mirror of
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Merge branch 'master' of ssh://melanie@opensimulator.org/var/git/opensim
This commit is contained in:
@@ -1,133 +0,0 @@
|
||||
/*
|
||||
* 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;
|
||||
|
||||
namespace OpenSim.Framework.Communications.Cache
|
||||
{
|
||||
public class AuthedSessionCache
|
||||
{
|
||||
public class CacheData
|
||||
{
|
||||
private static readonly DateTime UNIX_EPOCH = new DateTime(1970, 1, 1);
|
||||
private string m_session_id;
|
||||
private string m_agent_id;
|
||||
private int m_expire;
|
||||
|
||||
private int get_current_unix_time()
|
||||
{
|
||||
return (int)(DateTime.UtcNow - UNIX_EPOCH).TotalSeconds;
|
||||
}
|
||||
|
||||
public CacheData(string sid, string aid)
|
||||
{
|
||||
m_session_id = sid;
|
||||
m_agent_id = aid;
|
||||
m_expire = get_current_unix_time() + DEFAULT_LIFETIME;
|
||||
}
|
||||
|
||||
public CacheData(string sid, string aid, int time_now)
|
||||
{
|
||||
m_session_id = sid;
|
||||
m_agent_id = aid;
|
||||
m_expire = time_now + DEFAULT_LIFETIME;
|
||||
}
|
||||
|
||||
public string SessionID
|
||||
{
|
||||
get { return m_session_id; }
|
||||
set { m_session_id = value; }
|
||||
}
|
||||
|
||||
public string AgentID
|
||||
{
|
||||
get { return m_agent_id; }
|
||||
set { m_agent_id = value; }
|
||||
}
|
||||
|
||||
public bool isExpired
|
||||
{
|
||||
get { return m_expire < get_current_unix_time(); }
|
||||
}
|
||||
|
||||
public void Renew()
|
||||
{
|
||||
m_expire = get_current_unix_time() + DEFAULT_LIFETIME;
|
||||
}
|
||||
}
|
||||
|
||||
private static readonly int DEFAULT_LIFETIME = 30;
|
||||
private Dictionary<string, CacheData> m_authed_sessions = new Dictionary<string,CacheData>();
|
||||
// private int m_session_lifetime = DEFAULT_LIFETIME;
|
||||
|
||||
public AuthedSessionCache()
|
||||
{
|
||||
// m_session_lifetime = DEFAULT_LIFETIME;
|
||||
}
|
||||
|
||||
public AuthedSessionCache(int timeout)
|
||||
{
|
||||
// m_session_lifetime = timeout;
|
||||
}
|
||||
|
||||
public CacheData getCachedSession(string session_id, string agent_id)
|
||||
{
|
||||
CacheData ret = null;
|
||||
lock (m_authed_sessions)
|
||||
{
|
||||
if (m_authed_sessions.ContainsKey(session_id))
|
||||
{
|
||||
CacheData cached_session = m_authed_sessions[session_id];
|
||||
if (!cached_session.isExpired && cached_session.AgentID == agent_id)
|
||||
{
|
||||
ret = m_authed_sessions[session_id];
|
||||
// auto renew
|
||||
m_authed_sessions[session_id].Renew();
|
||||
}
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
public void Add(string session_id, string agent_id)
|
||||
{
|
||||
CacheData data = new CacheData(session_id, agent_id);
|
||||
lock (m_authed_sessions)
|
||||
{
|
||||
if (m_authed_sessions.ContainsKey(session_id))
|
||||
{
|
||||
m_authed_sessions[session_id] = data;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_authed_sessions.Add(session_id, data);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,517 +0,0 @@
|
||||
/*
|
||||
* 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.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Data;
|
||||
|
||||
namespace OpenSim.Framework.Communications
|
||||
{
|
||||
/// <summary>
|
||||
/// Abstract base class used by local and grid implementations of an inventory service.
|
||||
/// </summary>
|
||||
public abstract class InventoryServiceBase : IInterServiceInventoryServices
|
||||
{
|
||||
|
||||
private static readonly ILog m_log
|
||||
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
protected List<IInventoryDataPlugin> m_plugins = new List<IInventoryDataPlugin>();
|
||||
|
||||
#region Plugin methods
|
||||
|
||||
/// <summary>
|
||||
/// Add a new inventory data plugin - plugins will be requested in the order they were added.
