/* * 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 m_Data = new List(); public NullFriendsData(string connectionString, string realm) { } public FriendsData[] GetFriends(UUID principalID) { return GetFriends(principalID.ToString()); } /// /// Tries to implement the Get [] semantics, but it cuts corners. /// Specifically, it gets all friendships even if they weren't accepted yet. /// /// /// /// public FriendsData[] GetFriends(string userID) { List lst = m_Data.FindAll(fdata => { return fdata.PrincipalID == userID.ToString(); }); if (lst != null) { lst.ForEach(f => { FriendsData f2 = m_Data.Find(candidateF2 => f.Friend == candidateF2.PrincipalID); if (f2 != null) { f.Data["TheirFlags"] = f2.Data["Flags"]; } }); 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 principalID, string friend) { return Delete(principalID.ToString(), friend); } public bool Delete(string userID, string friendID) { List 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; } } }