125 lines
4.8 KiB
C#
125 lines
4.8 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 OpenSim 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.Collections.Generic;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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namespace OpenSim.Region.Communications.Local
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{
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/// <summary>
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/// An implementation of user inventory where the inventory is held locally (e.g. when OpenSim is
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/// operating in standalone mode.
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/// </summary>
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public class LocalInventoryService : InventoryServiceBase
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{
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public override void RequestInventoryForUser(LLUUID userID, InventoryFolderInfo folderCallBack,
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InventoryItemInfo itemCallBack)
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{
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List<InventoryFolderBase> folders = GetInventorySkeleton(userID);
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InventoryFolderImpl rootFolder = null;
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//need to make sure we send root folder first
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foreach (InventoryFolderBase folder in folders)
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{
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if (folder.parentID == LLUUID.Zero)
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{
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rootFolder = RequestInventoryFolder(userID, folder, folderCallBack, itemCallBack);
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}
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}
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if (rootFolder != null)
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{
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foreach (InventoryFolderBase folder in folders)
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{
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if (folder.folderID != rootFolder.folderID)
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{
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RequestInventoryFolder(userID, folder, folderCallBack, itemCallBack);
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}
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}
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}
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}
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public override void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder)
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{
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AddFolder(folder);
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}
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public override void MoveExistingInventoryFolder(InventoryFolderBase folder)
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{
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MoveFolder(folder);
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}
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public override void AddNewInventoryItem(LLUUID userID, InventoryItemBase item)
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{
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AddItem(item);
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}
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public override void DeleteInventoryItem(LLUUID userID, InventoryItemBase item)
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{
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DeleteItem(item);
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}
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public override bool HasInventoryForUser(LLUUID userID)
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{
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InventoryFolderBase root = RequestRootFolder(userID);
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if (root == null)
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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/// <summary>
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/// Send the given inventory folder and its item contents back to the requester.
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="folder"></param>
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private InventoryFolderImpl RequestInventoryFolder(LLUUID userID, InventoryFolderBase folder,
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InventoryFolderInfo folderCallBack,
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InventoryItemInfo itemCallBack)
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{
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InventoryFolderImpl newFolder = new InventoryFolderImpl(folder);
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folderCallBack(userID, newFolder);
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List<InventoryItemBase> items = RequestFolderItems(newFolder.folderID);
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foreach (InventoryItemBase item in items)
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{
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itemCallBack(userID, item);
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}
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return newFolder;
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}
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}
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}
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