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/*
* 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Data;
namespace OpenSim.Data.Null
{
public class NullFriendsData : IFriendsData
{
private static List<FriendsData> m_Data = new List<FriendsData>();
public NullFriendsData(string connectionString, string realm)
{
}
public FriendsData[] GetFriends(UUID principalID)
{
return GetFriends(principalID.ToString());
}
/// <summary>
/// Tries to implement the Get [] semantics, but it cuts corners.
/// Specifically, it gets all friendships even if they weren't accepted yet.
/// </summary>
/// <param name="fields"></param>
/// <param name="values"></param>
/// <returns></returns>
public FriendsData[] GetFriends(string userID)
{
List<FriendsData> lst = m_Data.FindAll(delegate (FriendsData fdata)
{
return fdata.PrincipalID == userID.ToString();
});
if (lst != null)
return lst.ToArray();
return new FriendsData[0];
}
public bool Store(FriendsData data)
{
if (data == null)
return false;
m_Data.Add(data);
return true;
}
public bool Delete(UUID userID, string friendID)
{
List<FriendsData> lst = m_Data.FindAll(delegate(FriendsData fdata) { return fdata.PrincipalID == userID.ToString(); });
if (lst != null)
{
FriendsData friend = lst.Find(delegate(FriendsData fdata) { return fdata.Friend == friendID; });
if (friendID != null)
{
m_Data.Remove(friend);
return true;
}
}
return false;
}
}
}
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