ folder.Purge();
+ }
+
+ m_childFolders.Clear();
+ Items.Clear();
+ }
+
+ ///
+ /// Returns the item if it exists in this folder or in any of this folder's descendant folders
+ ///
+ ///
+ /// null if the item is not found
+ public InventoryItemBase FindItem(UUID itemID)
+ {
+ lock (Items)
+ {
+ if (Items.ContainsKey(itemID))
+ {
+ return Items[itemID];
+ }
+ }
+
+ lock (m_childFolders)
+ {
+ foreach (InventoryFolderImpl folder in m_childFolders.Values)
+ {
+ InventoryItemBase item = folder.FindItem(itemID);
+
+ if (item != null)
+ {
+ return item;
+ }
+ }
+ }
+
+ return null;
+ }
+
+ public InventoryItemBase FindAsset(UUID assetID)
+ {
+ lock (Items)
+ {
+ foreach (InventoryItemBase item in Items.Values)
+ {
+ if (item.AssetID == assetID)
+ return item;
+ }
+ }
+
+ lock (m_childFolders)
+ {
+ foreach (InventoryFolderImpl folder in m_childFolders.Values)
+ {
+ InventoryItemBase item = folder.FindAsset(assetID);
+
+ if (item != null)
+ {
+ return item;
+ }
+ }
+ }
+
+ return null;
+ }
+
+ ///
+ /// Deletes an item if it exists in this folder or any children
+ ///
+ ///
+ ///
+ public bool DeleteItem(UUID itemID)
+ {
+ bool found = false;
+
+ lock (Items)
+ {
+ if (Items.ContainsKey(itemID))
+ {
+ Items.Remove(itemID);
+ return true;
+ }
+ }
+
+ lock (m_childFolders)
+ {
+ foreach (InventoryFolderImpl folder in m_childFolders.Values)
+ {
+ found = folder.DeleteItem(itemID);
+
+ if (found == true)
+ {
+ break;
+ }
+ }
+ }
+
+ return found;
+ }
+
+ ///
+ /// Returns the folder requested if it is this folder or is a descendent of this folder. The search is depth
+ /// first.
+ ///
+ /// The requested folder if it exists, null if it does not.
+ public InventoryFolderImpl FindFolder(UUID folderID)
+ {
+ if (folderID == ID)
+ return this;
+
+ lock (m_childFolders)
+ {
+ foreach (InventoryFolderImpl folder in m_childFolders.Values)
+ {
+ InventoryFolderImpl returnFolder = folder.FindFolder(folderID);
+
+ if (returnFolder != null)
+ return returnFolder;
+ }
+ }
+
+ return null;
+ }
+
+ ///
+ /// Look through all child subfolders for a folder marked as one for a particular asset type, and return it.
+ ///
+ ///
+ /// Returns null if no such folder is found
+ public InventoryFolderImpl FindFolderForType(int type)
+ {
+ lock (m_childFolders)
+ {
+ foreach (InventoryFolderImpl f in m_childFolders.Values)
+ {
+ if (f.Type == type)
+ return f;
+ }
+ }
+
+ return null;
+ }
+
+ ///
+ /// Find a folder given a PATH_DELIMITER delimited path starting from this folder
+ ///
+ ///
+ /// This method does not handle paths that contain multiple delimitors
+ ///
+ /// FIXME: We do not yet handle situations where folders have the same name. We could handle this by some
+ /// XPath like expression
+ ///
+ /// FIXME: Delimitors which occur in names themselves are not currently escapable.
+ ///
+ ///
+ /// The path to the required folder.
