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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;
- using System.Collections.Generic;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- using OpenMetaverse;
- namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
- {
- public class SOPObjectInventory : IObjectInventory
- {
- TaskInventoryDictionary m_privateInventory; /// OpenSim's task inventory
- Dictionary<UUID, IInventoryItem> m_publicInventory; /// MRM's inventory
- Scene m_rootScene;
- public SOPObjectInventory(Scene rootScene, TaskInventoryDictionary taskInventory)
- {
- m_rootScene = rootScene;
- m_privateInventory = taskInventory;
- m_publicInventory = new Dictionary<UUID, IInventoryItem>();
- }
- /// <summary>
- /// Fully populate the public dictionary with the contents of the private dictionary
- /// </summary>
- /// <description>
- /// This will only convert those items which hasn't already been converted. ensuring that
- /// no items are converted twice, and that any references already in use are maintained.
- /// </description>
- private void SynchronizeDictionaries()
- {
- foreach (TaskInventoryItem privateItem in m_privateInventory.Values)
- if (!m_publicInventory.ContainsKey(privateItem.ItemID))
- m_publicInventory.Add(privateItem.ItemID, new InventoryItem(m_rootScene, privateItem));
- }
-
- #region IDictionary<UUID, IInventoryItem> implementation
- public void Add (UUID key, IInventoryItem value)
- {
- m_publicInventory.Add(key, value);
- m_privateInventory.Add(key, InventoryItem.FromInterface(value).ToTaskInventoryItem());
- }
-
- public bool ContainsKey (UUID key)
- {
- return m_privateInventory.ContainsKey(key);
- }
-
- public bool Remove (UUID key)
- {
- m_publicInventory.Remove(key);
- return m_privateInventory.Remove(key);
- }
-
- public bool TryGetValue (UUID key, out IInventoryItem value)
- {
- value = null;
- bool result = false;
- if (!m_publicInventory.TryGetValue(key, out value))
- {
- // wasn't found in the public inventory
- TaskInventoryItem privateItem;
-
- result = m_privateInventory.TryGetValue(key, out privateItem);
- if (result)
- {
- value = new InventoryItem(m_rootScene, privateItem);
- m_publicInventory.Add(key, value); // add item, so we don't convert again
- }
- } else
- return true;
-
- return result;
- }
-
- public ICollection<UUID> Keys {
- get {
- return m_privateInventory.Keys;
- }
- }
-
- public ICollection<IInventoryItem> Values {
- get {
- SynchronizeDictionaries();
- return m_publicInventory.Values;
- }
- }
- #endregion
- #region IEnumerable<KeyValuePair<UUID, IInventoryItem>> implementation
- public IEnumerator<KeyValuePair<UUID, IInventoryItem>> GetEnumerator ()
- {
- SynchronizeDictionaries();
- return m_publicInventory.GetEnumerator();
- }
- #endregion
- #region IEnumerable implementation
- IEnumerator IEnumerable.GetEnumerator ()
- {
- SynchronizeDictionaries();
- return m_publicInventory.GetEnumerator();
- }
- #endregion
- #region ICollection<KeyValuePair<UUID, IInventoryItem>> implementation
- public void Add (KeyValuePair<UUID, IInventoryItem> item)
- {
- Add(item.Key, item.Value);
- }
-
- public void Clear ()
- {
- m_publicInventory.Clear();
- m_privateInventory.Clear();
- }
-
- public bool Contains (KeyValuePair<UUID, IInventoryItem> item)
- {
- return m_privateInventory.ContainsKey(item.Key);
- }
-
- public void CopyTo (KeyValuePair<UUID, IInventoryItem>[] array, int arrayIndex)
- {
- throw new NotImplementedException();
- }
-
- public bool Remove (KeyValuePair<UUID, IInventoryItem> item)
- {
- return Remove(item.Key);
- }
-
- public int Count {
- get {
- return m_privateInventory.Count;
- }
- }
-
- public bool IsReadOnly {
- get {
- return false;
- }
- }
- #endregion
-
- #region Explicit implementations
- IInventoryItem System.Collections.Generic.IDictionary<UUID, IInventoryItem>.this[UUID key]
- {
- get {
- IInventoryItem result;
- if (TryGetValue(key, out result))
- return result;
- else
- throw new KeyNotFoundException("[MRM] The requrested item ID could not be found");
- }
- set {
- m_publicInventory[key] = value;
- m_privateInventory[key] = InventoryItem.FromInterface(value).ToTaskInventoryItem();
- }
- }
-
- void System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<UUID, IInventoryItem>>.CopyTo(System.Collections.Generic.KeyValuePair<UUID,IInventoryItem>[] array, int offset)
- {
- throw new NotImplementedException();
- }
- #endregion
-
- public IInventoryItem this[string name]
- {
- get {
- foreach (TaskInventoryItem i in m_privateInventory.Values)
- if (i.Name == name)
- {
- if (!m_publicInventory.ContainsKey(i.ItemID))
- m_publicInventory.Add(i.ItemID, new InventoryItem(m_rootScene, i));
-
- return m_publicInventory[i.ItemID];
- }
- throw new KeyNotFoundException();
- }
- }
- }
- }
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