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+/*
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+ * Copyright (c) Contributors, http://opensimulator.org/
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+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are met:
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ * * Neither the name of the OpenSimulator Project nor the
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+ * names of its contributors may be used to endorse or promote products
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+ * derived from this software without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+using System;
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+using System.Collections.Generic;
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+using System.Reflection;
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+
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+using OpenSim.Framework;
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+using OpenSim.Framework.Communications.Cache;
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+using OpenSim.Services.Interfaces;
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+
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+using OpenMetaverse;
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+using log4net;
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+
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+namespace OpenSim.Region.CoreModules.Framework.Library
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+{
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+ public class LocalInventoryService : IInventoryService
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+ {
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+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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+
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+ private LibraryRootFolder m_Library;
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+
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+ public LocalInventoryService(LibraryRootFolder lib)
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+ {
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+ m_Library = lib;
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+ }
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+
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+ /// <summary>
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+ /// Retrieve the root inventory folder for the given user.
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+ /// </summary>
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+ /// <param name="userID"></param>
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+ /// <returns>null if no root folder was found</returns>
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+ public InventoryFolderBase GetRootFolder(UUID userID) { return m_Library; }
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+
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+ /// <summary>
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+ /// Gets everything (folders and items) inside a folder
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+ /// </summary>
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+ /// <param name="userId"></param>
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+ /// <param name="folderID"></param>
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+ /// <returns></returns>
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+ public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
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+ {
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+ InventoryFolderImpl folder = null;
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+ InventoryCollection inv = new InventoryCollection();
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+ inv.UserID = m_Library.Owner;
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+
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+ if (folderID != m_Library.ID)
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+ {
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+ folder = m_Library.FindFolder(folderID);
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+ if (folder == null)
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+ {
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+ inv.Folders = new List<InventoryFolderBase>();
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+ inv.Items = new List<InventoryItemBase>();
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+ return inv;
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+ }
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+ }
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+ else
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+ folder = m_Library;
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+
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+ inv.Folders = folder.RequestListOfFolders();
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+ inv.Items = folder.RequestListOfItems();
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+
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+ m_log.DebugFormat("[LIBRARY MODULE]: Got content for folder {0}", folder.Name);
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+ return inv;
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+ }
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+
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+ /// <summary>
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+ /// Add a new folder to the user's inventory
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+ /// </summary>
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+ /// <param name="folder"></param>
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+ /// <returns>true if the folder was successfully added</returns>
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+ public bool AddFolder(InventoryFolderBase folder)
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+ {
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+ //m_log.DebugFormat("[LIBRARY MODULE]: Adding folder {0} ({1}) to {2}", folder.Name, folder.ID, folder.ParentID);
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+ InventoryFolderImpl parent = m_Library;
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+ if (m_Library.ID != folder.ParentID)
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+ parent = m_Library.FindFolder(folder.ParentID);
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+
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+ if (parent == null)
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+ {
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+ m_log.DebugFormat("[LIBRARY MODULE]: could not add folder {0} because parent folder {1} not found", folder.Name, folder.ParentID);
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+ return false;
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+ }
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+
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+ parent.CreateChildFolder(folder.ID, folder.Name, (ushort)folder.Type);
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+
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+ return true;
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+ }
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+
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+ /// <summary>
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+ /// Add a new item to the user's inventory
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+ /// </summary>
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+ /// <param name="item"></param>
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+ /// <returns>true if the item was successfully added</returns>
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+ public bool AddItem(InventoryItemBase item)
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+ {
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+ //m_log.DebugFormat("[LIBRARY MODULE]: Adding item {0} to {1}", item.Name, item.Folder);
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+ InventoryFolderImpl folder = m_Library;
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+ if (m_Library.ID != item.Folder)
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+ folder = m_Library.FindFolder(item.Folder);
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+
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+ if (folder == null)
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+ {
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+ m_log.DebugFormat("[LIBRARY MODULE]: could not add item {0} because folder {1} not found", item.Name, item.Folder);
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+ return false;
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+ }
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+
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+ folder.Items.Add(item.ID, item);
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+ return true;
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+ }
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+
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+ public bool CreateUserInventory(UUID user) { return false; }
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+
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+ /// <summary>
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+ /// Gets the skeleton of the inventory -- folders only
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+ /// </summary>
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+ /// <param name="userId"></param>
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+ /// <returns></returns>
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+ public List<InventoryFolderBase> GetInventorySkeleton(UUID userId) { return null; }
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+
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+ /// <summary>
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+ /// Synchronous inventory fetch.