+ /// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
+ ///
+ /// null if the folder is not found
+ public InventoryFolderImpl FindFolderByPath(string path)
+ {
+ if (path == string.Empty)
+ return this;
+
+ path = path.Trim();
+
+ if (path == PATH_DELIMITER)
+ return this;
+
+ string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
+
+ lock (m_childFolders)
+ {
+ foreach (InventoryFolderImpl folder in m_childFolders.Values)
+ {
+ if (folder.Name == components[0])
+ if (components.Length > 1)
+ return folder.FindFolderByPath(components[1]);
+ else
+ return folder;
+ }
+ }
+
+ // We didn't find a folder with the given name
+ return null;
+ }
+
+ ///
+ /// Find an item given a PATH_DELIMITOR delimited path starting from this folder.
+ ///
+ /// This method does not handle paths that contain multiple delimitors
+ ///
+ /// FIXME: We do not yet handle situations where folders or items have the same name. We could handle this by some
+ /// XPath like expression
+ ///
+ /// FIXME: Delimitors which occur in names themselves are not currently escapable.
+ ///
+ ///
+ /// The path to the required item.
+ ///
+ /// null if the item is not found
+ public InventoryItemBase FindItemByPath(string path)
+ {
+ string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
+
+ if (components.Length == 1)
+ {
+ lock (Items)
+ {
+ foreach (InventoryItemBase item in Items.Values)
+ {
+ if (item.Name == components[0])
+ return item;
+ }
+ }
+ }
+ else
+ {
+ lock (m_childFolders)
+ {
+ foreach (InventoryFolderImpl folder in m_childFolders.Values)
+ {
+ if (folder.Name == components[0])
+ return folder.FindItemByPath(components[1]);
+ }
+ }
+ }
+
+ // We didn't find an item or intermediate folder with the given name
+ return null;
+ }
+
+ ///
+ /// Return a copy of the list of child items in this folder. The items themselves are the originals.
+ ///
+ public List RequestListOfItems()
+ {
+ List itemList = new List();
+
+ lock (Items)
+ {
+ foreach (InventoryItemBase item in Items.Values)
+ {
+ itemList.Add(item);
+ }
+ }
+
+ //m_log.DebugFormat("[INVENTORY FOLDER IMPL]: Found {0} items", itemList.Count);
+
+ return itemList;
+ }
+
+ ///
+ /// Return a copy of the list of child folders in this folder. The folders themselves are the originals.
+ ///
+ public List RequestListOfFolders()
+ {
+ List folderList = new List();
+
+ lock (m_childFolders)
+ {
+ foreach (InventoryFolderBase folder in m_childFolders.Values)
+ {
+ folderList.Add(folder);
+ }
+ }
+
+ return folderList;
+ }
+
+ public List RequestListOfFolderImpls()
+ {
+ List folderList = new List();
+
+ lock (m_childFolders)
+ {
+ foreach (InventoryFolderImpl folder in m_childFolders.Values)
+ {
+ folderList.Add(folder);
+ }
+ }
+
+ return folderList;
+ }
+
+ ///
+ /// The total number of items in this folder and in the immediate child folders (though not from other
+ /// descendants).
