* refactor: Establish an IEntityInventory interface for SceneObjectPartInventory.cs and expose that from SceneObjectPart rather than the original object

0.6.1-post-fixes
Justin Clarke Casey 2008-11-25 16:47:50 +00:00
parent de052c48d1
commit 6caebb6c93
3 changed files with 225 additions and 2 deletions

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@ -0,0 +1,223 @@
/*
* 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:
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* 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 OpenSim 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Interfaces;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes.Scripting;
namespace OpenSim.Region.Environment.Scenes
{
/// <summary>
/// Interface to an entity's (SceneObjectPart's) inventory
/// </summary>
///
/// This is not a finished 1.0 candidate interface
public interface IEntityInventory
{
/// <value>
/// Inventory serial number
/// </value>
uint Serial
{
get;
set;
}
/// <value>
/// Raw inventory data
/// </value>
TaskInventoryDictionary Items
{
get;
set;
}
/// <summary>
/// Force the task inventory of this prim to persist at the next update sweep
/// </summary>
void ForceInventoryPersistence();
/// <summary>
/// Reset UUIDs for all the items in the prim's inventory. This involves either generating
/// new ones or setting existing UUIDs to the correct parent UUIDs.
///
/// If this method is called and there are inventory items, then we regard the inventory as having changed.
/// </summary>
/// <param name="linkNum">Link number for the part</param>
void ResetInventoryIDs();
/// <summary>
/// Change every item in this inventory to a new owner.
/// </summary>
/// <param name="ownerId"></param>
void ChangeInventoryOwner(UUID ownerId);
/// <summary>
/// Change every item in this inventory to a new group.
/// </summary>
/// <param name="groupID"></param>
void ChangeInventoryGroup(UUID groupID);
/// <summary>
/// Start all the scripts contained in this entity's inventory
/// </summary>
void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
/// <summary>
/// Stop all the scripts in this entity.
/// </summary>
void RemoveScriptInstances();
/// <summary>
/// Start a script which is in this entity's inventory.
/// </summary>
/// <param name="item"></param>
/// <param name="postOnRez"></param>
/// <param name="engine"></param>
/// <param name="stateSource"></param>
void CreateScriptInstance(
TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource);
/// <summary>
/// Start a script which is in this entity's inventory.
/// </summary>
/// <param name="itemId"></param>
/// <param name="startParam"></param>
/// <param name="postOnRez"></param>
/// <param name="engine"></param>
/// <param name="stateSource"></param>
void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
/// <summary>
/// Stop a script which is in this prim's inventory.
/// </summary>
/// <param name="itemId"></param>
void RemoveScriptInstance(UUID itemId);
/// <summary>
/// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
/// name is chosen.
/// </summary>
/// <param name="item"></param>
void AddInventoryItem(TaskInventoryItem item, bool allowedDrop);
/// <summary>
/// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced.
/// </summary>
/// <param name="item"></param>
void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop);
/// <summary>
/// Restore a whole collection of items to the entity's inventory at once.
/// We assume that the items already have all their fields correctly filled out.
/// The items are not flagged for persistence to the database, since they are being restored
/// from persistence rather than being newly added.
/// </summary>
/// <param name="items"></param>
void RestoreInventoryItems(ICollection<TaskInventoryItem> items);
/// <summary>
/// Returns an existing inventory item. Returns the original, so any changes will be live.
/// </summary>
/// <param name="itemID"></param>
/// <returns>null if the item does not exist</returns>
TaskInventoryItem GetInventoryItem(UUID itemId);
/// <summary>
/// Update an existing inventory item.
/// </summary>
/// <param name="item">The updated item. An item with the same id must already exist
/// in this prim's inventory.</param>
/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
bool UpdateInventoryItem(TaskInventoryItem item);
/// <summary>
/// Remove an item from this entity's inventory
/// </summary>
/// <param name="itemID"></param>
/// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
/// in this prim's inventory.</returns>
int RemoveInventoryItem(UUID itemID);
/// <summary>
/// Return the name with which a client can request a xfer of this prim's inventory metadata
/// </summary>
string GetInventoryFileName();
bool GetInventoryFileName(IClientAPI client, uint localID);
/// <summary>
/// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
/// </summary>
/// <param name="xferManager"></param>
void RequestInventoryFile(IClientAPI client, IXfer xferManager);
/// <summary>
/// Backup the inventory to the given data store
/// </summary>
/// <param name="datastore"></param>
void ProcessInventoryBackup(IRegionDataStore datastore);
uint MaskEffectivePermissions();
void ApplyNextOwnerPermissions();
void ApplyGodPermissions(uint perms);
/// <summary>
/// Returns true if this inventory contains any scripts
/// </summary></returns>
bool ContainsScripts();
/// <summary>
/// Get the uuids of all items in this inventory
/// </summary>
/// <returns></returns>
List<UUID> GetInventoryList();
/// <summary>
/// Get the names of the assemblies associated with scripts in this inventory.
/// </summary>
/// <returns></returns>
string[] GetScriptAssemblies();
/// <summary>
/// Get the xml representing the saved states of scripts in this inventory.
/// </summary>
/// <returns>
/// A <see cref="Dictionary`2"/>
/// </returns>
Dictionary<UUID, string> GetScriptStates();
}
}

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@ -147,7 +147,7 @@ namespace OpenSim.Region.Environment.Scenes
/// This part's inventory
/// </summary>
[XmlIgnore]
public readonly SceneObjectPartInventory Inventory;
public readonly IEntityInventory Inventory;
[XmlIgnore]
public bool Undoing = false;

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@ -38,7 +38,7 @@ using OpenSim.Region.Environment.Scenes.Scripting;
namespace OpenSim.Region.Environment.Scenes
{
public class SceneObjectPartInventory
public class SceneObjectPartInventory : IEntityInventory
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);