370 lines
16 KiB
C#
370 lines
16 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
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using OpenMetaverse;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver;
|
|
using OpenSim.Region.Framework.Scenes;
|
|
using OpenSim.Services.Interfaces;
|
|
|
|
namespace OpenSim.Tests.Common
|
|
{
|
|
/// <summary>
|
|
/// Utility functions for carrying out user inventory tests.
|
|
/// </summary>
|
|
public static class UserInventoryHelpers
|
|
{
|
|
public static readonly string PATH_DELIMITER = "/";
|
|
|
|
/// <summary>
|
|
/// Add an existing scene object as an item in the user's inventory.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Will be added to the system Objects folder.
|
|
/// </remarks>
|
|
/// <param name='scene'></param>
|
|
/// <param name='so'></param>
|
|
/// <param name='inventoryIdTail'></param>
|
|
/// <param name='assetIdTail'></param>
|
|
/// <returns>The inventory item created.</returns>
|
|
public static InventoryItemBase AddInventoryItem(
|
|
Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail)
|
|
{
|
|
return AddInventoryItem(
|
|
scene,
|
|
so.Name,
|
|
TestHelpers.ParseTail(inventoryIdTail),
|
|
InventoryType.Object,
|
|
AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so),
|
|
so.OwnerID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add an existing scene object as an item in the user's inventory at the given path.
|
|
/// </summary>
|
|
/// <param name='scene'></param>
|
|
/// <param name='so'></param>
|
|
/// <param name='inventoryIdTail'></param>
|
|
/// <param name='assetIdTail'></param>
|
|
/// <returns>The inventory item created.</returns>
|
|
public static InventoryItemBase AddInventoryItem(
|
|
Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail, string path)
|
|
{
|
|
return AddInventoryItem(
|
|
scene,
|
|
so.Name,
|
|
TestHelpers.ParseTail(inventoryIdTail),
|
|
InventoryType.Object,
|
|
AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so),
|
|
so.OwnerID,
|
|
path);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds the given item to the existing system folder for its type (e.g. an object will go in the "Objects"
|
|
/// folder).
|
|
/// </summary>
|
|
/// <param name="scene"></param>
|
|
/// <param name="itemName"></param>
|
|
/// <param name="itemId"></param>
|
|
/// <param name="itemType"></param>
|
|
/// <param name="asset">The serialized asset for this item</param>
|
|
/// <param name="userId"></param>
|
|
/// <returns></returns>
|
|
private static InventoryItemBase AddInventoryItem(
|
|
Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId)
|
|
{
|
|
return AddInventoryItem(
|
|
scene, itemName, itemId, itemType, asset, userId,
|
|
scene.InventoryService.GetFolderForType(userId, (AssetType)asset.Type).Name);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds the given item to an inventory folder
|
|
/// </summary>
|
|
/// <param name="scene"></param>
|
|
/// <param name="itemName"></param>
|
|
/// <param name="itemId"></param>
|
|
/// <param name="itemType"></param>
|
|
/// <param name="asset">The serialized asset for this item</param>
|
|
/// <param name="userId"></param>
|
|
/// <param name="path">Existing inventory path at which to add.</param>
|
|
/// <returns></returns>
|
|
private static InventoryItemBase AddInventoryItem(
|
|
Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId, string path)
|
|
{
|
|
scene.AssetService.Store(asset);
|
|
|
|
InventoryItemBase item = new InventoryItemBase();
|
|
item.Name = itemName;
|
|
item.AssetID = asset.FullID;
|
|
item.ID = itemId;
|
|
item.Owner = userId;
|
|
item.AssetType = asset.Type;
|
|
item.InvType = (int)itemType;
|
|
|
|
InventoryFolderBase folder = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, userId, path)[0];
|
|
|
|
item.Folder = folder.ID;
|
|
scene.AddInventoryItem(item);
|
|
|
|
return item;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a notecard in the objects folder and specify an item id.
|
|
/// </summary>
|
|
/// <param name="scene"></param>
|
|
/// <param name="itemName"></param>
|
|
/// <param name="itemId"></param>
|
|
/// <param name="userId"></param>
|
|
/// <returns></returns>
|
|
public static InventoryItemBase CreateInventoryItem(Scene scene, string itemName, UUID userId)
|
|
{
|
|
return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, InventoryType.Notecard);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates an item of the given type with an accompanying asset.
