123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370 |
- /*
- * 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
- {
- /// <summary>
- /// Utility functions for carrying out user inventory tests.
- /// </summary>
- public static class UserInventoryHelpers
- {
- public static readonly string PATH_DELIMITER = "/";
- /// <summary>
- /// Add an existing scene object as an item in the user's inventory.
- /// </summary>
- /// <remarks>
- /// Will be added to the system Objects folder.
- /// </remarks>
- /// <param name='scene'></param>
- /// <param name='so'></param>
- /// <param name='inventoryIdTail'></param>
- /// <param name='assetIdTail'></param>
- /// <returns>The inventory item created.</returns>
- 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);
- }
- /// <summary>
- /// Add an existing scene object as an item in the user's inventory at the given path.
- /// </summary>
- /// <param name='scene'></param>
- /// <param name='so'></param>
- /// <param name='inventoryIdTail'></param>
- /// <param name='assetIdTail'></param>
- /// <returns>The inventory item created.</returns>
- 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);
- }
- /// <summary>
- /// Adds the given item to the existing system folder for its type (e.g. an object will go in the "Objects"
- /// folder).
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="itemName"></param>
- /// <param name="itemId"></param>
- /// <param name="itemType"></param>
- /// <param name="asset">The serialized asset for this item</param>
- /// <param name="userId"></param>
- /// <returns></returns>
- 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);
- }
- /// <summary>
- /// Adds the given item to an inventory folder
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="itemName"></param>
- /// <param name="itemId"></param>
- /// <param name="itemType"></param>
- /// <param name="asset">The serialized asset for this item</param>
- /// <param name="userId"></param>
- /// <param name="path">Existing inventory path at which to add.</param>
- /// <returns></returns>
- 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;
- }
- /// <summary>
- /// Creates a notecard in the objects folder and specify an item id.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="itemName"></param>
- /// <param name="itemId"></param>
- /// <param name="userId"></param>
- /// <returns></returns>
- public static InventoryItemBase CreateInventoryItem(Scene scene, string itemName, UUID userId)
- {
- return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, InventoryType.Notecard);
- }
- /// <summary>
- /// Creates an item of the given type with an accompanying asset.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="itemName"></param>
- /// <param name="itemId"></param>
- /// <param name="userId"></param>
- /// <param name="type">Type of item to create</param>
- /// <returns></returns>
- public static InventoryItemBase CreateInventoryItem(
- Scene scene, string itemName, UUID userId, InventoryType type)
- {
- return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, type);
- }
- /// <summary>
- /// Creates a notecard in the objects folder and specify an item id.
- /// </summary>
- /// <param name="scene"></param>
- /// <param name="itemName"></param>
- /// <param name="itemId"></param>
- /// <param name="assetId"></param>
- /// <param name="userId"></param>
- /// <param name="type">Type of item to create</param>
- /// <returns></returns>
- 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);
- }
- /// <summary>
- /// Create inventory folders starting from the user's root folder.
- /// </summary>
- /// <param name="inventoryService"></param>
- /// <param name="userId"></param>
- /// <param name="path">
- /// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
- /// </param>
- /// <param name="useExistingFolders">
- /// 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.
- /// </param>
- /// <returns>
- /// 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.
- /// </returns>
- public static InventoryFolderBase CreateInventoryFolder(
- IInventoryService inventoryService, UUID userId, string path, bool useExistingFolders)
- {
- return CreateInventoryFolder(inventoryService, userId, UUID.Random(), path, useExistingFolders);
- }
- /// <summary>
- /// Create inventory folders starting from the user's root folder.
- /// </summary>
- /// <param name="inventoryService"></param>
- /// <param name="userId"></param>
- /// <param name="folderId"></param>
- /// <param name="path">
- /// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
- /// </param>
- /// <param name="useExistingFolders">
- /// 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.
- /// </param>
- /// <returns>
- /// 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.
- /// </returns>
- 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);
- }
- /// <summary>
- /// Create inventory folders starting from a given parent folder
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- /// <param name="inventoryService"></param>
- /// <param name="folderId">ID of the folder to create</param>
- /// <param name="parentFolder"></param>
- /// <param name="path">
- /// The folder to create.
- /// </param>
- /// <param name="useExistingFolders">
- /// 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.
- /// </param>
- /// <returns>
- /// The folder created. If the path contains multiple folders then the last one created is returned.
- /// </returns>
- 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;
- }
- /// <summary>
- /// Get the inventory folder that matches the path name. If there are multiple folders then only the first
- /// is returned.
- /// </summary>
- /// <param name="inventoryService"></param>
- /// <param name="userId"></param>
- /// <param name="path"></param>
- /// <returns>null if no folder matching the path was found</returns>
- public static InventoryFolderBase GetInventoryFolder(IInventoryService inventoryService, UUID userId, string path)
- {
- List<InventoryFolderBase> folders = GetInventoryFolders(inventoryService, userId, path);
- if (folders.Count != 0)
- return folders[0];
- else
- return null;
- }
- /// <summary>
- /// Get the inventory folders that match the path name.
- /// </summary>
- /// <param name="inventoryService"></param>
- /// <param name="userId"></param>
- /// <param name="path"></param>
- /// <returns>An empty list if no matching folders were found</returns>
- public static List<InventoryFolderBase> GetInventoryFolders(IInventoryService inventoryService, UUID userId, string path)
- {
- return InventoryArchiveUtils.FindFoldersByPath(inventoryService, userId, path);
- }
- /// <summary>
- /// Get the inventory item that matches the path name. If there are multiple items then only the first
- /// is returned.
- /// </summary>
- /// <param name="inventoryService"></param>
- /// <param name="userId"></param>
- /// <param name="path"></param>
- /// <returns>null if no item matching the path was found</returns>
- public static InventoryItemBase GetInventoryItem(IInventoryService inventoryService, UUID userId, string path)
- {
- return InventoryArchiveUtils.FindItemByPath(inventoryService, userId, path);
- }
- /// <summary>
- /// Get the inventory items that match the path name.
- /// </summary>
- /// <param name="inventoryService"></param>
- /// <param name="userId"></param>
- /// <param name="path"></param>
- /// <returns>An empty list if no matching items were found.</returns>
- public static List<InventoryItemBase> GetInventoryItems(IInventoryService inventoryService, UUID userId, string path)
- {
- return InventoryArchiveUtils.FindItemsByPath(inventoryService, userId, path);
- }
- }
- }
|