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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<Scene> m_Scenes;
// The cache proper
protected Dictionary<UUID, Dictionary<AssetType, InventoryFolderBase>> m_InventoryCache;
protected virtual void Init(IConfigSource source)
{
m_Scenes = new List<Scene>();
m_InventoryCache = new Dictionary<UUID, Dictionary<AssetType, InventoryFolderBase>>();
}
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<AssetType, InventoryFolderBase> 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<AssetType, InventoryFolderBase> GetSystemFolders(UUID userID);
public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
{
Dictionary<AssetType, InventoryFolderBase> folders = null;
lock (m_InventoryCache)
{
m_InventoryCache.TryGetValue(userID, out folders);
}
if ((folders != null) && folders.ContainsKey(type))
{
return folders[type];
}
return null;
}
}
}
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