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authorDiva Canto2011-12-29 15:33:04 -0800
committerDiva Canto2011-12-29 15:33:04 -0800
commit98ab3dffa35a007986a43fd15b9ce93202c92ef5 (patch)
treeff0b8fcb3ed224d29d80b5ce4d0e2163cf45853c /OpenSim/Region/CoreModules
parentDeleted unused methods from HGAssetBroker (diff)
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Deleted two obsolete files in Inventory modules.
Diffstat (limited to 'OpenSim/Region/CoreModules')
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/BaseInventoryConnector.cs223
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs237
2 files changed, 0 insertions, 460 deletions
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/BaseInventoryConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/BaseInventoryConnector.cs
deleted file mode 100644
index dcf08e3..0000000
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/BaseInventoryConnector.cs
+++ /dev/null
@@ -1,223 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using Nini.Config;
32using log4net;
33using OpenSim.Framework;
34using OpenSim.Services.Interfaces;
35
36namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
37{
38 public abstract class BaseInventoryConnector : IInventoryService
39 {
40 protected static InventoryCache m_cache;
41 private static bool m_Initialized;
42
43 protected virtual void Init(IConfigSource source)
44 {
45 if (!m_Initialized)
46 {
47 m_cache = new InventoryCache();
48 m_cache.Init(source, this);
49 m_Initialized = true;
50 }
51 }
52
53 /// <summary>
54 /// Create the entire inventory for a given user
55 /// </summary>
56 /// <param name="user"></param>
57 /// <returns></returns>
58 public abstract bool CreateUserInventory(UUID user);
59
60 /// <summary>
61 /// Gets the skeleton of the inventory -- folders only
62 /// </summary>
63 /// <param name="userId"></param>
64 /// <returns></returns>
65 public abstract List<InventoryFolderBase> GetInventorySkeleton(UUID userId);
66
67 /// <summary>
68 /// Synchronous inventory fetch.
69 /// </summary>
70 /// <param name="userID"></param>
71 /// <returns></returns>
72 public abstract InventoryCollection GetUserInventory(UUID userID);
73
74 /// <summary>
75 /// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
76 /// inventory has been received
77 /// </summary>
78 /// <param name="userID"></param>
79 /// <param name="callback"></param>
80 public abstract void GetUserInventory(UUID userID, InventoryReceiptCallback callback);
81
82 /// <summary>
83 /// Retrieve the root inventory folder for the given user.
84 /// </summary>
85 /// <param name="userID"></param>
86 /// <returns>null if no root folder was found</returns>
87 public InventoryFolderBase GetRootFolder(UUID userID)
88 {
89 // Root folder is here as system type Folder.
90 return m_cache.GetFolderForType(userID, AssetType.Folder);
91 }
92
93 public abstract Dictionary<AssetType, InventoryFolderBase> GetSystemFolders(UUID userID);
94
95 /// <summary>
96 /// Gets the user folder for the given folder-type
97 /// </summary>
98 /// <param name="userID"></param>
99 /// <param name="type"></param>
100 /// <returns></returns>
101 public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
102 {
103 return m_cache.GetFolderForType(userID, type);
104 }
105
106 /// <summary>
107 /// Gets everything (folders and items) inside a folder
108 /// </summary>
109 /// <param name="userId"></param>
110 /// <param name="folderID"></param>
111 /// <returns></returns>
112 public abstract InventoryCollection GetFolderContent(UUID userID, UUID folderID);
113
114 /// <summary>
115 /// Gets the items inside a folder
116 /// </summary>
117 /// <param name="userID"></param>
118 /// <param name="folderID"></param>
119 /// <returns></returns>
120 public abstract List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID);
121
122 /// <summary>
123 /// Add a new folder to the user's inventory
124 /// </summary>
125 /// <param name="folder"></param>
126 /// <returns>true if the folder was successfully added</returns>
127 public abstract bool AddFolder(InventoryFolderBase folder);
128
129 /// <summary>
130 /// Update a folder in the user's inventory
131 /// </summary>
132 /// <param name="folder"></param>
133 /// <returns>true if the folder was successfully updated</returns>
134 public abstract bool UpdateFolder(InventoryFolderBase folder);
135
136 /// <summary>
137 /// Move an inventory folder to a new location
138 /// </summary>
139 /// <param name="folder">A folder containing the details of the new location</param>
140 /// <returns>true if the folder was successfully moved</returns>
141 public abstract bool MoveFolder(InventoryFolderBase folder);
142
143 /// <summary>
144 /// Delete a list of inventory folders (from trash)
145 /// </summary>
146 public abstract bool DeleteFolders(UUID ownerID, List<UUID> folderIDs);
147
148 /// <summary>
149 /// Purge an inventory folder of all its items and subfolders.
150 /// </summary>
151 /// <param name="folder"></param>
152 /// <returns>true if the folder was successfully purged</returns>
153 public abstract bool PurgeFolder(InventoryFolderBase folder);
154
155 /// <summary>
156 /// Add a new item to the user's inventory.
