Deleted two obsolete files in Inventory modules.

iar_mods
Diva Canto 2011-12-29 15:33:04 -08:00
parent ef4d989f37
commit 98ab3dffa3
2 changed files with 0 additions and 460 deletions

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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 System;
using System.Collections.Generic;
using OpenMetaverse;
using Nini.Config;
using log4net;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
{
public abstract class BaseInventoryConnector : IInventoryService
{
protected static InventoryCache m_cache;
private static bool m_Initialized;
protected virtual void Init(IConfigSource source)
{
if (!m_Initialized)
{
m_cache = new InventoryCache();
m_cache.Init(source, this);
m_Initialized = true;
}
}
/// <summary>
/// Create the entire inventory for a given user
/// </summary>
/// <param name="user"></param>
/// <returns></returns>
public abstract bool CreateUserInventory(UUID user);
/// <summary>
/// Gets the skeleton of the inventory -- folders only
/// </summary>
/// <param name="userId"></param>
/// <returns></returns>
public abstract List<InventoryFolderBase> GetInventorySkeleton(UUID userId);
/// <summary>
/// Synchronous inventory fetch.
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public abstract InventoryCollection GetUserInventory(UUID userID);
/// <summary>
/// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
/// inventory has been received
/// </summary>
/// <param name="userID"></param>
/// <param name="callback"></param>
public abstract void GetUserInventory(UUID userID, InventoryReceiptCallback callback);
/// <summary>
/// Retrieve the root inventory folder for the given user.
/// </summary>
/// <param name="userID"></param>
/// <returns>null if no root folder was found</returns>
public InventoryFolderBase GetRootFolder(UUID userID)
{
// Root folder is here as system type Folder.
return m_cache.GetFolderForType(userID, AssetType.Folder);
}
public abstract Dictionary<AssetType, InventoryFolderBase> GetSystemFolders(UUID userID);
/// <summary>
/// Gets the user folder for the given folder-type
/// </summary>
/// <param name="userID"></param>
/// <param name="type"></param>
/// <returns></returns>
public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
{
return m_cache.GetFolderForType(userID, type);
}
/// <summary>
/// Gets everything (folders and items) inside a folder
/// </summary>
/// <param name="userId"></param>
/// <param name="folderID"></param>
/// <returns></returns>
public abstract InventoryCollection GetFolderContent(UUID userID, UUID folderID);
/// <summary>
/// Gets the items inside a folder
/// </summary>
/// <param name="userID"></param>
/// <param name="folderID"></param>
/// <returns></returns>
public abstract List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID);
/// <summary>
/// Add a new folder to the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully added</returns>
public abstract bool AddFolder(InventoryFolderBase folder);
/// <summary>
/// Update a folder in the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully updated</returns>
public abstract bool UpdateFolder(InventoryFolderBase folder);
/// <summary>
/// Move an inventory folder to a new location
/// </summary>
/// <param name="folder">A folder containing the details of the new location</param>
/// <returns>true if the folder was successfully moved</returns>
public abstract bool MoveFolder(InventoryFolderBase folder);
/// <summary>
/// Delete a list of inventory folders (from trash)
/// </summary>
public abstract bool DeleteFolders(UUID ownerID, List<UUID> folderIDs);
/// <summary>
/// Purge an inventory folder of all its items and subfolders.
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully purged</returns>
public abstract bool PurgeFolder(InventoryFolderBase folder);
/// <summary>
/// Add a new item to the user's inventory.
/// If the given item has to parent folder, it tries to find the most
/// suitable folder for it.
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully added</returns>
public bool AddItem(InventoryItemBase item)
{
if (item == null)
return false;
if (item.Folder == UUID.Zero)
{
InventoryFolderBase f = GetFolderForType(item.Owner, (AssetType)item.AssetType);
if (f != null)
item.Folder = f.ID;
else
{
f = GetRootFolder(item.Owner);
if (f != null)
item.Folder = f.ID;
else
return false;
}
}
return AddItemPlain(item);
}
protected abstract bool AddItemPlain(InventoryItemBase item);
/// <summary>
/// Update an item in the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully updated</returns>
public abstract bool UpdateItem(InventoryItemBase item);
public abstract bool MoveItems(UUID ownerID, List<InventoryItemBase> items);
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
public abstract bool DeleteItems(UUID ownerID, List<UUID> itemIDs);
public abstract InventoryItemBase GetItem(InventoryItemBase item);
public abstract InventoryFolderBase GetFolder(InventoryFolderBase folder);
/// <summary>
/// Does the given user have an inventory structure?
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public abstract bool HasInventoryForUser(UUID userID);
/// <summary>
/// Get the active gestures of the agent.
/// </summary>
/// <param name="userId"></param>
/// <returns></returns>
public abstract List<InventoryItemBase> GetActiveGestures(UUID userId);
public abstract int GetAssetPermissions(UUID userID, UUID assetID);
}
}

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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 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)
{
m_log.DebugFormat("[INVENTORY CACHE]: Getting folder for asset type {0} for user {1}", type, userID);
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))
{
m_log.DebugFormat(
"[INVENTORY CACHE]: Returning folder {0} as type {1} for {2}", folders[type], type, userID);
return folders[type];
}
m_log.WarnFormat("[INVENTORY CACHE]: Could not find folder for system type {0} for {1}", type, userID);
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;
}
}
}