Deleted two obsolete files in Inventory modules.
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/*
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 * Copyright (c) Contributors, http://opensimulator.org/
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 * See CONTRIBUTORS.TXT for a full list of copyright holders.
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		||||
 *
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		||||
 * 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.
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		||||
 *     * Neither the name of the OpenSimulator Project nor the
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		||||
 *       names of its contributors may be used to endorse or promote products
 | 
			
		||||
 *       derived from this software without specific prior written permission.
 | 
			
		||||
 *
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		||||
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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		||||
 * 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;
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		||||
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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		||||
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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		||||
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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		||||
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 */
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using Nini.Config;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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{
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    public abstract class BaseInventoryConnector : IInventoryService
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    {
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        protected static InventoryCache m_cache;
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        private static bool m_Initialized;
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        protected virtual void Init(IConfigSource source)
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        {
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            if (!m_Initialized)
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            {
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                m_cache = new InventoryCache();
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                m_cache.Init(source, this);
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                m_Initialized = true;
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            }
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        }
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        /// <summary>
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        /// Create the entire inventory for a given user
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        /// </summary>
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        /// <param name="user"></param>
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        /// <returns></returns>
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        public abstract bool CreateUserInventory(UUID user);
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        /// <summary>
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        /// Gets the skeleton of the inventory -- folders only
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        /// </summary>
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        /// <param name="userId"></param>
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        /// <returns></returns>
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        public abstract List<InventoryFolderBase> GetInventorySkeleton(UUID userId);
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        /// <summary>
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        /// Synchronous inventory fetch.
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        /// </summary>
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        /// <param name="userID"></param>
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        /// <returns></returns>
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        public abstract InventoryCollection GetUserInventory(UUID userID);
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        /// <summary>
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        /// Request the inventory for a user.  This is an asynchronous operation that will call the callback when the
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        /// inventory has been received
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        /// </summary>
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        /// <param name="userID"></param>
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        /// <param name="callback"></param>
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        public abstract void GetUserInventory(UUID userID, InventoryReceiptCallback callback);
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        /// <summary>
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        /// Retrieve the root inventory folder for the given user.
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        /// </summary>
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        /// <param name="userID"></param>
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        /// <returns>null if no root folder was found</returns>
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        public InventoryFolderBase GetRootFolder(UUID userID)
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        {
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            // Root folder is here as system type Folder.
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            return m_cache.GetFolderForType(userID, AssetType.Folder);
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        }
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        public abstract Dictionary<AssetType, InventoryFolderBase> GetSystemFolders(UUID userID);
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        /// <summary>
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        /// Gets the user folder for the given folder-type
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        /// </summary>
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        /// <param name="userID"></param>
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        /// <param name="type"></param>
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        /// <returns></returns>
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        public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
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        {
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            return m_cache.GetFolderForType(userID, type);
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        }
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        /// <summary>
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        /// Gets everything (folders and items) inside a folder
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        /// </summary>
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        /// <param name="userId"></param>
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        /// <param name="folderID"></param>
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        /// <returns></returns>
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        public abstract InventoryCollection GetFolderContent(UUID userID, UUID folderID);
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        /// <summary>
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        /// Gets the items inside a folder
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        /// </summary>
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        /// <param name="userID"></param>
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        /// <param name="folderID"></param>
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        /// <returns></returns>
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        public abstract List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID);
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        /// <summary>
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        /// Add a new folder to the user's inventory
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        /// </summary>
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        /// <param name="folder"></param>
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        /// <returns>true if the folder was successfully added</returns>
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        public abstract bool AddFolder(InventoryFolderBase folder);
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        /// <summary>
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        /// Update a folder in the user's inventory
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        /// </summary>
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        /// <param name="folder"></param>
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        /// <returns>true if the folder was successfully updated</returns>
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        public abstract bool UpdateFolder(InventoryFolderBase folder);
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        /// <summary>
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        /// Move an inventory folder to a new location
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        /// </summary>
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        /// <param name="folder">A folder containing the details of the new location</param>
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        /// <returns>true if the folder was successfully moved</returns>
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        public abstract bool MoveFolder(InventoryFolderBase folder);
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        /// <summary>
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        /// Delete a list of inventory folders (from trash)
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        /// </summary>
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        public abstract bool DeleteFolders(UUID ownerID, List<UUID> folderIDs);
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        /// <summary>
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        /// Purge an inventory folder of all its items and subfolders.
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        /// </summary>
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        /// <param name="folder"></param>
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        /// <returns>true if the folder was successfully purged</returns>
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        public abstract bool PurgeFolder(InventoryFolderBase folder);
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        /// <summary>
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        /// Add a new item to the user's inventory.
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        /// If the given item has to parent folder, it tries to find the most
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        /// suitable folder for it.
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        /// </summary>
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        /// <param name="item"></param>
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        /// <returns>true if the item was successfully added</returns>
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        public bool AddItem(InventoryItemBase item)
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        {
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            if (item == null)
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                return false;
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            if (item.Folder == UUID.Zero)
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            {
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                InventoryFolderBase f = GetFolderForType(item.Owner, (AssetType)item.AssetType);
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                if (f != null)
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                    item.Folder = f.ID;
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                else
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                {
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                    f = GetRootFolder(item.Owner);
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                    if (f != null)
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                        item.Folder = f.ID;
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                    else
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                        return false;
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                }
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            }
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            return AddItemPlain(item);
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        }
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        protected abstract bool AddItemPlain(InventoryItemBase item);
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        /// <summary>
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        /// Update an item in the user's inventory
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        /// </summary>
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        /// <param name="item"></param>
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        /// <returns>true if the item was successfully updated</returns>
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        public abstract bool UpdateItem(InventoryItemBase item);
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        public abstract bool MoveItems(UUID ownerID, List<InventoryItemBase> items);
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        /// <summary>
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        /// Delete an item from the user's inventory
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        /// </summary>
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        /// <param name="item"></param>
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        /// <returns>true if the item was successfully deleted</returns>
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        public abstract bool DeleteItems(UUID ownerID, List<UUID> itemIDs);
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        public abstract InventoryItemBase GetItem(InventoryItemBase item);
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        public abstract InventoryFolderBase GetFolder(InventoryFolderBase folder);
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        /// <summary>
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        /// Does the given user have an inventory structure?
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        /// </summary>
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        /// <param name="userID"></param>
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        /// <returns></returns>
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        public abstract bool HasInventoryForUser(UUID userID);
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        /// <summary>
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        /// Get the active gestures of the agent.
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        /// </summary>
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        /// <param name="userId"></param>
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        /// <returns></returns>
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        public abstract List<InventoryItemBase> GetActiveGestures(UUID userId);
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        public abstract int GetAssetPermissions(UUID userID, UUID assetID);
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    }
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}
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| 
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			@ -1,237 +0,0 @@
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/*
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 * Copyright (c) Contributors, http://opensimulator.org/
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		||||
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
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 *
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		||||
 * 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
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		||||
 *       names of its contributors may be used to endorse or promote products
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		||||
 *       derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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		||||
 * 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
 | 
			
