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Add some asset cache plumbing. Change the generic cache from UUID to string
keys to allow caching the new crop of URI identified objects.
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@@ -624,8 +624,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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// a new friend was added in the initiator's and friend's data, so the cache entries are wrong now.
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lock (m_friendLists)
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{
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m_friendLists.Invalidate(fromAgentID);
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m_friendLists.Invalidate(toAgentID);
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m_friendLists.Invalidate(fromAgentID.ToString());
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m_friendLists.Invalidate(toAgentID.ToString());
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}
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// now send presence update and add a calling card for the new friend
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@@ -664,8 +664,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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// The cache entries aren't valid anymore either, as we just added a friend to both sides.
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lock (m_friendLists)
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{
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m_friendLists.Invalidate(agentID);
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m_friendLists.Invalidate(friendID);
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m_friendLists.Invalidate(agentID.ToString());
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m_friendLists.Invalidate(friendID.ToString());
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}
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// if it's a local friend, we don't have to do the lookup
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@@ -782,8 +782,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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// clean up cache: FriendList is wrong now...
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lock (m_friendLists)
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{
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m_friendLists.Invalidate(agentID);
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m_friendLists.Invalidate(exfriendID);
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m_friendLists.Invalidate(agentID.ToString());
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m_friendLists.Invalidate(exfriendID.ToString());
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}
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}
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@@ -1070,7 +1070,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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List<FriendListItem> fl;
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lock (m_friendLists)
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{
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fl = (List<FriendListItem>)m_friendLists.Get(agent.ControllingClient.AgentId,
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fl = (List<FriendListItem>)m_friendLists.Get(agent.ControllingClient.AgentId.ToString(),
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m_initialScene.GetFriendList);
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}
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@@ -1083,7 +1083,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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List<FriendListItem> fl;
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lock (m_friendLists)
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{
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fl = (List<FriendListItem>)m_friendLists.Get(remoteClient.AgentId,
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fl = (List<FriendListItem>)m_friendLists.Get(remoteClient.AgentId.ToString(),
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m_initialScene.GetFriendList);
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}
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