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+ /// </summary>
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+ /// <param name="userID"></param>
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+ /// <returns></returns>
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+ public InventoryCollection GetUserInventory(UUID userID) { return null; }
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+
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+ /// <summary>
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+ /// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
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+ /// inventory has been received
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+ /// </summary>
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+ /// <param name="userID"></param>
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+ /// <param name="callback"></param>
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+ public void GetUserInventory(UUID userID, InventoryReceiptCallback callback) { }
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+
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+
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+ /// <summary>
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+ /// Gets the user folder for the given folder-type
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+ /// </summary>
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+ /// <param name="userID"></param>
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+ /// <param name="type"></param>
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+ /// <returns></returns>
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+ public InventoryFolderBase GetFolderForType(UUID userID, AssetType type) { return null; }
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+
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+
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+ /// <summary>
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+ /// Gets the items inside a folder
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+ /// </summary>
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+ /// <param name="userID"></param>
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+ /// <param name="folderID"></param>
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+ /// <returns></returns>
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+ public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID) { return null; }
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+
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+
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+ /// <summary>
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+ /// Update a folder in the user's inventory
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+ /// </summary>
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+ /// <param name="folder"></param>
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+ /// <returns>true if the folder was successfully updated</returns>
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+ public bool UpdateFolder(InventoryFolderBase folder) { return false; }
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+
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+ /// <summary>
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+ /// Move an inventory folder to a new location
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+ /// </summary>
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+ /// <param name="folder">A folder containing the details of the new location</param>
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+ /// <returns>true if the folder was successfully moved</returns>
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+ public bool MoveFolder(InventoryFolderBase folder) { return false; }
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+
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+ /// <summary>
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+ /// Delete an item from the user's inventory
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+ /// </summary>
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+ /// <param name="item"></param>
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+ /// <returns>true if the item was successfully deleted</returns>
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+ //bool DeleteItem(InventoryItemBase item);
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+ public bool DeleteFolders(UUID userID, List<UUID> folderIDs) { return false; }
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+
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+ /// <summary>
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+ /// Purge an inventory folder of all its items and subfolders.
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+ /// </summary>
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+ /// <param name="folder"></param>
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+ /// <returns>true if the folder was successfully purged</returns>
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+ public bool PurgeFolder(InventoryFolderBase folder) { return false; }
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+
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+
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+ /// <summary>
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+ /// Update an item in the user's inventory
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+ /// </summary>
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+ /// <param name="item"></param>
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+ /// <returns>true if the item was successfully updated</returns>
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+ public bool UpdateItem(InventoryItemBase item) { return false; }
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+
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+ public bool MoveItems(UUID ownerID, List<InventoryItemBase> items) { return false; }
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+
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+ /// <summary>
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+ /// Delete an item from the user's inventory
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+ /// </summary>
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+ /// <param name="item"></param>
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+ /// <returns>true if the item was successfully deleted</returns>
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+ //bool DeleteItem(InventoryItemBase item);
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+ public bool DeleteItems(UUID userID, List<UUID> itemIDs) { return false; }
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+
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+ /// <summary>
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+ /// Get an item, given by its UUID
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+ /// </summary>
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+ /// <param name="item"></param>
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+ /// <returns></returns>
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+ public InventoryItemBase GetItem(InventoryItemBase item) { return null; }
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+
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+ /// <summary>
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+ /// Get a folder, given by its UUID
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+ /// </summary>
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+ /// <param name="folder"></param>
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+ /// <returns></returns>
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+ public InventoryFolderBase GetFolder(InventoryFolderBase folder) { return null; }
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+
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+ /// <summary>
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+ /// Does the given user have an inventory structure?
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+ /// </summary>
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+ /// <param name="userID"></param>
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+ /// <returns></returns>
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+ public bool HasInventoryForUser(UUID userID) { return false; }
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+
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+ /// <summary>
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+ /// Get the active gestures of the agent.
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+ /// </summary>
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+ /// <param name="userId"></param>
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+ /// <returns></returns>
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+ public List<InventoryItemBase> GetActiveGestures(UUID userId) { return null; }
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+
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+ /// <summary>
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+ /// Get the union of permissions of all inventory items
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+ /// that hold the given assetID.
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+ /// </summary>
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+ /// <param name="userID"></param>
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+ /// <param name="assetID"></param>
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+ /// <returns>The permissions or 0 if no such asset is found in
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+ /// the user's inventory</returns>
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+ public int GetAssetPermissions(UUID userID, UUID assetID) { return 0; }
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+ }
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+}
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