+ ///
+ public int TotalCount
+ {
+ get
+ {
+ int total = Items.Count;
+
+ foreach (InventoryFolderImpl folder in m_childFolders.Values)
+ {
+ total = total + folder.TotalCount;
+ }
+
+ return total;
+ }
+ }
+ }
+}
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
+ }
+}
diff --git a/OpenSim/Server/Handlers/Inventory/InventoryServerInConnector.cs b/OpenSim/Server/Handlers/Inventory/InventoryServerInConnector.cs
index c8d08de..3e3064a 100644
--- a/OpenSim/Server/Handlers/Inventory/InventoryServerInConnector.cs
+++ b/OpenSim/Server/Handlers/Inventory/InventoryServerInConnector.cs
@@ -1,276 +1,276 @@
-/*
- * 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 System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Net;
-using System.Reflection;
-using log4net;
-using Nini.Config;
-using Nwc.XmlRpc;
-using OpenSim.Server.Base;
-using OpenSim.Services.Interfaces;
-using OpenSim.Framework;
-using OpenSim.Framework.Servers.HttpServer;
-using OpenSim.Server.Handlers.Base;
-using OpenMetaverse;
-
-namespace OpenSim.Server.Handlers.Inventory
-{
- public class InventoryServiceInConnector : ServiceConnector
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- private IInventoryService m_InventoryService;
-
- private bool m_doLookup = false;
-
- //private static readonly int INVENTORY_DEFAULT_SESSION_TIME = 30; // secs
- //private AuthedSessionCache m_session_cache = new AuthedSessionCache(INVENTORY_DEFAULT_SESSION_TIME);
-
- private string m_userserver_url;
-
- public InventoryServiceInConnector(IConfigSource config, IHttpServer server) :
- base(config, server)
- {
- IConfig serverConfig = config.Configs["InventoryService"];
- if (serverConfig == null)
- throw new Exception("No section 'InventoryService' in config file");
-
- string inventoryService = serverConfig.GetString("LocalServiceModule",
- String.Empty);
-
- if (inventoryService == String.Empty)
- throw new Exception("No InventoryService in config file");
-
- Object[] args = new Object[] { config };
- m_InventoryService =
- ServerUtils.LoadPlugin(inventoryService, args);
-
- m_userserver_url = serverConfig.GetString("UserServerURI", String.Empty);
- m_doLookup = serverConfig.GetBoolean("SessionAuthentication", false);
-
- AddHttpHandlers(server);
- }
-
- protected virtual void AddHttpHandlers(IHttpServer m_httpServer)
- {
- m_httpServer.AddStreamHandler(
- new RestDeserialiseSecureHandler(
- "POST", "/GetInventory/", GetUserInventory, CheckAuthSession));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseSecureHandler(
- "POST", "/UpdateFolder/", m_InventoryService.UpdateFolder, CheckAuthSession));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseSecureHandler(
- "POST", "/MoveFolder/", m_InventoryService.MoveFolder, CheckAuthSession));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseSecureHandler(
- "POST", "/PurgeFolder/", m_InventoryService.PurgeFolder, CheckAuthSession));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseSecureHandler(
- "POST", "/DeleteItem/", m_InventoryService.DeleteItem, CheckAuthSession));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseSecureHandler(
- "POST", "/QueryItem/", m_InventoryService.QueryItem, CheckAuthSession));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseSecureHandler(
- "POST", "/QueryFolder/", m_InventoryService.QueryFolder, CheckAuthSession));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseTrustedHandler(
- "POST", "/CreateInventory/", CreateUsersInventory, CheckTrustSource));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseSecureHandler(
- "POST", "/NewFolder/", m_InventoryService.AddFolder, CheckAuthSession));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseTrustedHandler(
- "POST", "/CreateFolder/", m_InventoryService.AddFolder, CheckTrustSource));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseSecureHandler(
- "POST", "/NewItem/", m_InventoryService.AddItem, CheckAuthSession));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseTrustedHandler(
- "POST", "/AddNewItem/", m_InventoryService.AddItem, CheckTrustSource));
-
- m_httpServer.AddStreamHandler(
- new RestDeserialiseTrustedHandler>(
- "POST", "/GetItems/", GetFolderItems, CheckTrustSource));
-
- // for persistent active gestures
- m_httpServer.AddStreamHandler(
- new RestDeserialiseTrustedHandler>
- ("POST", "/ActiveGestures/", GetActiveGestures, CheckTrustSource));
-
- // WARNING: Root folders no longer just delivers the root and immediate child folders (e.g
- // system folders such as Objects, Textures), but it now returns the entire inventory skeleton.
- // It would have been better to rename this request, but complexities in the BaseHttpServer
- // (e.g. any http request not found is automatically treated as an xmlrpc request) make it easier
- // to do this for now.
