/* * 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 OpenMetaverse; using OpenSim.Framework; using System; using System.Collections.Generic; using OpenSim.Services.Interfaces; using OpenSim.Services.Friends; using OpenSim.Data; using Nini.Config; using log4net; using FriendInfo = OpenSim.Services.Interfaces.FriendInfo; namespace OpenSim.Services.HypergridService { public class HGFriendsService : FriendsService, IFriendsService { public HGFriendsService(IConfigSource config) : base(config) { } /// /// Overrides base. /// Storing new friendships from the outside is a tricky, sensitive operation, and it /// needs to be done under certain restrictions. /// First of all, if the friendship already exists, this is a no-op. In other words, /// we cannot change just the flags, it needs to be a new friendship. /// Second, we store it as flags=0 always, independent of what the caller sends. The /// owner of the friendship needs to confirm when it gets back home. /// /// /// /// /// public override bool StoreFriend(string PrincipalID, string Friend, int flags) { UUID userID; if (UUID.TryParse(PrincipalID, out userID)) { FriendsData[] friendsData = m_Database.GetFriends(userID.ToString()); List fList = new List(friendsData); if (fList.Find(delegate(FriendsData fdata) { return fdata.Friend == Friend; }) != null) return false; } else return false; FriendsData d = new FriendsData(); d.PrincipalID = PrincipalID; d.Friend = Friend; d.Data = new Dictionary(); d.Data["Flags"] = "0"; return m_Database.Store(d); } } }