223 lines
9.6 KiB
C#
223 lines
9.6 KiB
C#
/*
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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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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Tests.Common
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{
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/// <summary>
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/// Utility functions for carrying out user inventory tests.
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/// </summary>
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public static class UserInventoryHelpers
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{
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public static readonly string PATH_DELIMITER = "/";
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/// <summary>
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/// Creates a notecard in the objects folder and specify an item id.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="itemName"></param>
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/// <param name="itemId"></param>
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/// <param name="userId"></param>
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/// <returns></returns>
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public static InventoryItemBase CreateInventoryItem(Scene scene, string itemName, UUID userId)
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{
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return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, InventoryType.Notecard);
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}
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/// <summary>
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/// Creates an item of the given type with an accompanying asset.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="itemName"></param>
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/// <param name="itemId"></param>
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/// <param name="userId"></param>
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/// <param name="type">Type of item to create</param>
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/// <returns></returns>
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public static InventoryItemBase CreateInventoryItem(
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Scene scene, string itemName, UUID userId, InventoryType type)
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{
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return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, type);
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}
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/// <summary>
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/// Creates a notecard in the objects folder and specify an item id.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="itemName"></param>
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/// <param name="itemId"></param>
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/// <param name="assetId"></param>
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/// <param name="userId"></param>
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/// <param name="type">Type of item to create</param>
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/// <returns></returns>
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public static InventoryItemBase CreateInventoryItem(
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Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType type)
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{
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AssetBase asset = null;
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if (type == InventoryType.Notecard)
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asset = AssetHelpers.CreateNotecardAsset(scene, userId);
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else if (type == InventoryType.Object)
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asset = AssetHelpers.CreateAsset(assetId, SceneHelpers.CreateSceneObject(1, userId));
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else
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throw new Exception(string.Format("Inventory type {0} not supported", type));
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scene.AssetService.Store(asset);
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InventoryItemBase item = new InventoryItemBase();
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item.Name = itemName;
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item.AssetID = asset.FullID;
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item.ID = itemId;
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item.Owner = userId;
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item.AssetType = asset.Type;
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item.InvType = (int)type;
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InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, AssetType.Notecard);
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item.Folder = folder.ID;
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scene.AddInventoryItem(item);
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return item;
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}
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/// <summary>
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/// Create inventory folders starting from the user's root folder.
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/// </summary>
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///
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/// Ignores any existing folders with the same name
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///
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/// <param name="inventoryService"></param>
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/// <param name="userId"></param>
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/// <param name="path">
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/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
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/// </param>
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/// <returns>
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/// The folder created. If the path contains multiple folders then the last one created is returned.
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/// Will return null if the root folder could not be found.
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/// </returns>
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public static InventoryFolderBase CreateInventoryFolder(
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IInventoryService inventoryService, UUID userId, string path)
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{
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InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);
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if (null == rootFolder)
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return null;
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return CreateInventoryFolder(inventoryService, rootFolder, path);
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}
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/// <summary>
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/// Create inventory folders starting from a given parent folder
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/// </summary>
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///
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/// Ignores any existing folders with the same name
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///
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/// <param name="inventoryService"></param>
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/// <param name="parentFolder"></param>
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/// <param name="path">
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/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
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/// </param>
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/// <returns>
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/// The folder created. If the path contains multiple folders then the last one created is returned.
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/// </returns>
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public static InventoryFolderBase CreateInventoryFolder(
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IInventoryService inventoryService, InventoryFolderBase parentFolder, 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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InventoryFolderBase newFolder
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= new InventoryFolderBase(UUID.Random(), components[0], parentFolder.Owner, parentFolder.ID);
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inventoryService.AddFolder(newFolder);
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if (components.Length > 1)
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return CreateInventoryFolder(inventoryService, newFolder, components[1]);
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else
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return newFolder;
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}
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/// <summary>
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/// Get the inventory folder that matches the path name. If there are multiple folders then only the first
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/// is returned.
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/// </summary>
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/// <param name="inventoryService"></param>
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/// <param name="userId"></param>
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/// <param name="path"></param>
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/// <returns>null if no folder matching the path was found</returns>
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public static InventoryFolderBase GetInventoryFolder(IInventoryService inventoryService, UUID userId, string path)
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{
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List<InventoryFolderBase> folders = GetInventoryFolders(inventoryService, userId, path);
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if (folders.Count != 0)
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return folders[0];
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else
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return null;
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}
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/// <summary>
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/// Get the inventory folders that match the path name.
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/// </summary>
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/// <param name="inventoryService"></param>
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/// <param name="userId"></param>
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/// <param name="path"></param>
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/// <returns>An empty list if no matching folders were found</returns>
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public static List<InventoryFolderBase> GetInventoryFolders(IInventoryService inventoryService, UUID userId, string path)
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{
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return InventoryArchiveUtils.FindFolderByPath(inventoryService, userId, path);
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}
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/// <summary>
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/// Get the inventory item that matches the path name. If there are multiple items then only the first
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/// is returned.
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/// </summary>
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/// <param name="inventoryService"></param>
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/// <param name="userId"></param>
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/// <param name="path"></param>
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/// <returns>null if no item matching the path was found</returns>
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public static InventoryItemBase GetInventoryItem(IInventoryService inventoryService, UUID userId, string path)
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{
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return InventoryArchiveUtils.FindItemByPath(inventoryService, userId, path);
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}
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/// <summary>
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/// Get the inventory items that match the path name.
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/// </summary>
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/// <param name="inventoryService"></param>
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/// <param name="userId"></param>
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/// <param name="path"></param>
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/// <returns>An empty list if no matching items were found.</returns>
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public static List<InventoryItemBase> GetInventoryItems(IInventoryService inventoryService, UUID userId, string path)
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{
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return InventoryArchiveUtils.FindItemsByPath(inventoryService, userId, path);
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}
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}
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} |