216 lines
7.5 KiB
C#
216 lines
7.5 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;
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using System.Collections.Generic;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
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{
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public class SOPObjectInventory : IObjectInventory
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{
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TaskInventoryDictionary m_privateInventory; /// OpenSim's task inventory
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Dictionary<UUID, IInventoryItem> m_publicInventory; /// MRM's inventory
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Scene m_rootScene;
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public SOPObjectInventory(Scene rootScene, TaskInventoryDictionary taskInventory)
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{
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m_rootScene = rootScene;
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m_privateInventory = taskInventory;
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m_publicInventory = new Dictionary<UUID, IInventoryItem>();
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}
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/// <summary>
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/// Fully populate the public dictionary with the contents of the private dictionary
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/// </summary>
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/// <description>
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/// This will only convert those items which hasn't already been converted. ensuring that
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/// no items are converted twice, and that any references already in use are maintained.
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/// </description>
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private void SynchronizeDictionaries()
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{
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foreach (TaskInventoryItem privateItem in m_privateInventory.Values)
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if (!m_publicInventory.ContainsKey(privateItem.ItemID))
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m_publicInventory.Add(privateItem.ItemID, new InventoryItem(m_rootScene, privateItem));
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}
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#region IDictionary<UUID, IInventoryItem> implementation
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public void Add (UUID key, IInventoryItem value)
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{
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m_publicInventory.Add(key, value);
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m_privateInventory.Add(key, InventoryItem.FromInterface(value).ToTaskInventoryItem());
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}
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public bool ContainsKey (UUID key)
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{
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return m_privateInventory.ContainsKey(key);
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}
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public bool Remove (UUID key)
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{
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m_publicInventory.Remove(key);
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return m_privateInventory.Remove(key);
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}
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public bool TryGetValue (UUID key, out IInventoryItem value)
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{
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value = null;
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bool result = false;
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if (!m_publicInventory.TryGetValue(key, out value))
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{
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// wasn't found in the public inventory
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TaskInventoryItem privateItem;
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result = m_privateInventory.TryGetValue(key, out privateItem);
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if (result)
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{
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value = new InventoryItem(m_rootScene, privateItem);
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m_publicInventory.Add(key, value); // add item, so we don't convert again
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}
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} else
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return true;
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return result;
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}
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public ICollection<UUID> Keys {
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get {
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return m_privateInventory.Keys;
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}
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}
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public ICollection<IInventoryItem> Values {
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get {
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SynchronizeDictionaries();
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return m_publicInventory.Values;
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}
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}
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#endregion
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#region IEnumerable<KeyValuePair<UUID, IInventoryItem>> implementation
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public IEnumerator<KeyValuePair<UUID, IInventoryItem>> GetEnumerator ()
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{
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SynchronizeDictionaries();
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return m_publicInventory.GetEnumerator();
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}
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#endregion
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#region IEnumerable implementation
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IEnumerator IEnumerable.GetEnumerator ()
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{
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SynchronizeDictionaries();
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return m_publicInventory.GetEnumerator();
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}
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#endregion
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#region ICollection<KeyValuePair<UUID, IInventoryItem>> implementation
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public void Add (KeyValuePair<UUID, IInventoryItem> item)
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{
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Add(item.Key, item.Value);
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}
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public void Clear ()
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{
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m_publicInventory.Clear();
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m_privateInventory.Clear();
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}
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public bool Contains (KeyValuePair<UUID, IInventoryItem> item)
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{
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return m_privateInventory.ContainsKey(item.Key);
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}
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public void CopyTo (KeyValuePair<UUID, IInventoryItem>[] array, int arrayIndex)
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{
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throw new NotImplementedException();
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}
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public bool Remove (KeyValuePair<UUID, IInventoryItem> item)
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{
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return Remove(item.Key);
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}
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public int Count {
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get {
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return m_privateInventory.Count;
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}
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}
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public bool IsReadOnly {
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get {
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return false;
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}
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}
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#endregion
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#region Explicit implementations
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IInventoryItem System.Collections.Generic.IDictionary<UUID, IInventoryItem>.this[UUID key]
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{
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get {
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IInventoryItem result;
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if (TryGetValue(key, out result))
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return result;
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else
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throw new KeyNotFoundException("[MRM] The requrested item ID could not be found");
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}
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set {
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m_publicInventory[key] = value;
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m_privateInventory[key] = InventoryItem.FromInterface(value).ToTaskInventoryItem();
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}
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}
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void System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<UUID, IInventoryItem>>.CopyTo(System.Collections.Generic.KeyValuePair<UUID,IInventoryItem>[] array, int offset)
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{
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throw new NotImplementedException();
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}
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#endregion
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public IInventoryItem this[string name]
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{
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get {
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foreach (TaskInventoryItem i in m_privateInventory.Values)
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if (i.Name == name)
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{
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if (!m_publicInventory.ContainsKey(i.ItemID))
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m_publicInventory.Add(i.ItemID, new InventoryItem(m_rootScene, i));
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return m_publicInventory[i.ItemID];
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}
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throw new KeyNotFoundException();
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}
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}
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}
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}
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