* minor: Remove crusty old unused agent inventory classes

0.6.0-stable
Justin Clarke Casey 2008-06-23 18:13:04 +00:00
parent de24380233
commit ac46c89c89
2 changed files with 3 additions and 256 deletions

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@ -1,256 +0,0 @@
/*
* 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 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
* 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 libsecondlife;
using libsecondlife.Packets;
namespace OpenSim.Framework
{
public class AgentInventory
{
//Holds the local copy of Inventory info for a agent
public LLUUID AgentID;
public Dictionary<LLUUID, InventoryFolder> InventoryFolders;
public Dictionary<LLUUID, InventoryItem> InventoryItems;
public InventoryFolder InventoryRoot;
public int LastCached; //maybe used by opensim app, time this was last stored/compared to user server
public AvatarWearable[] Wearables;
public AgentInventory()
{
InventoryFolders = new Dictionary<LLUUID, InventoryFolder>();
InventoryItems = new Dictionary<LLUUID, InventoryItem>();
Initialise();
}
public virtual void Initialise()
{
Wearables = new AvatarWearable[13];
for (int i = 0; i < 13; i++)
{
Wearables[i] = new AvatarWearable();
}
}
public bool CreateNewFolder(LLUUID folderID, ushort type)
{
InventoryFolder Folder = new InventoryFolder();
Folder.FolderID = folderID;
Folder.OwnerID = AgentID;
Folder.DefaultType = type;
InventoryFolders.Add(Folder.FolderID, Folder);
return (true);
}
public void CreateRootFolder(LLUUID newAgentID)
{
AgentID = newAgentID;
InventoryRoot = new InventoryFolder();
InventoryRoot.FolderID = LLUUID.Random();
InventoryRoot.ParentID = LLUUID.Zero;
InventoryRoot.Version = 1;
InventoryRoot.DefaultType = 8;
InventoryRoot.OwnerID = AgentID;
InventoryRoot.FolderName = "My Inventory";
InventoryFolders.Add(InventoryRoot.FolderID, InventoryRoot);
InventoryRoot.OwnerID = AgentID;
}
public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName)
{
InventoryFolder Folder = new InventoryFolder();
Folder.FolderID = folderID;
Folder.OwnerID = AgentID;
Folder.DefaultType = type;
Folder.FolderName = folderName;
InventoryFolders.Add(Folder.FolderID, Folder);
return (true);
}
public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName, LLUUID parentID)
{
if (!InventoryFolders.ContainsKey(folderID))
{
System.Console.WriteLine("creating new folder called " + folderName + " in agents inventory");
InventoryFolder Folder = new InventoryFolder();
Folder.FolderID = folderID;
Folder.OwnerID = AgentID;
Folder.DefaultType = type;
Folder.FolderName = folderName;
Folder.ParentID = parentID;
InventoryFolders.Add(Folder.FolderID, Folder);
}
return (true);
}
public bool HasFolder(LLUUID folderID)
{
if (InventoryFolders.ContainsKey(folderID))
{
return true;
}
return false;
}
public LLUUID GetFolderID(string folderName)
{
foreach (InventoryFolder inv in InventoryFolders.Values)
{
if (inv.FolderName == folderName)
{
return inv.FolderID;
}
}
return LLUUID.Zero;
}
public bool UpdateItemAsset(LLUUID itemID, AssetBase asset)
{
if (InventoryItems.ContainsKey(itemID))
{
InventoryItem Item = InventoryItems[itemID];
Item.AssetID = asset.FullID;
System.Console.WriteLine("updated inventory item " + itemID.ToString() +
" so it now is set to asset " + asset.FullID.ToString());
//TODO need to update the rest of the info
}
return true;
}
public bool UpdateItemDetails(LLUUID itemID, UpdateInventoryItemPacket.InventoryDataBlock packet)
{
System.Console.WriteLine("updating inventory item details");
if (InventoryItems.ContainsKey(itemID))
{
System.Console.WriteLine("changing name to " + Util.FieldToString(packet.Name));
InventoryItem Item = InventoryItems[itemID];
Item.Name = Util.FieldToString(packet.Name);
System.Console.WriteLine("updated inventory item " + itemID.ToString());
//TODO need to update the rest of the info
}
return true;
}
// FIXME: Unused, pending possible cleanup for this whole class.
// public LLUUID AddToInventory(LLUUID folderID, AssetBase asset)
// {
// if (InventoryFolders.ContainsKey(folderID))
// {
// LLUUID NewItemID = LLUUID.Random();
//
// InventoryItem Item = new InventoryItem();
// Item.FolderID = folderID;
// Item.OwnerID = AgentID;
// Item.AssetID = asset.FullID;
// Item.ItemID = NewItemID;
// Item.Type = asset.Type;
// Item.Name = asset.Name;
// Item.Description = asset.Description;
// Item.InvType = asset.InvType;
// InventoryItems.Add(Item.ItemID, Item);
// InventoryFolder Folder = InventoryFolders[Item.FolderID];
// Folder.Items.Add(Item);
// return (Item.ItemID);
// }
// else
// {
// return (null);
// }
// }
public bool DeleteFromInventory(LLUUID itemID)
{
bool res = false;
if (InventoryItems.ContainsKey(itemID))
{
InventoryItem item = InventoryItems[itemID];
InventoryItems.Remove(itemID);
foreach (InventoryFolder fold in InventoryFolders.Values)
{
if (fold.Items.Contains(item))
{
fold.Items.Remove(item);
break;
}
}
res = true;
}
return res;
}
}
public class InventoryFolder
{
//public List<InventoryFolder> Subfolders;
public ushort DefaultType;
public LLUUID FolderID;
public string FolderName;
public List<InventoryItem> Items;
public LLUUID OwnerID;
public LLUUID ParentID = LLUUID.Zero;
public ushort Version;
public InventoryFolder()
{
Items = new List<InventoryItem>();
//Subfolders = new List<InventoryFolder>();
}
}
public class InventoryItem
{
public LLUUID AssetID;
public LLUUID CreatorID;
public string Description;
public LLUUID FolderID;
public sbyte InvType;
public LLUUID ItemID;
public string Name = String.Empty;
public LLUUID OwnerID;
public sbyte Type;
public InventoryItem()
{
CreatorID = LLUUID.Zero;
}
public string ExportString()
{
string typ = "notecard";
string result = String.Empty;
result += "\tinv_object\t0\n\t{\n";
result += "\t\tobj_id\t%s\n";
result += "\t\tparent_id\t" + ItemID.ToString() + "\n";
result += "\t\ttype\t" + typ + "\n";
result += "\t\tname\t" + Name + "|\n";
result += "\t}\n";
return result;
}
}
}

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@ -76,6 +76,9 @@ namespace OpenSim.Framework
set { _type = value; }
}
/// <summary>
/// PLEASE DON'T USE ME. I'm probably going away soon.
/// </summary>
public virtual sbyte InvType
{
get { return _invtype; }