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 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 */
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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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    public class InventoryCache
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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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        protected BaseInventoryConnector m_Connector;
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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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        // A cache of userIDs --> ServiceURLs, for HGBroker only
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        protected Dictionary<UUID, string> m_InventoryURLs =
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                new Dictionary<UUID, string>();
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        public virtual void Init(IConfigSource source, BaseInventoryConnector connector)
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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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            m_Connector = connector;
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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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            Dictionary<AssetType, InventoryFolderBase> folders = CacheSystemFolders(presence.UUID);
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            CacheInventoryServiceURL(presence.Scene, presence.UUID);
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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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        }
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        void OnClientClosed(UUID clientID, Scene scene)
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        {
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            if (m_InventoryCache.ContainsKey(clientID)) // if it's still in cache
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            {
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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.TryGetScenePresence(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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                }
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                m_log.DebugFormat(
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                    "[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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                DropCachedSystemFolders(clientID);
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                DropInventoryServiceURL(clientID);
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            }
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        }
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        /// <summary>
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        /// Cache a user's 'system' folders.
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        /// </summary>
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        /// <param name="userID"></param>
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        /// <returns>Folders cached</returns>
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        protected Dictionary<AssetType, InventoryFolderBase> CacheSystemFolders(UUID userID)
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        {
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            // If not, go get them and place them in the cache
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            Dictionary<AssetType, InventoryFolderBase> folders = m_Connector.GetSystemFolders(userID);
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            if (folders.Count > 0)
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                lock (m_InventoryCache)
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                    m_InventoryCache.Add(userID, folders);
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            return folders;
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        }
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        /// <summary>
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        /// Drop a user's cached 'system' folders
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        /// </summary>
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        /// <param name="userID"></param>
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        protected void DropCachedSystemFolders(UUID userID)
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        {
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            // Drop system folders
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            lock (m_InventoryCache)
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                if (m_InventoryCache.ContainsKey(userID))
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                    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;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
		Loading…
	
		Reference in New Issue