2009-08-11 17:30:03 +00:00
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenSim.Framework;
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using OpenSim.Framework.Client;
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using OpenSim.Region.Framework.Scenes;
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using OpenMetaverse;
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using Nini.Config;
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using log4net;
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namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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{
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2009-08-12 20:11:15 +00:00
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public class InventoryCache
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2009-08-11 17:30:03 +00:00
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(
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MethodBase.GetCurrentMethod().DeclaringType);
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2009-08-12 20:11:15 +00:00
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protected BaseInventoryConnector m_Connector;
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2009-08-11 17:30:03 +00:00
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protected List<Scene> m_Scenes;
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// The cache proper
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protected Dictionary<UUID, Dictionary<AssetType, InventoryFolderBase>> m_InventoryCache;
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2009-08-12 20:11:15 +00:00
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public virtual void Init(IConfigSource source, BaseInventoryConnector connector)
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2009-08-11 17:30:03 +00:00
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{
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m_Scenes = new List<Scene>();
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m_InventoryCache = new Dictionary<UUID, Dictionary<AssetType, InventoryFolderBase>>();
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2009-08-12 20:11:15 +00:00
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m_Connector = connector;
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2009-08-11 17:30:03 +00:00
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}
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public virtual void AddRegion(Scene scene)
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{
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m_Scenes.Add(scene);
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scene.EventManager.OnMakeRootAgent += OnMakeRootAgent;
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scene.EventManager.OnClientClosed += OnClientClosed;
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}
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public virtual void RemoveRegion(Scene scene)
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{
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if ((m_Scenes != null) && m_Scenes.Contains(scene))
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{
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m_Scenes.Remove(scene);
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}
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}
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void OnMakeRootAgent(ScenePresence presence)
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{
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// Get system folders
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// First check if they're here already
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lock (m_InventoryCache)
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{
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if (m_InventoryCache.ContainsKey(presence.UUID))
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{
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m_log.DebugFormat("[INVENTORY CACHE]: OnMakeRootAgent, system folders for {0} {1} already in cache", presence.Firstname, presence.Lastname);
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return;
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}
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}
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// If not, go get them and place them in the cache
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2009-08-12 20:11:15 +00:00
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Dictionary<AssetType, InventoryFolderBase> folders = m_Connector.GetSystemFolders(presence.UUID);
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2009-08-12 16:31:33 +00:00
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m_log.DebugFormat("[INVENTORY CACHE]: OnMakeRootAgent in {0}, fetched system folders for {1} {2}: count {3}",
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presence.Scene.RegionInfo.RegionName, presence.Firstname, presence.Lastname, folders.Count);
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2009-08-11 17:30:03 +00:00
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if (folders.Count > 0)
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lock (m_InventoryCache)
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m_InventoryCache.Add(presence.UUID, folders);
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}
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void OnClientClosed(UUID clientID, Scene scene)
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{
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2009-08-12 16:31:33 +00:00
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if (m_InventoryCache.ContainsKey(clientID)) // if it's still in cache
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2009-08-11 17:30:03 +00:00
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{
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2009-08-12 16:31:33 +00:00
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ScenePresence sp = null;
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foreach (Scene s in m_Scenes)
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{
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s.TryGetAvatar(clientID, out sp);
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if ((sp != null) && !sp.IsChildAgent && (s != scene))
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{
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m_log.DebugFormat("[INVENTORY CACHE]: OnClientClosed in {0}, but user {1} still in sim. Keeping system folders in cache",
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scene.RegionInfo.RegionName, clientID);
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return;
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}
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2009-08-11 17:30:03 +00:00
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}
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2009-08-12 16:31:33 +00:00
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// Drop system folders
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lock (m_InventoryCache)
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if (m_InventoryCache.ContainsKey(clientID))
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{
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m_log.DebugFormat("[INVENTORY CACHE]: OnClientClosed in {0}, user {1} out of sim. Dropping system folders",
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scene.RegionInfo.RegionName, clientID);
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2009-08-11 17:30:03 +00:00
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2009-08-12 16:31:33 +00:00
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m_InventoryCache.Remove(clientID);
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}
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}
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2009-08-11 17:30:03 +00:00
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}
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public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
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{
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Dictionary<AssetType, InventoryFolderBase> folders = null;
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lock (m_InventoryCache)
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{
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m_InventoryCache.TryGetValue(userID, out folders);
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}
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if ((folders != null) && folders.ContainsKey(type))
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{
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return folders[type];
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}
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return null;
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}
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}
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}
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