|
|
/// </summary>
|
|
/// <param name="scene"></param>
|
|
/// <param name="itemName"></param>
|
|
/// <param name="itemId"></param>
|
|
/// <param name="userId"></param>
|
|
/// <param name="type">Type of item to create</param>
|
|
/// <returns></returns>
|
|
public static InventoryItemBase CreateInventoryItem(
|
|
Scene scene, string itemName, UUID userId, InventoryType type)
|
|
{
|
|
return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, type);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a notecard in the objects folder and specify an item id.
|
|
/// </summary>
|
|
/// <param name="scene"></param>
|
|
/// <param name="itemName"></param>
|
|
/// <param name="itemId"></param>
|
|
/// <param name="assetId"></param>
|
|
/// <param name="userId"></param>
|
|
/// <param name="type">Type of item to create</param>
|
|
/// <returns></returns>
|
|
public static InventoryItemBase CreateInventoryItem(
|
|
Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType itemType)
|
|
{
|
|
AssetBase asset = null;
|
|
|
|
if (itemType == InventoryType.Notecard)
|
|
{
|
|
asset = AssetHelpers.CreateNotecardAsset();
|
|
asset.CreatorID = userId.ToString();
|
|
}
|
|
else if (itemType == InventoryType.Object)
|
|
{
|
|
asset = AssetHelpers.CreateAsset(assetId, SceneHelpers.CreateSceneObject(1, userId));
|
|
}
|
|
else
|
|
{
|
|
throw new Exception(string.Format("Inventory type {0} not supported", itemType));
|
|
}
|
|
|
|
return AddInventoryItem(scene, itemName, itemId, itemType, asset, userId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create inventory folders starting from the user's root folder.
|
|
/// </summary>
|
|
/// <param name="inventoryService"></param>
|
|
/// <param name="userId"></param>
|
|
/// <param name="path">
|
|
/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
|
|
/// </param>
|
|
/// <param name="useExistingFolders">
|
|
/// If true, then folders in the path which already the same name are
|
|
/// used. This applies to the terminal folder as well.
|
|
/// If false, then all folders in the path are created, even if there is already a folder at a particular
|
|
/// level with the same name.
|
|
/// </param>
|
|
/// <returns>
|
|
/// The folder created. If the path contains multiple folders then the last one created is returned.
|
|
/// Will return null if the root folder could not be found.
|
|
/// </returns>
|
|
public static InventoryFolderBase CreateInventoryFolder(
|
|
IInventoryService inventoryService, UUID userId, string path, bool useExistingFolders)
|
|
{
|
|
return CreateInventoryFolder(inventoryService, userId, UUID.Random(), path, useExistingFolders);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create inventory folders starting from the user's root folder.
|
|
/// </summary>
|
|
/// <param name="inventoryService"></param>
|
|
/// <param name="userId"></param>
|
|
/// <param name="folderId"></param>
|
|
/// <param name="path">
|
|
/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
|
|
/// </param>
|
|
/// <param name="useExistingFolders">
|
|
/// If true, then folders in the path which already the same name are
|
|
/// used. This applies to the terminal folder as well.
|
|
/// If false, then all folders in the path are created, even if there is already a folder at a particular
|
|
/// level with the same name.
|
|
/// </param>
|
|
/// <returns>
|
|
/// The folder created. If the path contains multiple folders then the last one created is returned.
|
|
/// Will return null if the root folder could not be found.
|
|
/// </returns>
|
|
public static InventoryFolderBase CreateInventoryFolder(
|
|
IInventoryService inventoryService, UUID userId, UUID folderId, string path, bool useExistingFolders)
|
|
{
|
|
InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);
|
|
|
|
if (null == rootFolder)
|
|
return null;
|
|
|
|
return CreateInventoryFolder(inventoryService, folderId, rootFolder, path, useExistingFolders);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create inventory folders starting from a given parent folder
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If any stem of the path names folders that already exist then these are not recreated. This includes the
|
|
/// final folder.
|
|
/// TODO: May need to make it an option to create duplicate folders.
