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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.Services.Interfaces;
- using OpenMetaverse;
- using log4net;
- namespace OpenSim.Region.CoreModules.Framework.Library
- {
- public class LocalInventoryService : IInventoryService
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private InventoryFolderImpl m_Library;
- public LocalInventoryService(InventoryFolderImpl lib)
- {
- m_Library = lib;
- }
- /// <summary>
- /// Retrieve the root inventory folder for the given user.
- /// </summary>
- /// <param name="userID"></param>
- /// <returns>null if no root folder was found</returns>
- public InventoryFolderBase GetRootFolder(UUID userID) { return m_Library; }
- /// <summary>
- /// Gets everything (folders and items) inside a folder
- /// </summary>
- /// <param name="userId"></param>
- /// <param name="folderID"></param>
- /// <returns></returns>
- public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
- {
- InventoryFolderImpl folder = null;
- InventoryCollection inv = new InventoryCollection();
- inv.OwnerID = m_Library.Owner;
- if (folderID != m_Library.ID)
- {
- folder = m_Library.FindFolder(folderID);
- if (folder == null)
- {
- inv.Folders = new List<InventoryFolderBase>();
- inv.Items = new List<InventoryItemBase>();
- return inv;
- }
- }
- else
- folder = m_Library;
- inv.Folders = folder.RequestListOfFolders();
- inv.Items = folder.RequestListOfItems();
- m_log.DebugFormat("[LIBRARY MODULE]: Got content for folder {0}", folder.Name);
- return inv;
- }
- public virtual InventoryCollection[] GetMultipleFoldersContent(UUID principalID, UUID[] folderIDs)
- {
- InventoryCollection[] invColl = new InventoryCollection[folderIDs.Length];
- int i = 0;
- foreach (UUID fid in folderIDs)
- {
- invColl[i++] = GetFolderContent(principalID, fid);
- }
- return invColl;
- }
- public virtual InventoryItemBase[] GetMultipleItems(UUID principalID, UUID[] itemIDs)
- {
- InventoryItemBase[] itemColl = new InventoryItemBase[itemIDs.Length];
- int i = 0;
- foreach (UUID fid in itemIDs)
- itemColl[i++] = GetItem(principalID, fid);
- return itemColl;
- }
- /// <summary>
- /// Add a new folder to the user's inventory
- /// </summary>
- /// <param name="folder"></param>
- /// <returns>true if the folder was successfully added</returns>
- public bool AddFolder(InventoryFolderBase folder)
- {
- //m_log.DebugFormat("[LIBRARY MODULE]: Adding folder {0} ({1}) to {2}", folder.Name, folder.ID, folder.ParentID);
- InventoryFolderImpl parent = m_Library;
- if (m_Library.ID != folder.ParentID)
- parent = m_Library.FindFolder(folder.ParentID);
- if (parent == null)
- {
- m_log.DebugFormat("[LIBRARY MODULE]: could not add folder {0} because parent folder {1} not found", folder.Name, folder.ParentID);
- return false;
- }
- parent.CreateChildFolder(folder.ID, folder.Name, (ushort)folder.Type);
- return true;
- }
- /// <summary>
- /// Add a new item to the user's inventory
- /// </summary>
- /// <param name="item"></param>
- /// <returns>true if the item was successfully added</returns>
- public bool AddItem(InventoryItemBase item)
- {
- //m_log.DebugFormat("[LIBRARY MODULE]: Adding item {0} to {1}", item.Name, item.Folder);
- InventoryFolderImpl folder = m_Library;
- if (m_Library.ID != item.Folder)
- folder = m_Library.FindFolder(item.Folder);
- if (folder == null)
- {
- m_log.DebugFormat("[LIBRARY MODULE]: could not add item {0} because folder {1} not found", item.Name, item.Folder);
- return false;
- }
- folder.Items.Add(item.ID, item);
- return true;
- }
- public bool CreateUserInventory(UUID user) { return false; }
- /// <summary>
- /// Gets the skeleton of the inventory -- folders only
- /// </summary>
- /// <param name="userId"></param>
- /// <returns></returns>
- public List<InventoryFolderBase> GetInventorySkeleton(UUID userId) { return null; }
- /// <summary>
- /// Gets the user folder for the given folder-type
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="type"></param>
- /// <returns></returns>
- public InventoryFolderBase GetFolderForType(UUID userID, FolderType type) { return null; }
- /// <summary>
- /// Gets the items inside a folder
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="folderID"></param>
- /// <returns></returns>
- public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID) { return null; }
- /// <summary>
- /// Update a folder in the user's inventory
- /// </summary>
- /// <param name="folder"></param>
- /// <returns>true if the folder was successfully updated</returns>
- public bool UpdateFolder(InventoryFolderBase folder) { return false; }
- /// <summary>
- /// Move an inventory folder to a new location
- /// </summary>
- /// <param name="folder">A folder containing the details of the new location</param>
- /// <returns>true if the folder was successfully moved</returns>
- public bool MoveFolder(InventoryFolderBase folder) { return false; }
- /// <summary>
- /// Delete an item from the user's inventory
- /// </summary>
- /// <param name="item"></param>
- /// <returns>true if the item was successfully deleted</returns>
- //bool DeleteItem(InventoryItemBase item);
- public bool DeleteFolders(UUID userID, List<UUID> folderIDs) { return false; }
- /// <summary>
- /// Purge an inventory folder of all its items and subfolders.
- /// </summary>
- /// <param name="folder"></param>
- /// <returns>true if the folder was successfully purged</returns>
- public bool PurgeFolder(InventoryFolderBase folder) { return false; }
- /// <summary>
- /// Update an item in the user's inventory
- /// </summary>
- /// <param name="item"></param>
- /// <returns>true if the item was successfully updated</returns>
- public bool UpdateItem(InventoryItemBase item) { return false; }
- public bool MoveItems(UUID ownerID, List<InventoryItemBase> items) { return false; }
- /// <summary>
- /// Delete an item from the user's inventory
- /// </summary>
- /// <param name="item"></param>
- /// <returns>true if the item was successfully deleted</returns>
- //bool DeleteItem(InventoryItemBase item);
- public bool DeleteItems(UUID userID, List<UUID> itemIDs) { return false; }
- /// <summary>
- /// Get an item, given by its UUID
- /// </summary>
- /// <param name="item"></param>
- /// <returns></returns>
- public InventoryItemBase GetItem(UUID principalID, UUID itemID) { return null; }
- /// <summary>
- /// Get a folder, given by its UUID
- /// </summary>
- /// <param name="folder"></param>
- /// <returns></returns>
- public InventoryFolderBase GetFolder(UUID principalID, UUID folderID) { return null; }
- /// <summary>
- /// Does the given user have an inventory structure?
- /// </summary>
- /// <param name="userID"></param>
- /// <returns></returns>
- public bool HasInventoryForUser(UUID userID) { return false; }
- /// <summary>
- /// Get the active gestures of the agent.
- /// </summary>
- /// <param name="userId"></param>
- /// <returns></returns>
- public List<InventoryItemBase> GetActiveGestures(UUID userId) { return null; }
- /// <summary>
- /// Get the union of permissions of all inventory items
- /// that hold the given assetID.
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="assetID"></param>
- /// <returns>The permissions or 0 if no such asset is found in
- /// the user's inventory</returns>
- public int GetAssetPermissions(UUID userID, UUID assetID) { return 0; }
- }
- }
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