aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs
blob: c97ab9e8da26ef544b3cf5301804317ed8e93717 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
/*
 * 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<Scene> m_Scenes;

        // The cache proper
        protected Dictionary<UUID, Dictionary<AssetType, InventoryFolderBase>> m_InventoryCache;

        // A cache of userIDs --> ServiceURLs, for HGBroker only
        protected Dictionary<UUID, string> m_InventoryURLs =
                new Dictionary<UUID, string>();

        public virtual void Init(IConfigSource source, BaseInventoryConnector connector)
        {
            m_Scenes = new List<Scene>();
            m_InventoryCache = new Dictionary<UUID, Dictionary<AssetType, InventoryFolderBase>>();
            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<AssetType, InventoryFolderBase> folders = CacheSystemFolders(presence.UUID);
            CacheInventoryServiceURL(presence.Scene, 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);

        }

        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.TryGetScenePresence(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;
                    }
                }

                m_log.DebugFormat(
                    "[INVENTORY CACHE]: OnClientClosed in {0}, user {1} out of sim. Dropping system folders",
                    scene.RegionInfo.RegionName, clientID);
                DropCachedSystemFolders(clientID);
                DropInventoryServiceURL(clientID);
            }
        }

        /// <summary>
        /// Cache a user's 'system' folders.
        /// </summary>
        /// <param name="userID"></param>
        /// <returns>Folders cached</returns>
        protected Dictionary<AssetType, InventoryFolderBase> CacheSystemFolders(UUID userID)
        {
            // If not, go get them and place them in the cache
            Dictionary<AssetType, InventoryFolderBase> folders = m_Connector.GetSystemFolders(userID);

            if (folders.Count > 0)
                lock (m_InventoryCache)
                    m_InventoryCache.Add(userID, folders);

            return folders;
        }

        /// <summary>
        /// Drop a user's cached 'system' folders
        /// </summary>
        /// <param name="userID"></param>
        protected void DropCachedSystemFolders(UUID userID)
        {
            // Drop system folders
            lock (m_InventoryCache)
                if (m_InventoryCache.ContainsKey(userID))
                    m_InventoryCache.Remove(userID);
        }

        /// <summary>
        /// Get the system folder for a particular asset type
        /// </summary>
        /// <param name="userID"></param>
        /// <param name="type"></param>
        /// <returns></returns>
        public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
        {
            Dictionary<AssetType, InventoryFolderBase> folders = null;
            
            lock (m_InventoryCache)
            {
                m_InventoryCache.TryGetValue(userID, out folders);

                // In some situations (such as non-secured standalones), system folders can be requested without
                // the user being logged in.  So we need to try caching them here if we don't already have them.
                if (null == folders)
                    CacheSystemFolders(userID);

                m_InventoryCache.TryGetValue(userID, out folders);
            }
            
            if ((folders != null) && folders.ContainsKey(type))
            {
                return folders[type];
            }

            return null;
        }

        /// <summary>
        /// Gets the user's inventory URL from its serviceURLs, if the user is foreign,
        /// and sticks it in the cache
        /// </summary>
        /// <param name="userID"></param>
        private void CacheInventoryServiceURL(Scene scene, UUID userID)
        {
            if (scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, userID) == null)
            {
                // The user does not have a local account; let's cache its service URL
                string inventoryURL = string.Empty;
                ScenePresence sp = null;
                scene.TryGetScenePresence(userID, out sp);
                if (sp != null)
                {
                    AgentCircuitData aCircuit = scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
                    if (aCircuit.ServiceURLs.ContainsKey("InventoryServerURI"))
                    {
                        inventoryURL = aCircuit.ServiceURLs["InventoryServerURI"].ToString();
                        if (inventoryURL != null && inventoryURL != string.Empty)
                        {
                            inventoryURL = inventoryURL.Trim(new char[] { '/' });
                            m_InventoryURLs.Add(userID, inventoryURL);
                        }
                    }
                }
            }
        }

        private void DropInventoryServiceURL(UUID userID)
        {
            lock (m_InventoryURLs)
                if (m_InventoryURLs.ContainsKey(userID))
                    m_InventoryURLs.Remove(userID);
        }

        public string GetInventoryServiceURL(UUID userID)
        {
            if (m_InventoryURLs.ContainsKey(userID))
                return m_InventoryURLs[userID];

            return null;
        }
    }
}