OpenSimMirror/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/BaseInventoryConnector.cs

224 lines
8.6 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:
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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 OpenSimulator 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
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using System;
using System.Collections.Generic;
using OpenMetaverse;
using Nini.Config;
using log4net;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
{
public abstract class BaseInventoryConnector : IInventoryService
{
protected static InventoryCache m_cache;
private static bool m_Initialized;
protected virtual void Init(IConfigSource source)
{
if (!m_Initialized)
{
m_cache = new InventoryCache();
m_cache.Init(source, this);
m_Initialized = true;
}
}
/// <summary>
/// Create the entire inventory for a given user
/// </summary>
/// <param name="user"></param>
/// <returns></returns>
public abstract bool CreateUserInventory(UUID user);
/// <summary>
/// Gets the skeleton of the inventory -- folders only
/// </summary>
/// <param name="userId"></param>
/// <returns></returns>
public abstract List<InventoryFolderBase> GetInventorySkeleton(UUID userId);
/// <summary>
/// Synchronous inventory fetch.
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public abstract InventoryCollection GetUserInventory(UUID userID);
/// <summary>
/// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
/// inventory has been received
/// </summary>
/// <param name="userID"></param>
/// <param name="callback"></param>
public abstract void GetUserInventory(UUID userID, InventoryReceiptCallback callback);
/// <summary>
/// Retrieve the root inventory folder for the given user.
/// </summary>
/// <param name="userID"></param>
/// <returns>null if no root folder was found</returns>
public InventoryFolderBase GetRootFolder(UUID userID)
{
// Root folder is here as system type Folder.
return m_cache.GetFolderForType(userID, AssetType.Folder);
}
public abstract Dictionary<AssetType, InventoryFolderBase> GetSystemFolders(UUID userID);
/// <summary>
/// Gets the user folder for the given folder-type
/// </summary>
/// <param name="userID"></param>
/// <param name="type"></param>
/// <returns></returns>
public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
{
return m_cache.GetFolderForType(userID, type);
}
/// <summary>
/// Gets everything (folders and items) inside a folder
/// </summary>
/// <param name="userId"></param>
/// <param name="folderID"></param>
/// <returns></returns>
public abstract InventoryCollection GetFolderContent(UUID userID, UUID folderID);
/// <summary>
/// Gets the items inside a folder
/// </summary>
/// <param name="userID"></param>
/// <param name="folderID"></param>
/// <returns></returns>
public abstract List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID);
/// <summary>
/// Add a new folder to the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully added</returns>
public abstract bool AddFolder(InventoryFolderBase folder);
/// <summary>
/// Update a folder in the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully updated</returns>
public abstract bool UpdateFolder(InventoryFolderBase folder);
/// <summary>
/// Move an inventory folder to a new location
/// </summary>
/// <param name="folder">A folder containing the details of the new location</param>
/// <returns>true if the folder was successfully moved</returns>
public abstract bool MoveFolder(InventoryFolderBase folder);
/// <summary>
/// Delete a list of inventory folders (from trash)
/// </summary>
public abstract bool DeleteFolders(UUID ownerID, List<UUID> folderIDs);
/// <summary>
/// Purge an inventory folder of all its items and subfolders.
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully purged</returns>
public abstract bool PurgeFolder(InventoryFolderBase folder);
/// <summary>
/// Add a new item to the user's inventory.
/// If the given item has to parent folder, it tries to find the most
/// suitable folder for it.
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully added</returns>
public bool AddItem(InventoryItemBase item)
{
if (item == null)
return false;
if (item.Folder == UUID.Zero)
{
InventoryFolderBase f = GetFolderForType(item.Owner, (AssetType)item.AssetType);
if (f != null)
item.Folder = f.ID;
else
{
f = GetRootFolder(item.Owner);
if (f != null)
item.Folder = f.ID;
else
return false;
}
}
return AddItemPlain(item);
}
protected abstract bool AddItemPlain(InventoryItemBase item);
/// <summary>
/// Update an item in the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully updated</returns>
public abstract bool UpdateItem(InventoryItemBase item);
public abstract bool MoveItems(UUID ownerID, List<InventoryItemBase> items);
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
public abstract bool DeleteItems(UUID ownerID, List<UUID> itemIDs);
public abstract InventoryItemBase GetItem(InventoryItemBase item);
public abstract InventoryFolderBase GetFolder(InventoryFolderBase folder);
/// <summary>
/// Does the given user have an inventory structure?
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public abstract bool HasInventoryForUser(UUID userID);
/// <summary>
/// Get the active gestures of the agent.
/// </summary>
/// <param name="userId"></param>
/// <returns></returns>
public abstract List<InventoryItemBase> GetActiveGestures(UUID userId);
public abstract int GetAssetPermissions(UUID userID, UUID assetID);
}
}