|
||||
/// </summary>
|
||||
/// <param name="plugin">The plugin that will provide data</param>
|
||||
public void AddPlugin(IInventoryDataPlugin plugin)
|
||||
{
|
||||
m_plugins.Add(plugin);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a list of inventory data plugins, as described by `provider'
|
||||
/// and `connect', to `m_plugins'.
|
||||
/// </summary>
|
||||
/// <param name="provider">
|
||||
/// The filename of the inventory server plugin DLL.
|
||||
/// </param>
|
||||
/// <param name="connect">
|
||||
/// The connection string for the storage backend.
|
||||
/// </param>
|
||||
public void AddPlugin(string provider, string connect)
|
||||
{
|
||||
m_plugins.AddRange(DataPluginFactory.LoadDataPlugins<IInventoryDataPlugin>(provider, connect));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region IInventoryServices methods
|
||||
|
||||
public string Host
|
||||
{
|
||||
get { return "default"; }
|
||||
}
|
||||
|
||||
public List<InventoryFolderBase> GetInventorySkeleton(UUID userId)
|
||||
{
|
||||
// m_log.DebugFormat("[AGENT INVENTORY]: Getting inventory skeleton for {0}", userId);
|
||||
|
||||
InventoryFolderBase rootFolder = RequestRootFolder(userId);
|
||||
|
||||
// Agent has no inventory structure yet.
|
||||
if (null == rootFolder)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
List<InventoryFolderBase> userFolders = new List<InventoryFolderBase>();
|
||||
|
||||
userFolders.Add(rootFolder);
|
||||
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
IList<InventoryFolderBase> folders = plugin.getFolderHierarchy(rootFolder.ID);
|
||||
userFolders.AddRange(folders);
|
||||
}
|
||||
|
||||
// foreach (InventoryFolderBase folder in userFolders)
|
||||
// {
|
||||
// m_log.DebugFormat("[AGENT INVENTORY]: Got folder {0} {1}", folder.name, folder.folderID);
|
||||
// }
|
||||
|
||||
return userFolders;
|
||||
}
|
||||
|
||||
// See IInventoryServices
|
||||
public virtual bool HasInventoryForUser(UUID userID)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// See IInventoryServices
|
||||
public virtual InventoryFolderBase RequestRootFolder(UUID userID)
|
||||
{
|
||||
// Retrieve the first root folder we get from the list of plugins.
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
InventoryFolderBase rootFolder = plugin.getUserRootFolder(userID);
|
||||
if (rootFolder != null)
|
||||
return rootFolder;
|
||||
}
|
||||
|
||||
// Return nothing if no plugin was able to supply a root folder
|
||||
return null;
|
||||
}
|
||||
|
||||
// See IInventoryServices
|
||||
public bool CreateNewUserInventory(UUID user)
|
||||
{
|
||||
InventoryFolderBase existingRootFolder = RequestRootFolder(user);
|
||||
|
||||
if (null != existingRootFolder)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[AGENT INVENTORY]: Did not create a new inventory for user {0} since they already have "
|
||||
+ "a root inventory folder with id {1}",
|
||||
user, existingRootFolder.ID);
|
||||
}
|
||||
else
|
||||
{
|
||||
UsersInventory inven = new UsersInventory();
|
||||
inven.CreateNewInventorySet(user);
|
||||
AddNewInventorySet(inven);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public List<InventoryItemBase> GetActiveGestures(UUID userId)
|
||||
{
|
||||
List<InventoryItemBase> activeGestures = new List<InventoryItemBase>();
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
activeGestures.AddRange(plugin.fetchActiveGestures(userId));
|
||||
}
|
||||
|
||||
return activeGestures;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Methods used by GridInventoryService
|
||||
|
||||
public List<InventoryFolderBase> RequestSubFolders(UUID parentFolderID)
|
||||
{
|
||||
List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
|
||||
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
inventoryList.AddRange(plugin.getInventoryFolders(parentFolderID));