157 /// If the given item has to parent folder, it tries to find the most
158 /// suitable folder for it.
159 /// </summary>
160 /// <param name="item"></param>
161 /// <returns>true if the item was successfully added</returns>
162 public bool AddItem(InventoryItemBase item)
163 {
164 if (item == null)
165 return false;
166
167 if (item.Folder == UUID.Zero)
168 {
169 InventoryFolderBase f = GetFolderForType(item.Owner, (AssetType)item.AssetType);
170 if (f != null)
171 item.Folder = f.ID;
172 else
173 {
174 f = GetRootFolder(item.Owner);
175 if (f != null)
176 item.Folder = f.ID;
177 else
178 return false;
179 }
180 }
181
182 return AddItemPlain(item);
183 }
184
185 protected abstract bool AddItemPlain(InventoryItemBase item);
186
187 /// <summary>
188 /// Update an item in the user's inventory
189 /// </summary>
190 /// <param name="item"></param>
191 /// <returns>true if the item was successfully updated</returns>
192 public abstract bool UpdateItem(InventoryItemBase item);
193
194 public abstract bool MoveItems(UUID ownerID, List<InventoryItemBase> items);
195
196 /// <summary>
197 /// Delete an item from the user's inventory
198 /// </summary>
199 /// <param name="item"></param>
200 /// <returns>true if the item was successfully deleted</returns>
201 public abstract bool DeleteItems(UUID ownerID, List<UUID> itemIDs);
202
203 public abstract InventoryItemBase GetItem(InventoryItemBase item);
204
205 public abstract InventoryFolderBase GetFolder(InventoryFolderBase folder);
206
207 /// <summary>
208 /// Does the given user have an inventory structure?
209 /// </summary>
210 /// <param name="userID"></param>
211 /// <returns></returns>
212 public abstract bool HasInventoryForUser(UUID userID);
213
214 /// <summary>
215 /// Get the active gestures of the agent.
216 /// </summary>
217 /// <param name="userId"></param>
218 /// <returns></returns>
219 public abstract List<InventoryItemBase> GetActiveGestures(UUID userId);
220
221 public abstract int GetAssetPermissions(UUID userID, UUID assetID);
222 }
223}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs
deleted file mode 100644
index 2322d7c..0000000
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs
+++ /dev/null
@@ -1,237 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31
32using OpenSim.Framework;
33using OpenSim.Framework.Client;
34using OpenSim.Region.Framework.Scenes;
35
36using OpenMetaverse;
37using Nini.Config;
38using log4net;
39
40namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
41{
42 public class InventoryCache
43 {
44 private static readonly ILog m_log =
45 LogManager.GetLogger(
46 MethodBase.GetCurrentMethod().DeclaringType);
47
48 protected BaseInventoryConnector m_Connector;
49 protected List<Scene> m_Scenes;
50
51 // The cache proper
52 protected Dictionary<UUID, Dictionary<AssetType, InventoryFolderBase>> m_InventoryCache;
53
54 // A cache of userIDs --> ServiceURLs, for HGBroker only
55 protected Dictionary<UUID, string> m_InventoryURLs =
56 new Dictionary<UUID, string>();
57
58 public virtual void Init(IConfigSource source, BaseInventoryConnector connector)
59 {
60 m_Scenes = new List<Scene>();
61 m_InventoryCache = new Dictionary<UUID, Dictionary<AssetType, InventoryFolderBase>>();
62 m_Connector = connector;
63 }
64
65 public virtual void AddRegion(Scene scene)
66 {
67 m_Scenes.Add(scene);
68 scene.EventManager.OnMakeRootAgent += OnMakeRootAgent;
69 scene.EventManager.OnClientClosed += OnClientClosed;
70 }
71
72 public virtual void RemoveRegion(Scene scene)
73 {
74 if ((m_Scenes != null) && m_Scenes.Contains(scene))
75 {
76 m_Scenes.Remove(scene);
77 }
78 }
79
80 void OnMakeRootAgent(ScenePresence presence)
81 {
82 // Get system folders
83
84 // First check if they're here already
85 lock (m_InventoryCache)
86 {
87 if (m_InventoryCache.ContainsKey(presence.UUID))
88 {
89 m_log.DebugFormat("[INVENTORY CACHE]: OnMakeRootAgent, system folders for {0} {1} already in cache", presence.Firstname, presence.Lastname);
90 return;
91 }
92 }
93
94 // If not, go get them and place them in the cache
95 Dictionary<AssetType, InventoryFolderBase> folders = CacheSystemFolders(presence.UUID);
96 CacheInventoryServiceURL(presence.Scene, presence.UUID);
97
98 m_log.DebugFormat("[INVENTORY CACHE]: OnMakeRootAgent in {0}, fetched system folders for {1} {2}: count {3}",
99 presence.Scene.RegionInfo.RegionName, presence.Firstname, presence.Lastname, folders.Count);
100
101 }
102
103 void OnClientClosed(UUID clientID, Scene scene)
104 {
105 if (m_InventoryCache.ContainsKey(clientID)) // if it's still in cache
106 {
107 ScenePresence sp = null;
108 foreach (Scene s in m_Scenes)
109 {
110 s.TryGetScenePresence(clientID, out sp);
111 if ((sp != null) && !sp.IsChildAgent && (s != scene))
112 {
113 m_log.DebugFormat("[INVENTORY CACHE]: OnClientClosed in {0}, but user {1} still in sim. Keeping system folders in cache",
114 scene.RegionInfo.RegionName, clientID);
115 return;
116 }
117 }
118
119 m_log.DebugFormat(
120 "[INVENTORY CACHE]: OnClientClosed in {0}, user {1} out of sim. Dropping system folders",
121 scene.RegionInfo.RegionName, clientID);
122 DropCachedSystemFolders(clientID);
123 DropInventoryServiceURL(clientID);
124 }
125 }
126
127 /// <summary>
128 /// Cache a user's 'system' folders.
