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
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
|
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* notice, this list of conditions and the following disclaimer in the
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* 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
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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
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (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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@ -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
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* 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
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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
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (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 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);
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}
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/// <summary>
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/// Get the system folder for a particular asset 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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m_log.DebugFormat("[INVENTORY CACHE]: Getting folder for asset type {0} for user {1}", type, userID);
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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);
|
|
||||||
|
|
||||||
// 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