|
||||
}
|
||||
|
||||
return inventoryList;
|
||||
}
|
||||
|
||||
public List<InventoryItemBase> RequestFolderItems(UUID folderID)
|
||||
{
|
||||
List<InventoryItemBase> itemsList = new List<InventoryItemBase>();
|
||||
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
itemsList.AddRange(plugin.getInventoryInFolder(folderID));
|
||||
}
|
||||
|
||||
return itemsList;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// See IInventoryServices
|
||||
public virtual bool AddFolder(InventoryFolderBase folder)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[AGENT INVENTORY]: Adding folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
|
||||
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
plugin.addInventoryFolder(folder);
|
||||
}
|
||||
|
||||
// FIXME: Should return false on failure
|
||||
return true;
|
||||
}
|
||||
|
||||
// See IInventoryServices
|
||||
public virtual bool UpdateFolder(InventoryFolderBase folder)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[AGENT INVENTORY]: Updating folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
|
||||
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
plugin.updateInventoryFolder(folder);
|
||||
}
|
||||
|
||||
// FIXME: Should return false on failure
|
||||
return true;
|
||||
}
|
||||
|
||||
// See IInventoryServices
|
||||
public virtual bool MoveFolder(InventoryFolderBase folder)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[AGENT INVENTORY]: Moving folder {0} {1} to folder {2}", folder.Name, folder.ID, folder.ParentID);
|
||||
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
plugin.moveInventoryFolder(folder);
|
||||
}
|
||||
|
||||
// FIXME: Should return false on failure
|
||||
return true;
|
||||
}
|
||||
|
||||
// See IInventoryServices
|
||||
public virtual bool AddItem(InventoryItemBase item)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[AGENT INVENTORY]: Adding item {0} {1} to folder {2}", item.Name, item.ID, item.Folder);
|
||||
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
plugin.addInventoryItem(item);
|
||||
}
|
||||
|
||||
// FIXME: Should return false on failure
|
||||
return true;
|
||||
}
|
||||
|
||||
// See IInventoryServices
|
||||
public virtual bool UpdateItem(InventoryItemBase item)
|
||||
{
|
||||
m_log.InfoFormat(
|
||||
"[AGENT INVENTORY]: Updating item {0} {1} in folder {2}", item.Name, item.ID, item.Folder);
|
||||
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
plugin.updateInventoryItem(item);
|
||||
}
|
||||
|
||||
// FIXME: Should return false on failure
|
||||
return true;
|
||||
}
|
||||
|
||||
// See IInventoryServices
|
||||
public virtual bool DeleteItem(InventoryItemBase item)
|
||||
{
|
||||
m_log.InfoFormat(
|
||||
"[AGENT INVENTORY]: Deleting item {0} {1} from folder {2}", item.Name, item.ID, item.Folder);
|
||||
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
plugin.deleteInventoryItem(item.ID);
|
||||
}
|
||||
|
||||
// FIXME: Should return false on failure
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual InventoryItemBase QueryItem(InventoryItemBase item)
|
||||
{
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
InventoryItemBase result = plugin.queryInventoryItem(item.ID);
|
||||
if (result != null)
|
||||
return result;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public virtual InventoryFolderBase QueryFolder(InventoryFolderBase item)
|
||||
{
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
InventoryFolderBase result = plugin.queryInventoryFolder(item.ID);
|
||||
if (result != null)
|
||||
return result;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Purge a folder of all items items and subfolders.
|
||||
///
|
||||
/// FIXME: Really nasty in a sense, because we have to query the database to get information we may
|
||||
/// already know... Needs heavy refactoring.
