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NullFriendsData.cs 3.6 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections;
  29. using System.Collections.Generic;
  30. using OpenMetaverse;
  31. using OpenSim.Framework;
  32. using OpenSim.Data;
  33. namespace OpenSim.Data.Null
  34. {
  35. public class NullFriendsData : IFriendsData
  36. {
  37. private static List<FriendsData> m_Data = new List<FriendsData>();
  38. public NullFriendsData(string connectionString, string realm)
  39. {
  40. }
  41. public FriendsData[] GetFriends(UUID principalID)
  42. {
  43. return GetFriends(principalID.ToString());
  44. }
  45. /// <summary>
  46. /// Tries to implement the Get [] semantics, but it cuts corners.
  47. /// Specifically, it gets all friendships even if they weren't accepted yet.
  48. /// </summary>
  49. /// <param name="fields"></param>
  50. /// <param name="values"></param>
  51. /// <returns></returns>
  52. public FriendsData[] GetFriends(string userID)
  53. {
  54. List<FriendsData> lst = m_Data.FindAll(delegate (FriendsData fdata)
  55. {
  56. return fdata.PrincipalID == userID.ToString();
  57. });
  58. if (lst != null)
  59. return lst.ToArray();
  60. return new FriendsData[0];
  61. }
  62. public bool Store(FriendsData data)
  63. {
  64. if (data == null)
  65. return false;
  66. m_Data.Add(data);
  67. return true;
  68. }
  69. public bool Delete(UUID principalID, string friend)
  70. {
  71. return Delete(principalID.ToString(), friend);
  72. }
  73. public bool Delete(string userID, string friendID)
  74. {
  75. List<FriendsData> lst = m_Data.FindAll(delegate(FriendsData fdata) { return fdata.PrincipalID == userID.ToString(); });
  76. if (lst != null)
  77. {
  78. FriendsData friend = lst.Find(delegate(FriendsData fdata) { return fdata.Friend == friendID; });
  79. if (friendID != null)
  80. {
  81. m_Data.Remove(friend);
  82. return true;
  83. }
  84. }
  85. return false;
  86. }
  87. }
  88. }