OpenSimMirror/OpenSim/Region/CoreModules/Framework/Library/LocalInventoryService.cs

260 lines
10 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 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
* (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
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*/
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;
using OpenMetaverse;
using log4net;
namespace OpenSim.Region.CoreModules.Framework.Library
{
public class LocalInventoryService : IInventoryService
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private InventoryFolderImpl m_Library;
public LocalInventoryService(InventoryFolderImpl lib)
{
m_Library = lib;
}
/// <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) { return m_Library; }
/// <summary>
/// Gets everything (folders and items) inside a folder
/// </summary>
/// <param name="userId"></param>
/// <param name="folderID"></param>
/// <returns></returns>
public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
{
InventoryFolderImpl folder = null;
InventoryCollection inv = new InventoryCollection();
inv.OwnerID = m_Library.Owner;
if (folderID != m_Library.ID)
{
folder = m_Library.FindFolder(folderID);
if (folder == null)
{
inv.Folders = new List<InventoryFolderBase>();
inv.Items = new List<InventoryItemBase>();
return inv;
}
}
else
folder = m_Library;
inv.Folders = folder.RequestListOfFolders();
inv.Items = folder.RequestListOfItems();
m_log.DebugFormat("[LIBRARY MODULE]: Got content for folder {0}", folder.Name);
return inv;
}
public virtual InventoryCollection[] GetMultipleFoldersContent(UUID principalID, UUID[] folderIDs)
{
InventoryCollection[] invColl = new InventoryCollection[folderIDs.Length];
int i = 0;
foreach (UUID fid in folderIDs)
{
invColl[i++] = GetFolderContent(principalID, fid);
}
return invColl;
}
/// <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 bool AddFolder(InventoryFolderBase folder)
{
//m_log.DebugFormat("[LIBRARY MODULE]: Adding folder {0} ({1}) to {2}", folder.Name, folder.ID, folder.ParentID);
InventoryFolderImpl parent = m_Library;
if (m_Library.ID != folder.ParentID)
parent = m_Library.FindFolder(folder.ParentID);
if (parent == null)
{
m_log.DebugFormat("[LIBRARY MODULE]: could not add folder {0} because parent folder {1} not found", folder.Name, folder.ParentID);
return false;
}
parent.CreateChildFolder(folder.ID, folder.Name, (ushort)folder.Type);
return true;
}
/// <summary>
/// Add a new item to the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully added</returns>
public bool AddItem(InventoryItemBase item)
{
//m_log.DebugFormat("[LIBRARY MODULE]: Adding item {0} to {1}", item.Name, item.Folder);
InventoryFolderImpl folder = m_Library;
if (m_Library.ID != item.Folder)
folder = m_Library.FindFolder(item.Folder);
if (folder == null)
{
m_log.DebugFormat("[LIBRARY MODULE]: could not add item {0} because folder {1} not found", item.Name, item.Folder);
return false;
}
folder.Items.Add(item.ID, item);
return true;
}
public bool CreateUserInventory(UUID user) { return false; }
/// <summary>
/// Gets the skeleton of the inventory -- folders only
/// </summary>
/// <param name="userId"></param>
/// <returns></returns>
public List<InventoryFolderBase> GetInventorySkeleton(UUID userId) { return null; }
/// <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 null; }
/// <summary>
/// Gets the items inside a folder
/// </summary>
/// <param name="userID"></param>
/// <param name="folderID"></param>
/// <returns></returns>
public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID) { return null; }
/// <summary>
/// Update a folder in the user's inventory
/// </summary>
/// <param name="folder"></param>
/// <returns>true if the folder was successfully updated</returns>
public bool UpdateFolder(InventoryFolderBase folder) { return false; }
/// <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 bool MoveFolder(InventoryFolderBase folder) { return false; }
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
//bool DeleteItem(InventoryItemBase item);
public bool DeleteFolders(UUID userID, List<UUID> folderIDs) { return false; }
/// <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 bool PurgeFolder(InventoryFolderBase folder) { return false; }
/// <summary>
/// Update an item in the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully updated</returns>
public bool UpdateItem(InventoryItemBase item) { return false; }
public bool MoveItems(UUID ownerID, List<InventoryItemBase> items) { return false; }
/// <summary>
/// Delete an item from the user's inventory
/// </summary>
/// <param name="item"></param>
/// <returns>true if the item was successfully deleted</returns>
//bool DeleteItem(InventoryItemBase item);
public bool DeleteItems(UUID userID, List<UUID> itemIDs) { return false; }
/// <summary>
/// Get an item, given by its UUID
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public InventoryItemBase GetItem(InventoryItemBase item) { return null; }
/// <summary>
/// Get a folder, given by its UUID
/// </summary>
/// <param name="folder"></param>
/// <returns></returns>
public InventoryFolderBase GetFolder(InventoryFolderBase folder) { return null; }
/// <summary>
/// Does the given user have an inventory structure?
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public bool HasInventoryForUser(UUID userID) { return false; }
/// <summary>
/// Get the active gestures of the agent.
/// </summary>
/// <param name="userId"></param>
/// <returns></returns>
public List<InventoryItemBase> GetActiveGestures(UUID userId) { return null; }
/// <summary>
/// Get the union of permissions of all inventory items
/// that hold the given assetID.
/// </summary>
/// <param name="userID"></param>
/// <param name="assetID"></param>
/// <returns>The permissions or 0 if no such asset is found in
/// the user's inventory</returns>
public int GetAssetPermissions(UUID userID, UUID assetID) { return 0; }
}
}