2009-06-09 17:48:22 +00:00
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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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2011-07-23 01:13:11 +00:00
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using System.Reflection;
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using log4net;
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2009-06-09 17:48:22 +00:00
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using OpenMetaverse;
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namespace OpenSim.Framework
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{
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public class InventoryFolderImpl : InventoryFolderBase
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{
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2011-07-23 01:13:11 +00:00
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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2009-06-09 17:48:22 +00:00
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public static readonly string PATH_DELIMITER = "/";
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/// <summary>
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/// Items that are contained in this folder
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/// </summary>
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public Dictionary<UUID, InventoryItemBase> Items = new Dictionary<UUID, InventoryItemBase>();
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/// <summary>
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/// Child folders that are contained in this folder
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/// </summary>
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protected Dictionary<UUID, InventoryFolderImpl> m_childFolders = new Dictionary<UUID, InventoryFolderImpl>();
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// Constructors
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public InventoryFolderImpl(InventoryFolderBase folderbase)
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{
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Owner = folderbase.Owner;
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ID = folderbase.ID;
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Name = folderbase.Name;
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ParentID = folderbase.ParentID;
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Type = folderbase.Type;
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Version = folderbase.Version;
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}
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public InventoryFolderImpl()
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{
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}
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/// <summary>
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/// Create a new subfolder.
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/// </summary>
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/// <param name="folderID"></param>
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/// <param name="folderName"></param>
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/// <param name="type"></param>
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/// <returns>The newly created subfolder. Returns null if the folder already exists</returns>
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public InventoryFolderImpl CreateChildFolder(UUID folderID, string folderName, ushort type)
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{
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lock (m_childFolders)
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{
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if (!m_childFolders.ContainsKey(folderID))
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{
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InventoryFolderImpl subFold = new InventoryFolderImpl();
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subFold.Name = folderName;
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subFold.ID = folderID;
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subFold.Type = (short)type;
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subFold.ParentID = this.ID;
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subFold.Owner = Owner;
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m_childFolders.Add(subFold.ID, subFold);
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return subFold;
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}
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}
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return null;
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}
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/// <summary>
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/// Add a folder that already exists.
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/// </summary>
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/// <param name="folder"></param>
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public void AddChildFolder(InventoryFolderImpl folder)
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{
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lock (m_childFolders)
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{
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folder.ParentID = ID;
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m_childFolders[folder.ID] = folder;
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}
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}
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/// <summary>
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/// Does this folder contain the given child folder?
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/// </summary>
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/// <param name="folderID"></param>
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/// <returns></returns>
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public bool ContainsChildFolder(UUID folderID)
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{
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return m_childFolders.ContainsKey(folderID);
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}
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/// <summary>
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/// Get a child folder
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/// </summary>
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/// <param name="folderID"></param>
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/// <returns>The folder if it exists, null if it doesn't</returns>
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public InventoryFolderImpl GetChildFolder(UUID folderID)
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{
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InventoryFolderImpl folder = null;
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lock (m_childFolders)
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{
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m_childFolders.TryGetValue(folderID, out folder);
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}
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return folder;
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}
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/// <summary>
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/// Removes the given child subfolder.
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/// </summary>
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/// <param name="folderID"></param>
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/// <returns>
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/// The folder removed, or null if the folder was not present.
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/// </returns>
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public InventoryFolderImpl RemoveChildFolder(UUID folderID)
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{
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InventoryFolderImpl removedFolder = null;
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lock (m_childFolders)
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{
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if (m_childFolders.ContainsKey(folderID))
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{
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removedFolder = m_childFolders[folderID];
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m_childFolders.Remove(folderID);
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}
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}
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return removedFolder;
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}
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/// <summary>
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/// Delete all the folders and items in this folder.
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/// </summary>
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public void Purge()
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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folder.Purge();
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}
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m_childFolders.Clear();
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Items.Clear();
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}
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/// <summary>
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/// Returns the item if it exists in this folder or in any of this folder's descendant folders
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/// </summary>
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/// <param name="itemID"></param>
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/// <returns>null if the item is not found</returns>
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public InventoryItemBase FindItem(UUID itemID)
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{
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lock (Items)
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{
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if (Items.ContainsKey(itemID))
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{
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return Items[itemID];
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}
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}
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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InventoryItemBase item = folder.FindItem(itemID);
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if (item != null)
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{
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return item;
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}
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}
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}
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return null;
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}
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public InventoryItemBase FindAsset(UUID assetID)
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{
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lock (Items)
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{
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foreach (InventoryItemBase item in Items.Values)
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{
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if (item.AssetID == assetID)
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return item;
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}
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}
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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InventoryItemBase item = folder.FindAsset(assetID);
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if (item != null)
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{
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return item;
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}
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}
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}
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return null;
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}
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/// <summary>
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/// Deletes an item if it exists in this folder or any children
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/// </summary>
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/// <param name="folderID"></param>
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/// <returns></returns>
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public bool DeleteItem(UUID itemID)
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{
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bool found = false;
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lock (Items)
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{
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if (Items.ContainsKey(itemID))
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{
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Items.Remove(itemID);
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return true;
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}
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}
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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found = folder.DeleteItem(itemID);
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if (found == true)
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{
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break;
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}
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}
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}
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return found;
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}
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/// <summary>
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/// Returns the folder requested if it is this folder or is a descendent of this folder. The search is depth
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/// first.