- m_httpServer.AddStreamHandler(
- new RestDeserialiseTrustedHandler>
- ("POST", "/RootFolders/", GetInventorySkeleton, CheckTrustSource));
- }
-
- #region Wrappers for converting the Guid parameter
-
- public InventoryCollection GetUserInventory(Guid guid)
- {
- UUID userID = new UUID(guid);
- return m_InventoryService.GetUserInventory(userID);
- }
-
- public List GetFolderItems(Guid folderID)
- {
- List allItems = new List();
-
- List items = m_InventoryService.GetFolderItems(new UUID(folderID));
-
- if (items != null)
- {
- allItems.InsertRange(0, items);
- }
- return allItems;
- }
-
- public bool CreateUsersInventory(Guid rawUserID)
- {
- UUID userID = new UUID(rawUserID);
-
-
- return m_InventoryService.CreateUserInventory(userID);
- }
-
- public List GetActiveGestures(Guid rawUserID)
- {
- UUID userID = new UUID(rawUserID);
-
- return m_InventoryService.GetActiveGestures(userID);
- }
-
- public List GetInventorySkeleton(Guid rawUserID)
- {
- UUID userID = new UUID(rawUserID);
- return m_InventoryService.GetInventorySkeleton(userID);
- }
-
- #endregion
-
- ///
- /// Check that the source of an inventory request is one that we trust.
- ///
- ///
- ///
- public bool CheckTrustSource(IPEndPoint peer)
- {
- if (m_doLookup)
- {
- m_log.InfoFormat("[INVENTORY IN CONNECTOR]: Checking trusted source {0}", peer);
- UriBuilder ub = new UriBuilder(m_userserver_url);
- IPAddress[] uaddrs = Dns.GetHostAddresses(ub.Host);
- foreach (IPAddress uaddr in uaddrs)
- {
- if (uaddr.Equals(peer.Address))
- {
- return true;
- }
- }
-
- m_log.WarnFormat(
- "[INVENTORY IN CONNECTOR]: Rejecting request since source {0} was not in the list of trusted sources",
- peer);
-
- return false;
- }
- else
- {
- return true;
- }
- }
-
- ///
- /// Check that the source of an inventory request for a particular agent is a current session belonging to
- /// that agent.
- ///
- ///
- ///
- ///
- public bool CheckAuthSession(string session_id, string avatar_id)
- {
- if (m_doLookup)
- {
- m_log.InfoFormat("[INVENTORY IN CONNECTOR]: checking authed session {0} {1}", session_id, avatar_id);
-
- //if (m_session_cache.getCachedSession(session_id, avatar_id) == null)
- //{
- // cache miss, ask userserver
- Hashtable requestData = new Hashtable();
- requestData["avatar_uuid"] = avatar_id;
- requestData["session_id"] = session_id;
- ArrayList SendParams = new ArrayList();
- SendParams.Add(requestData);
- XmlRpcRequest UserReq = new XmlRpcRequest("check_auth_session", SendParams);
- XmlRpcResponse UserResp = UserReq.Send(m_userserver_url, 3000);
-
- Hashtable responseData = (Hashtable)UserResp.Value;
- if (responseData.ContainsKey("auth_session") && responseData["auth_session"].ToString() == "TRUE")
- {
- m_log.Info("[INVENTORY IN CONNECTOR]: got authed session from userserver");
- //// add to cache; the session time will be automatically renewed
- //m_session_cache.Add(session_id, avatar_id);
- return true;
- }
- //}
- //else
- //{
- // // cache hits
- // m_log.Info("[GRID AGENT INVENTORY]: got authed session from cache");
- // return true;
- //}
-
- m_log.Warn("[INVENTORY IN CONNECTOR]: unknown session_id, request rejected");
- return false;
- }
- else
- {
- return true;
- }
- }
-
- }
-}
+/*
+ * 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 System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Net;
+using System.Reflection;
+using log4net;
+using Nini.Config;
+using Nwc.XmlRpc;
+using OpenSim.Server.Base;
+using OpenSim.Services.Interfaces;
+using OpenSim.Framework;
+using OpenSim.Framework.Servers.HttpServer;
+using OpenSim.Server.Handlers.Base;
+using OpenMetaverse;
+
+namespace OpenSim.Server.Handlers.Inventory
+{
+ public class InventoryServiceInConnector : ServiceConnector