129 /// </summary>
130 /// <param name="userID"></param>
131 /// <returns>Folders cached</returns>
132 protected Dictionary<AssetType, InventoryFolderBase> CacheSystemFolders(UUID userID)
133 {
134 // If not, go get them and place them in the cache
135 Dictionary<AssetType, InventoryFolderBase> folders = m_Connector.GetSystemFolders(userID);
136
137 if (folders.Count > 0)
138 lock (m_InventoryCache)
139 m_InventoryCache.Add(userID, folders);
140
141 return folders;
142 }
143
144 /// <summary>
145 /// Drop a user's cached 'system' folders
146 /// </summary>
147 /// <param name="userID"></param>
148 protected void DropCachedSystemFolders(UUID userID)
149 {
150 // Drop system folders
151 lock (m_InventoryCache)
152 if (m_InventoryCache.ContainsKey(userID))
153 m_InventoryCache.Remove(userID);
154 }
155
156 /// <summary>
157 /// Get the system folder for a particular asset type
158 /// </summary>
159 /// <param name="userID"></param>
160 /// <param name="type"></param>
161 /// <returns></returns>
162 public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
163 {
164 m_log.DebugFormat("[INVENTORY CACHE]: Getting folder for asset type {0} for user {1}", type, userID);
165
166 Dictionary<AssetType, InventoryFolderBase> folders = null;
167
168 lock (m_InventoryCache)
169 {
170 m_InventoryCache.TryGetValue(userID, out folders);
171
172 // In some situations (such as non-secured standalones), system folders can be requested without
173 // the user being logged in. So we need to try caching them here if we don't already have them.
174 if (null == folders)
175 CacheSystemFolders(userID);
176
177 m_InventoryCache.TryGetValue(userID, out folders);
178 }
179
180 if ((folders != null) && folders.ContainsKey(type))
181 {
182 m_log.DebugFormat(
183 "[INVENTORY CACHE]: Returning folder {0} as type {1} for {2}", folders[type], type, userID);
184
185 return folders[type];
186 }
187
188 m_log.WarnFormat("[INVENTORY CACHE]: Could not find folder for system type {0} for {1}", type, userID);
189
190 return null;
191 }
192
193 /// <summary>
194 /// Gets the user's inventory URL from its serviceURLs, if the user is foreign,
195 /// and sticks it in the cache
196 /// </summary>
197 /// <param name="userID"></param>
198 private void CacheInventoryServiceURL(Scene scene, UUID userID)
199 {
200 if (scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, userID) == null)
201 {
202 // The user does not have a local account; let's cache its service URL
203 string inventoryURL = string.Empty;
204 ScenePresence sp = null;
205 scene.TryGetScenePresence(userID, out sp);
206 if (sp != null)
207 {
208 AgentCircuitData aCircuit = scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
209 if (aCircuit.ServiceURLs.ContainsKey("InventoryServerURI"))
210 {
211 inventoryURL = aCircuit.ServiceURLs["InventoryServerURI"].ToString();
212 if (inventoryURL != null && inventoryURL != string.Empty)
213 {
214 inventoryURL = inventoryURL.Trim(new char[] { '/' });
215 m_InventoryURLs.Add(userID, inventoryURL);
216 }
217 }
218 }
219 }
220 }
221
222 private void DropInventoryServiceURL(UUID userID)
223 {
224 lock (m_InventoryURLs)
225 if (m_InventoryURLs.ContainsKey(userID))
226 m_InventoryURLs.Remove(userID);
227 }
228
229 public string GetInventoryServiceURL(UUID userID)
230 {
231 if (m_InventoryURLs.ContainsKey(userID))
232 return m_InventoryURLs[userID];
233
234 return null;
235 }
236 }
237}