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/// </summary>
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/// <returns>The requested folder if it exists, null if it does not.</returns>
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public InventoryFolderImpl FindFolder(UUID folderID)
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{
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if (folderID == ID)
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return this;
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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InventoryFolderImpl returnFolder = folder.FindFolder(folderID);
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if (returnFolder != null)
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return returnFolder;
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}
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}
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return null;
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}
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/// <summary>
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/// Look through all child subfolders for a folder marked as one for a particular asset type, and return it.
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/// </summary>
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/// <param name="type"></param>
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/// <returns>Returns null if no such folder is found</returns>
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public InventoryFolderImpl FindFolderForType(int type)
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{
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl f in m_childFolders.Values)
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{
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if (f.Type == type)
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return f;
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}
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}
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return null;
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}
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/// <summary>
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/// Find a folder given a PATH_DELIMITER delimited path starting from this folder
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2009-09-30 16:00:09 +00:00
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/// </summary>
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2009-06-09 17:48:22 +00:00
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///
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/// This method does not handle paths that contain multiple delimitors
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///
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/// FIXME: We do not yet handle situations where folders have the same name. We could handle this by some
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/// XPath like expression
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///
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/// FIXME: Delimitors which occur in names themselves are not currently escapable.
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///
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/// <param name="path">
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2009-10-01 00:38:36 +00:00
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/// The path to the required folder.
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2009-06-09 17:48:22 +00:00
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/// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
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/// </param>
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/// <returns>null if the folder is not found</returns>
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public InventoryFolderImpl FindFolderByPath(string path)
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{
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if (path == string.Empty)
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return this;
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path = path.Trim();
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if (path == PATH_DELIMITER)
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return this;
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string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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if (folder.Name == components[0])
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if (components.Length > 1)
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return folder.FindFolderByPath(components[1]);
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else
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return folder;
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}
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}
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// We didn't find a folder with the given name
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return null;
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}
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/// <summary>
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/// Find an item given a PATH_DELIMITOR delimited path starting from this folder.
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///
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/// This method does not handle paths that contain multiple delimitors
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///
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/// FIXME: We do not yet handle situations where folders or items have the same name. We could handle this by some
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/// XPath like expression
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///
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/// FIXME: Delimitors which occur in names themselves are not currently escapable.
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/// </summary>
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/// <param name="path">
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/// The path to the required item.
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/// </param>
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/// <returns>null if the item is not found</returns>
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public InventoryItemBase FindItemByPath(string path)
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{
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string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
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if (components.Length == 1)
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{
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lock (Items)
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{
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foreach (InventoryItemBase item in Items.Values)
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{
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if (item.Name == components[0])
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return item;
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}
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}
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}
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else
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{
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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if (folder.Name == components[0])
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return folder.FindItemByPath(components[1]);
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}
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}
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}
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// We didn't find an item or intermediate folder with the given name
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return null;
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}
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/// <summary>
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/// Return a copy of the list of child items in this folder. The items themselves are the originals.
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/// </summary>
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public List<InventoryItemBase> RequestListOfItems()
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{
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List<InventoryItemBase> itemList = new List<InventoryItemBase>();
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lock (Items)
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{
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foreach (InventoryItemBase item in Items.Values)
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{
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2011-07-23 01:13:11 +00:00
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// m_log.DebugFormat(
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// "[INVENTORY FOLDER IMPL]: Returning item {0} {1}, OwnerPermissions {2:X}",
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// item.Name, item.ID, item.CurrentPermissions);
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2009-06-09 17:48:22 +00:00
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itemList.Add(item);
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}
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}
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//m_log.DebugFormat("[INVENTORY FOLDER IMPL]: Found {0} items", itemList.Count);
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return itemList;
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}
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/// <summary>
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/// Return a copy of the list of child folders in this folder. The folders themselves are the originals.
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/// </summary>
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public List<InventoryFolderBase> RequestListOfFolders()
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{
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List<InventoryFolderBase> folderList = new List<InventoryFolderBase>();
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lock (m_childFolders)
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{
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foreach (InventoryFolderBase folder in m_childFolders.Values)
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{
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folderList.Add(folder);
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}
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}
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return folderList;
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}
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public List<InventoryFolderImpl> RequestListOfFolderImpls()
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{
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List<InventoryFolderImpl> folderList = new List<InventoryFolderImpl>();
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lock (m_childFolders)
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{
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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folderList.Add(folder);
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}
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}
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return folderList;
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}
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/// <value>
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/// The total number of items in this folder and in the immediate child folders (though not from other
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/// descendants).
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/// </value>
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public int TotalCount
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{
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get
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{
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int total = Items.Count;
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foreach (InventoryFolderImpl folder in m_childFolders.Values)
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{
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total = total + folder.TotalCount;
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}
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return total;
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}
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}
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}
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}
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