|
||||
/// </summary>
|
||||
/// <param name="folder"></param>
|
||||
public virtual bool PurgeFolder(InventoryFolderBase folder)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[AGENT INVENTORY]: Purging folder {0} {1} of its contents", folder.Name, folder.ID);
|
||||
|
||||
List<InventoryFolderBase> subFolders = RequestSubFolders(folder.ID);
|
||||
|
||||
foreach (InventoryFolderBase subFolder in subFolders)
|
||||
{
|
||||
// m_log.DebugFormat("[AGENT INVENTORY]: Deleting folder {0} {1}", subFolder.Name, subFolder.ID);
|
||||
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
plugin.deleteInventoryFolder(subFolder.ID);
|
||||
}
|
||||
}
|
||||
|
||||
List<InventoryItemBase> items = RequestFolderItems(folder.ID);
|
||||
|
||||
foreach (InventoryItemBase item in items)
|
||||
{
|
||||
DeleteItem(item);
|
||||
}
|
||||
|
||||
// FIXME: Should return false on failure
|
||||
return true;
|
||||
}
|
||||
|
||||
private void AddNewInventorySet(UsersInventory inventory)
|
||||
{
|
||||
foreach (InventoryFolderBase folder in inventory.Folders.Values)
|
||||
{
|
||||
AddFolder(folder);
|
||||
}
|
||||
}
|
||||
|
||||
public InventoryItemBase GetInventoryItem(UUID itemID)
|
||||
{
|
||||
foreach (IInventoryDataPlugin plugin in m_plugins)
|
||||
{
|
||||
InventoryItemBase item = plugin.getInventoryItem(itemID);
|
||||
if (item != null)
|
||||
return item;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Used to create a new user inventory.
|
||||
/// </summary>
|
||||
private class UsersInventory
|
||||
{
|
||||
public Dictionary<UUID, InventoryFolderBase> Folders = new Dictionary<UUID, InventoryFolderBase>();
|
||||
public Dictionary<UUID, InventoryItemBase> Items = new Dictionary<UUID, InventoryItemBase>();
|
||||
|
||||
public virtual void CreateNewInventorySet(UUID user)
|
||||
{
|
||||
InventoryFolderBase folder = new InventoryFolderBase();
|
||||
|
||||
folder.ParentID = UUID.Zero;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "My Inventory";
|
||||
folder.Type = (short)AssetType.Folder;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
UUID rootFolder = folder.ID;
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Animations";
|
||||
folder.Type = (short)AssetType.Animation;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Body Parts";
|
||||
folder.Type = (short)AssetType.Bodypart;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Calling Cards";
|
||||
folder.Type = (short)AssetType.CallingCard;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Clothing";
|
||||
folder.Type = (short)AssetType.Clothing;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Gestures";
|
||||
folder.Type = (short)AssetType.Gesture;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Landmarks";
|
||||
folder.Type = (short)AssetType.Landmark;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Lost And Found";
|
||||
folder.Type = (short)AssetType.LostAndFoundFolder;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Notecards";
|
||||
folder.Type = (short)AssetType.Notecard;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Objects";
|
||||
folder.Type = (short)AssetType.Object;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Photo Album";
|
||||
folder.Type = (short)AssetType.SnapshotFolder;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Scripts";
|
||||
folder.Type = (short)AssetType.LSLText;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Sounds";
|
||||
folder.Type = (short)AssetType.Sound;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Textures";
|
||||
folder.Type = (short)AssetType.Texture;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
|
||||
folder = new InventoryFolderBase();
|
||||
folder.ParentID = rootFolder;
|
||||
folder.Owner = user;
|
||||
folder.ID = UUID.Random();
|
||||
folder.Name = "Trash";
|
||||
folder.Type = (short)AssetType.TrashFolder;
|
||||
folder.Version = 1;
|
||||
Folders.Add(folder.ID, folder);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -532,6 +532,11 @@ namespace OpenSim.Framework.Communications.Tests
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool DeleteFolders(UUID ownerID, List<UUID> ids)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool PurgeFolder(InventoryFolderBase folder)
|
||||
{
|
||||
return false;
|
||||
|
||||
@@ -260,7 +260,7 @@ namespace OpenSim.Framework
|
||||
IClientAPI remoteClient, List<UUID> itemIDs);
|
||||
|
||||
public delegate void RemoveInventoryFolder(
|
||||
IClientAPI remoteClient, UUID folderID);
|
||||
IClientAPI remoteClient, List<UUID> folderIDs);
|
||||
|
||||
public delegate void RequestAsset(IClientAPI remoteClient, RequestAssetArgs transferRequest);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user