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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;
- 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);
- 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.TryGetAvatar(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);
- }
- }
- /// <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)
- {
- 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))
- {
- return folders[type];
- }
- return null;
- }
- }
- }
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