OpenSimMirror/OpenSim/Grid/InventoryServer/GridInventoryService.cs

138 lines
5.0 KiB
C#

/*
* 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 System.Text;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using libsecondlife;
namespace OpenSim.Grid.InventoryServer
{
public class GridInventoryService : InventoryServiceBase
{
public override void RequestInventoryForUser(LLUUID userID, InventoryFolderInfo folderCallBack,
InventoryItemInfo itemCallBack)
{
}
private bool TryGetUsersInventory(LLUUID userID, out List<InventoryFolderBase> folderList, out List<InventoryItemBase> itemsList)
{
List<InventoryFolderBase> folders = RequestFirstLevelFolders(userID);
List<InventoryItemBase> allItems = new List<InventoryItemBase>();
if (folders != null)
{
foreach (InventoryFolderBase folder in folders)
{
List<InventoryItemBase> items = RequestFolderItems(folder.folderID);
if (items != null)
{
allItems.InsertRange(0, items);
}
}
}
folderList = folders;
itemsList = allItems;
if (folderList != null)
{
return true;
}
else
{
return false;
}
}
public InventoryCollection GetUserInventory(Guid rawUserID)
{
Console.WriteLine("Request for Inventory for " + rawUserID.ToString());
LLUUID userID = new LLUUID(rawUserID);
InventoryCollection invCollection = new InventoryCollection();
List<InventoryFolderBase> folders;
List<InventoryItemBase> allItems;
if (TryGetUsersInventory(userID, out folders, out allItems))
{
invCollection.AllItems = allItems;
invCollection.Folders = folders;
invCollection.UserID = userID;
}
return invCollection;
}
public bool CreateUsersInventory(Guid rawUserID)
{
LLUUID userID = new LLUUID(rawUserID);
Console.WriteLine("Creating New Set of Inventory Folders for " + userID.ToStringHyphenated());
CreateNewUserInventory(userID);
return true;
}
public override void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder)
{
AddFolder(folder);
}
public override void AddNewInventoryItem(LLUUID userID, InventoryItemBase item)
{
AddItem(item);
}
public bool AddInventoryFolder( InventoryFolderBase folder)
{
Console.WriteLine("creating new folder for " + folder.agentID.ToString());
AddNewInventoryFolder(folder.agentID, folder);
return true;
}
public bool AddInventoryItem( InventoryItemBase item)
{
Console.WriteLine("creating new item for " + item.avatarID.ToString());
AddNewInventoryItem(item.avatarID, item);
return true;
}
public override void DeleteInventoryItem(LLUUID userID, InventoryItemBase item)
{
DeleteItem(item);
}
public bool DeleteInvItem( InventoryItemBase item)
{
DeleteInventoryItem(item.avatarID, item);
return true;
}
}
}