/* * 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 m_Scenes; // The cache proper protected Dictionary> m_InventoryCache; // A cache of userIDs --> ServiceURLs, for HGBroker only protected Dictionary m_InventoryURLs; public virtual void Init(IConfigSource source, BaseInventoryConnector connector) { m_Scenes = new List(); m_InventoryCache = new Dictionary>(); 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 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); } } /// /// Cache a user's 'system' folders. /// /// /// Folders cached protected Dictionary CacheSystemFolders(UUID userID) { // If not, go get them and place them in the cache Dictionary folders = m_Connector.GetSystemFolders(userID); if (folders.Count > 0) lock (m_InventoryCache) m_InventoryCache.Add(userID, folders); return folders; } /// /// Drop a user's cached 'system' folders /// /// protected void DropCachedSystemFolders(UUID userID) { // Drop system folders lock (m_InventoryCache) if (m_InventoryCache.ContainsKey(userID)) m_InventoryCache.Remove(userID); } /// /// Get the system folder for a particular asset type /// /// /// /// public InventoryFolderBase GetFolderForType(UUID userID, AssetType type) { Dictionary 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)) { return folders[type]; } return null; } /// /// Gets the user's inventory URL from its serviceURLs, if the user is foreign, /// and sticks it in the cache /// /// 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; } } }