/* * 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 System.Reflection; using OpenSim.Framework; using OpenSim.Framework.Client; using OpenSim.Region.Framework.Scenes; using OpenMetaverse; using Nini.Config; using log4net; namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory { public class InventoryCache { private static readonly ILog m_log = LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType); protected BaseInventoryConnector m_Connector; protected List m_Scenes; // The cache proper protected Dictionary> m_InventoryCache; public virtual void Init(IConfigSource source, BaseInventoryConnector connector) { m_Scenes = new List(); m_InventoryCache = new Dictionary>(); m_Connector = connector; } public virtual void AddRegion(Scene scene) { m_Scenes.Add(scene); scene.EventManager.OnMakeRootAgent += OnMakeRootAgent; scene.EventManager.OnClientClosed += OnClientClosed; } public virtual void RemoveRegion(Scene scene) { if ((m_Scenes != null) && m_Scenes.Contains(scene)) { m_Scenes.Remove(scene); } } void OnMakeRootAgent(ScenePresence presence) { // Get system folders // First check if they're here already lock (m_InventoryCache) { if (m_InventoryCache.ContainsKey(presence.UUID)) { m_log.DebugFormat("[INVENTORY CACHE]: OnMakeRootAgent, system folders for {0} {1} already in cache", presence.Firstname, presence.Lastname); return; } } // If not, go get them and place them in the cache Dictionary folders = m_Connector.GetSystemFolders(presence.UUID); m_log.DebugFormat("[INVENTORY CACHE]: OnMakeRootAgent in {0}, fetched system folders for {1} {2}: count {3}", presence.Scene.RegionInfo.RegionName, presence.Firstname, presence.Lastname, folders.Count); if (folders.Count > 0) lock (m_InventoryCache) m_InventoryCache.Add(presence.UUID, folders); } void OnClientClosed(UUID clientID, Scene scene) { if (m_InventoryCache.ContainsKey(clientID)) // if it's still in cache { ScenePresence sp = null; foreach (Scene s in m_Scenes) { s.TryGetAvatar(clientID, out sp); if ((sp != null) && !sp.IsChildAgent && (s != scene)) { m_log.DebugFormat("[INVENTORY CACHE]: OnClientClosed in {0}, but user {1} still in sim. Keeping system folders in cache", scene.RegionInfo.RegionName, clientID); return; } } // Drop system folders lock (m_InventoryCache) if (m_InventoryCache.ContainsKey(clientID)) { m_log.DebugFormat("[INVENTORY CACHE]: OnClientClosed in {0}, user {1} out of sim. Dropping system folders", scene.RegionInfo.RegionName, clientID); m_InventoryCache.Remove(clientID); } } } public InventoryFolderBase GetFolderForType(UUID userID, AssetType type) { Dictionary folders = null; lock (m_InventoryCache) { m_InventoryCache.TryGetValue(userID, out folders); } if ((folders != null) && folders.ContainsKey(type)) { return folders[type]; } return null; } } }