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ private IInventoryService m_InventoryService;
+
+ private bool m_doLookup = false;
+
+ //private static readonly int INVENTORY_DEFAULT_SESSION_TIME = 30; // secs
+ //private AuthedSessionCache m_session_cache = new AuthedSessionCache(INVENTORY_DEFAULT_SESSION_TIME);
+
+ private string m_userserver_url;
+
+ public InventoryServiceInConnector(IConfigSource config, IHttpServer server) :
+ base(config, server)
+ {
+ IConfig serverConfig = config.Configs["InventoryService"];
+ if (serverConfig == null)
+ throw new Exception("No section 'InventoryService' in config file");
+
+ string inventoryService = serverConfig.GetString("LocalServiceModule",
+ String.Empty);
+
+ if (inventoryService == String.Empty)
+ throw new Exception("No InventoryService in config file");
+
+ Object[] args = new Object[] { config };
+ m_InventoryService =
+ ServerUtils.LoadPlugin(inventoryService, args);
+
+ m_userserver_url = serverConfig.GetString("UserServerURI", String.Empty);
+ m_doLookup = serverConfig.GetBoolean("SessionAuthentication", false);
+
+ AddHttpHandlers(server);
+ }
+
+ protected virtual void AddHttpHandlers(IHttpServer m_httpServer)
+ {
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseSecureHandler(
+ "POST", "/GetInventory/", GetUserInventory, CheckAuthSession));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseSecureHandler(
+ "POST", "/UpdateFolder/", m_InventoryService.UpdateFolder, CheckAuthSession));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseSecureHandler(
+ "POST", "/MoveFolder/", m_InventoryService.MoveFolder, CheckAuthSession));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseSecureHandler(
+ "POST", "/PurgeFolder/", m_InventoryService.PurgeFolder, CheckAuthSession));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseSecureHandler(
+ "POST", "/DeleteItem/", m_InventoryService.DeleteItem, CheckAuthSession));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseSecureHandler(
+ "POST", "/QueryItem/", m_InventoryService.QueryItem, CheckAuthSession));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseSecureHandler(
+ "POST", "/QueryFolder/", m_InventoryService.QueryFolder, CheckAuthSession));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseTrustedHandler(
+ "POST", "/CreateInventory/", CreateUsersInventory, CheckTrustSource));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseSecureHandler(
+ "POST", "/NewFolder/", m_InventoryService.AddFolder, CheckAuthSession));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseTrustedHandler(
+ "POST", "/CreateFolder/", m_InventoryService.AddFolder, CheckTrustSource));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseSecureHandler(
+ "POST", "/NewItem/", m_InventoryService.AddItem, CheckAuthSession));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseTrustedHandler(
+ "POST", "/AddNewItem/", m_InventoryService.AddItem, CheckTrustSource));
+
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseTrustedHandler>(
+ "POST", "/GetItems/", GetFolderItems, CheckTrustSource));
+
+ // for persistent active gestures
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseTrustedHandler>
+ ("POST", "/ActiveGestures/", GetActiveGestures, CheckTrustSource));
+
+ // WARNING: Root folders no longer just delivers the root and immediate child folders (e.g
+ // system folders such as Objects, Textures), but it now returns the entire inventory skeleton.
+ // It would have been better to rename this request, but complexities in the BaseHttpServer
+ // (e.g. any http request not found is automatically treated as an xmlrpc request) make it easier
+ // to do this for now.
