OpenSimMirror/OpenSim/Region/OptionalModules/Scripting/Minimodule/SOPObjectInventory.cs

216 lines
7.7 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
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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*/
using System;
using System.Collections;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenMetaverse;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
{
public class SOPObjectInventory : IObjectInventory
{
TaskInventoryDictionary m_privateInventory; /// OpenSim's task inventory
Dictionary<UUID, IInventoryItem> m_publicInventory; /// MRM's inventory
Scene m_rootScene;
public SOPObjectInventory(Scene rootScene, TaskInventoryDictionary taskInventory)
{
m_rootScene = rootScene;
m_privateInventory = taskInventory;
m_publicInventory = new Dictionary<UUID, IInventoryItem>();
}
/// <summary>
/// Fully populate the public dictionary with the contents of the private dictionary
/// </summary>
/// <description>
/// This will only convert those items which hasn't already been converted. ensuring that
/// no items are converted twice, and that any references already in use are maintained.
/// </description>
private void SynchronizeDictionaries()
{
foreach (TaskInventoryItem privateItem in m_privateInventory.Values)
if (!m_publicInventory.ContainsKey(privateItem.ItemID))
m_publicInventory.Add(privateItem.ItemID, new InventoryItem(m_rootScene, privateItem));
}
#region IDictionary<UUID, IInventoryItem> implementation
public void Add (UUID key, IInventoryItem value)
{
m_publicInventory.Add(key, value);
m_privateInventory.Add(key, InventoryItem.FromInterface(value).ToTaskInventoryItem());
}
public bool ContainsKey (UUID key)
{
return m_privateInventory.ContainsKey(key);
}
public bool Remove (UUID key)
{
m_publicInventory.Remove(key);
return m_privateInventory.Remove(key);
}
public bool TryGetValue (UUID key, out IInventoryItem value)
{
value = null;
bool result = false;
if (!m_publicInventory.TryGetValue(key, out value))
{
// wasn't found in the public inventory
TaskInventoryItem privateItem;
result = m_privateInventory.TryGetValue(key, out privateItem);
if (result)
{
value = new InventoryItem(m_rootScene, privateItem);
m_publicInventory.Add(key, value); // add item, so we don't convert again
}
} else
return true;
return result;
}
public ICollection<UUID> Keys {
get {
return m_privateInventory.Keys;
}
}
public ICollection<IInventoryItem> Values {
get {
SynchronizeDictionaries();
return m_publicInventory.Values;
}
}
#endregion
#region IEnumerable<KeyValuePair<UUID, IInventoryItem>> implementation
public IEnumerator<KeyValuePair<UUID, IInventoryItem>> GetEnumerator ()
{
SynchronizeDictionaries();
return m_publicInventory.GetEnumerator();
}
#endregion
#region IEnumerable implementation
IEnumerator IEnumerable.GetEnumerator ()
{
SynchronizeDictionaries();
return m_publicInventory.GetEnumerator();
}
#endregion
#region ICollection<KeyValuePair<UUID, IInventoryItem>> implementation
public void Add (KeyValuePair<UUID, IInventoryItem> item)
{
Add(item.Key, item.Value);
}
public void Clear ()
{
m_publicInventory.Clear();
m_privateInventory.Clear();
}
public bool Contains (KeyValuePair<UUID, IInventoryItem> item)
{
return m_privateInventory.ContainsKey(item.Key);
}
public void CopyTo (KeyValuePair<UUID, IInventoryItem>[] array, int arrayIndex)
{
throw new NotImplementedException();
}
public bool Remove (KeyValuePair<UUID, IInventoryItem> item)
{
return Remove(item.Key);
}
public int Count {
get {
return m_privateInventory.Count;
}
}
public bool IsReadOnly {
get {
return false;
}
}
#endregion
#region Explicit implementations
IInventoryItem System.Collections.Generic.IDictionary<UUID, IInventoryItem>.this[UUID key]
{
get {
IInventoryItem result;
if (TryGetValue(key, out result))
return result;
else
throw new KeyNotFoundException("[MRM] The requrested item ID could not be found");
}
set {
m_publicInventory[key] = value;
m_privateInventory[key] = InventoryItem.FromInterface(value).ToTaskInventoryItem();
}
}
void System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<UUID, IInventoryItem>>.CopyTo(System.Collections.Generic.KeyValuePair<UUID,IInventoryItem>[] array, int offset)
{
throw new NotImplementedException();
}
#endregion
public IInventoryItem this[string name]
{
get {
foreach (TaskInventoryItem i in m_privateInventory.Values)
if (i.Name == name)
{
if (!m_publicInventory.ContainsKey(i.ItemID))
m_publicInventory.Add(i.ItemID, new InventoryItem(m_rootScene, i));
return m_publicInventory[i.ItemID];
}
throw new KeyNotFoundException();
}
}
}
}