|
|
/// </remarks>
|
|
/// <param name="inventoryService"></param>
|
|
/// <param name="folderId">ID of the folder to create</param>
|
|
/// <param name="parentFolder"></param>
|
|
/// <param name="path">
|
|
/// The folder to create.
|
|
/// </param>
|
|
/// <param name="useExistingFolders">
|
|
/// If true, then folders in the path which already the same name are
|
|
/// used. This applies to the terminal folder as well.
|
|
/// If false, then all folders in the path are created, even if there is already a folder at a particular
|
|
/// level with the same name.
|
|
/// </param>
|
|
/// <returns>
|
|
/// The folder created. If the path contains multiple folders then the last one created is returned.
|
|
/// </returns>
|
|
public static InventoryFolderBase CreateInventoryFolder(
|
|
IInventoryService inventoryService, UUID folderId, InventoryFolderBase parentFolder, string path, bool useExistingFolders)
|
|
{
|
|
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
|
|
|
|
InventoryFolderBase folder = null;
|
|
|
|
if (useExistingFolders)
|
|
folder = InventoryArchiveUtils.FindFolderByPath(inventoryService, parentFolder, components[0]);
|
|
|
|
if (folder == null)
|
|
{
|
|
// Console.WriteLine("Creating folder {0} at {1}", components[0], parentFolder.Name);
|
|
|
|
UUID folderIdForCreate;
|
|
|
|
if (components.Length > 1)
|
|
folderIdForCreate = UUID.Random();
|
|
else
|
|
folderIdForCreate = folderId;
|
|
|
|
folder
|
|
= new InventoryFolderBase(
|
|
folderIdForCreate, components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0);
|
|
|
|
inventoryService.AddFolder(folder);
|
|
}
|
|
// else
|
|
// {
|
|
// Console.WriteLine("Found existing folder {0}", folder.Name);
|
|
// }
|
|
|
|
if (components.Length > 1)
|
|
return CreateInventoryFolder(inventoryService, folderId, folder, components[1], useExistingFolders);
|
|
else
|
|
return folder;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the inventory folder that matches the path name. If there are multiple folders then only the first
|
|
/// is returned.
|
|
/// </summary>
|
|
/// <param name="inventoryService"></param>
|
|
/// <param name="userId"></param>
|
|
/// <param name="path"></param>
|
|
/// <returns>null if no folder matching the path was found</returns>
|
|
public static InventoryFolderBase GetInventoryFolder(IInventoryService inventoryService, UUID userId, string path)
|
|
{
|
|
List<InventoryFolderBase> folders = GetInventoryFolders(inventoryService, userId, path);
|
|
|
|
if (folders.Count != 0)
|
|
return folders[0];
|
|
else
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the inventory folders that match the path name.
|
|
/// </summary>
|
|
/// <param name="inventoryService"></param>
|
|
/// <param name="userId"></param>
|
|
/// <param name="path"></param>
|
|
/// <returns>An empty list if no matching folders were found</returns>
|
|
public static List<InventoryFolderBase> GetInventoryFolders(IInventoryService inventoryService, UUID userId, string path)
|
|
{
|
|
return InventoryArchiveUtils.FindFoldersByPath(inventoryService, userId, path);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the inventory item that matches the path name. If there are multiple items then only the first
|
|
/// is returned.
|
|
/// </summary>
|
|
/// <param name="inventoryService"></param>
|
|
/// <param name="userId"></param>
|
|
/// <param name="path"></param>
|
|
/// <returns>null if no item matching the path was found</returns>
|
|
public static InventoryItemBase GetInventoryItem(IInventoryService inventoryService, UUID userId, string path)
|
|
{
|
|
return InventoryArchiveUtils.FindItemByPath(inventoryService, userId, path);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the inventory items that match the path name.
|
|
/// </summary>
|
|
/// <param name="inventoryService"></param>
|
|
/// <param name="userId"></param>
|
|
/// <param name="path"></param>
|
|
/// <returns>An empty list if no matching items were found.</returns>
|
|
public static List<InventoryItemBase> GetInventoryItems(IInventoryService inventoryService, UUID userId, string path)
|
|
{
|
|
return InventoryArchiveUtils.FindItemsByPath(inventoryService, userId, path);
|
|
}
|
|
}
|
|
} |