+ m_httpServer.AddStreamHandler(
+ new RestDeserialiseTrustedHandler>
+ ("POST", "/RootFolders/", GetInventorySkeleton, CheckTrustSource));
+ }
+
+ #region Wrappers for converting the Guid parameter
+
+ public InventoryCollection GetUserInventory(Guid guid)
+ {
+ UUID userID = new UUID(guid);
+ return m_InventoryService.GetUserInventory(userID);
+ }
+
+ public List GetFolderItems(Guid folderID)
+ {
+ List allItems = new List();
+
+ List items = m_InventoryService.GetFolderItems(new UUID(folderID));
+
+ if (items != null)
+ {
+ allItems.InsertRange(0, items);
+ }
+ return allItems;
+ }
+
+ public bool CreateUsersInventory(Guid rawUserID)
+ {
+ UUID userID = new UUID(rawUserID);
+
+
+ return m_InventoryService.CreateUserInventory(userID);
+ }
+
+ public List GetActiveGestures(Guid rawUserID)
+ {
+ UUID userID = new UUID(rawUserID);
+
+ return m_InventoryService.GetActiveGestures(userID);
+ }
+
+ public List GetInventorySkeleton(Guid rawUserID)
+ {
+ UUID userID = new UUID(rawUserID);
+ return m_InventoryService.GetInventorySkeleton(userID);
+ }
+
+ #endregion
+
+ ///
+ /// Check that the source of an inventory request is one that we trust.
+ ///
+ ///
+ ///
+ public bool CheckTrustSource(IPEndPoint peer)
+ {
+ if (m_doLookup)
+ {
+ m_log.InfoFormat("[INVENTORY IN CONNECTOR]: Checking trusted source {0}", peer);
+ UriBuilder ub = new UriBuilder(m_userserver_url);
+ IPAddress[] uaddrs = Dns.GetHostAddresses(ub.Host);
+ foreach (IPAddress uaddr in uaddrs)
+ {
+ if (uaddr.Equals(peer.Address))
+ {
+ return true;
+ }
+ }
+
+ m_log.WarnFormat(
+ "[INVENTORY IN CONNECTOR]: Rejecting request since source {0} was not in the list of trusted sources",
+ peer);
+
+ return false;
+ }
+ else
+ {
+ return true;
+ }
+ }
+
+ ///
+ /// Check that the source of an inventory request for a particular agent is a current session belonging to
+ /// that agent.
+ ///
+ ///
+ ///
+ ///
+ public bool CheckAuthSession(string session_id, string avatar_id)
+ {
+ if (m_doLookup)
+ {
+ m_log.InfoFormat("[INVENTORY IN CONNECTOR]: checking authed session {0} {1}", session_id, avatar_id);
+
+ //if (m_session_cache.getCachedSession(session_id, avatar_id) == null)
+ //{
+ // cache miss, ask userserver
+ Hashtable requestData = new Hashtable();
+ requestData["avatar_uuid"] = avatar_id;
+ requestData["session_id"] = session_id;
+ ArrayList SendParams = new ArrayList();
+ SendParams.Add(requestData);
+ XmlRpcRequest UserReq = new XmlRpcRequest("check_auth_session", SendParams);
+ XmlRpcResponse UserResp = UserReq.Send(m_userserver_url, 3000);
+
+ Hashtable responseData = (Hashtable)UserResp.Value;
+ if (responseData.ContainsKey("auth_session") && responseData["auth_session"].ToString() == "TRUE")
+ {
+ m_log.Info("[INVENTORY IN CONNECTOR]: got authed session from userserver");
+ //// add to cache; the session time will be automatically renewed
+ //m_session_cache.Add(session_id, avatar_id);
+ return true;
+ }
+ //}
+ //else
+ //{
+ // // cache hits
+ // m_log.Info("[GRID AGENT INVENTORY]: got authed session from cache");
+ // return true;
+ //}
+
+ m_log.Warn("[INVENTORY IN CONNECTOR]: unknown session_id, request rejected");
+ return false;
+ }
+ else
+ {
+ return true;
+ }
+ }
+
+ }
+}
--
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