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/*
* 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 OpenMetaverse;
using OpenSim.Framework;
using System;
using System.Collections.Generic;
using OpenSim.Services.Interfaces;
using OpenSim.Services.Friends;
using OpenSim.Data;
using Nini.Config;
using log4net;
using FriendInfo = OpenSim.Services.Interfaces.FriendInfo;
namespace OpenSim.Services.HypergridService
{
public class HGFriendsService : FriendsService, IFriendsService
{
public HGFriendsService(IConfigSource config) : base(config)
{
}
/// <summary>
/// Overrides base.
/// Storing new friendships from the outside is a tricky, sensitive operation, and it
/// needs to be done under certain restrictions.
/// First of all, if the friendship already exists, this is a no-op. In other words,
/// we cannot change just the flags, it needs to be a new friendship.
/// Second, we store it as flags=0 always, independent of what the caller sends. The
/// owner of the friendship needs to confirm when it gets back home.
/// </summary>
/// <param name="PrincipalID"></param>
/// <param name="Friend"></param>
/// <param name="flags"></param>
/// <returns></returns>
public override bool StoreFriend(string PrincipalID, string Friend, int flags)
{
UUID userID;
if (UUID.TryParse(PrincipalID, out userID))
{
FriendsData[] friendsData = m_Database.GetFriends(userID.ToString());
List<FriendsData> fList = new List<FriendsData>(friendsData);
if (fList.Find(delegate(FriendsData fdata)
{
return fdata.Friend == Friend;
}) != null)
return false;
}
else
return false;
FriendsData d = new FriendsData();
d.PrincipalID = PrincipalID;
d.Friend = Friend;
d.Data = new Dictionary<string, string>();
d.Data["Flags"] = "0";
return m_Database.Store(d);
}
}
}
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