/* * 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 OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; namespace OpenSim.Tests.Common { /// /// Utility functions for carrying out user inventory tests. /// public static class UserInventoryHelpers { public static readonly string PATH_DELIMITER = "/"; /// /// Add an existing scene object as an item in the user's inventory. /// /// /// Will be added to the system Objects folder. /// /// /// /// /// /// The inventory item created. public static InventoryItemBase AddInventoryItem( Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail) { return AddInventoryItem( scene, so.Name, TestHelpers.ParseTail(inventoryIdTail), InventoryType.Object, AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so), so.OwnerID); } /// /// Add an existing scene object as an item in the user's inventory at the given path. /// /// /// /// /// /// The inventory item created. public static InventoryItemBase AddInventoryItem( Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail, string path) { return AddInventoryItem( scene, so.Name, TestHelpers.ParseTail(inventoryIdTail), InventoryType.Object, AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so), so.OwnerID, path); } /// /// Adds the given item to the existing system folder for its type (e.g. an object will go in the "Objects" /// folder). /// /// /// /// /// /// The serialized asset for this item /// /// private static InventoryItemBase AddInventoryItem( Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId) { return AddInventoryItem( scene, itemName, itemId, itemType, asset, userId, scene.InventoryService.GetFolderForType(userId, (FolderType)asset.Type).Name); } /// /// Adds the given item to an inventory folder /// /// /// /// /// /// The serialized asset for this item /// /// Existing inventory path at which to add. /// private static InventoryItemBase AddInventoryItem( Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId, string path) { scene.AssetService.Store(asset); InventoryItemBase item = new InventoryItemBase(); item.Name = itemName; item.AssetID = asset.FullID; item.ID = itemId; item.Owner = userId; item.AssetType = asset.Type; item.InvType = (int)itemType; InventoryFolderBase folder = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, userId, path)[0]; item.Folder = folder.ID; scene.AddInventoryItem(item); return item; } /// /// Creates a notecard in the objects folder and specify an item id. /// /// /// /// /// /// public static InventoryItemBase CreateInventoryItem(Scene scene, string itemName, UUID userId) { return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, InventoryType.Notecard); } /// /// Creates an item of the given type with an accompanying asset. /// /// /// /// /// /// Type of item to create /// public static InventoryItemBase CreateInventoryItem( Scene scene, string itemName, UUID userId, InventoryType type) { return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, type); } /// /// Creates a notecard in the objects folder and specify an item id. /// /// /// /// /// /// /// Type of item to create /// public static InventoryItemBase CreateInventoryItem( Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType itemType) { AssetBase asset = null; if (itemType == InventoryType.Notecard) { asset = AssetHelpers.CreateNotecardAsset(); asset.CreatorID = userId.ToString(); } else if (itemType == InventoryType.Object) { asset = AssetHelpers.CreateAsset(assetId, SceneHelpers.CreateSceneObject(1, userId)); } else { throw new Exception(string.Format("Inventory type {0} not supported", itemType)); } return AddInventoryItem(scene, itemName, itemId, itemType, asset, userId); } /// /// Create inventory folders starting from the user's root folder. /// /// /// /// /// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER /// /// /// If true, then folders in the path which already the same name are /// used. This applies to the terminal folder as well. /// If false, then all folders in the path are created, even if there is already a folder at a particular /// level with the same name. /// /// /// The folder created. If the path contains multiple folders then the last one created is returned. /// Will return null if the root folder could not be found. /// public static InventoryFolderBase CreateInventoryFolder( IInventoryService inventoryService, UUID userId, string path, bool useExistingFolders) { return CreateInventoryFolder(inventoryService, userId, UUID.Random(), path, useExistingFolders); } /// /// Create inventory folders starting from the user's root folder. /// /// /// /// /// /// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER /// /// /// If true, then folders in the path which already the same name are /// used. This applies to the terminal folder as well. /// If false, then all folders in the path are created, even if there is already a folder at a particular /// level with the same name. /// /// /// The folder created. If the path contains multiple folders then the last one created is returned. /// Will return null if the root folder could not be found. /// public static InventoryFolderBase CreateInventoryFolder( IInventoryService inventoryService, UUID userId, UUID folderId, string path, bool useExistingFolders) { InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId); if (null == rootFolder) return null; return CreateInventoryFolder(inventoryService, folderId, rootFolder, path, useExistingFolders); } /// /// Create inventory folders starting from a given parent folder /// /// /// If any stem of the path names folders that already exist then these are not recreated. This includes the /// final folder. /// TODO: May need to make it an option to create duplicate folders. /// /// /// ID of the folder to create /// /// /// The folder to create. /// /// /// If true, then folders in the path which already the same name are /// used. This applies to the terminal folder as well. /// If false, then all folders in the path are created, even if there is already a folder at a particular /// level with the same name. /// /// /// The folder created. If the path contains multiple folders then the last one created is returned. /// public static InventoryFolderBase CreateInventoryFolder( IInventoryService inventoryService, UUID folderId, InventoryFolderBase parentFolder, string path, bool useExistingFolders) { string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None); InventoryFolderBase folder = null; if (useExistingFolders) folder = InventoryArchiveUtils.FindFolderByPath(inventoryService, parentFolder, components[0]); if (folder == null) { // Console.WriteLine("Creating folder {0} at {1}", components[0], parentFolder.Name); UUID folderIdForCreate; if (components.Length > 1) folderIdForCreate = UUID.Random(); else folderIdForCreate = folderId; folder = new InventoryFolderBase( folderIdForCreate, components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0); inventoryService.AddFolder(folder); } // else // { // Console.WriteLine("Found existing folder {0}", folder.Name); // } if (components.Length > 1) return CreateInventoryFolder(inventoryService, folderId, folder, components[1], useExistingFolders); else return folder; } /// /// Get the inventory folder that matches the path name. If there are multiple folders then only the first /// is returned. /// /// /// /// /// null if no folder matching the path was found public static InventoryFolderBase GetInventoryFolder(IInventoryService inventoryService, UUID userId, string path) { List folders = GetInventoryFolders(inventoryService, userId, path); if (folders.Count != 0) return folders[0]; else return null; } /// /// Get the inventory folders that match the path name. /// /// /// /// /// An empty list if no matching folders were found public static List GetInventoryFolders(IInventoryService inventoryService, UUID userId, string path) { return InventoryArchiveUtils.FindFoldersByPath(inventoryService, userId, path); } /// /// Get the inventory item that matches the path name. If there are multiple items then only the first /// is returned. /// /// /// /// /// null if no item matching the path was found public static InventoryItemBase GetInventoryItem(IInventoryService inventoryService, UUID userId, string path) { return InventoryArchiveUtils.FindItemByPath(inventoryService, userId, path); } /// /// Get the inventory items that match the path name. /// /// /// /// /// An empty list if no matching items were found. public static List GetInventoryItems(IInventoryService inventoryService, UUID userId, string path) { return InventoryArchiveUtils.FindItemsByPath(inventoryService, userId, path); } } }