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 abstract class InventoryCache { private static readonly ILog m_log = LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType); protected List m_Scenes; // The cache proper protected Dictionary> m_InventoryCache; protected virtual void Init(IConfigSource source) { m_Scenes = new List(); m_InventoryCache = new Dictionary>(); } 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 = GetSystemFolders(presence.UUID); m_log.DebugFormat("[INVENTORY CACHE]: OnMakeRootAgent, fetched system folders for {0} {1}: count {2}", 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) { ScenePresence sp = null; foreach (Scene s in m_Scenes) { s.TryGetAvatar(clientID, out sp); if ((sp != null) && !sp.IsChildAgent) { m_log.DebugFormat("[INVENTORY CACHE]: OnClientClosed in {0}, but user {1} still in sim. Keeping system folders in cache", scene.RegionInfo.RegionName, clientID); return; } } m_log.DebugFormat("[INVENTORY CACHE]: OnClientClosed in {0}, user {1} out of sim. Dropping system folders", scene.RegionInfo.RegionName, clientID); // Drop system folders lock (m_InventoryCache) if (m_InventoryCache.ContainsKey(clientID)) m_InventoryCache.Remove(clientID); } public abstract Dictionary GetSystemFolders(UUID userID); 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; } } }