OpenSimMirror/OpenSim/Framework/InventoryFolderImpl.cs

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