/*
* 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
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
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;
}
///
/// Retrieve the root inventory folder for the given user.
///
///
/// null if no root folder was found
public InventoryFolderBase GetRootFolder(UUID userID) { return m_Library; }
///
/// Gets everything (folders and items) inside a folder
///
///
///
///
public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
{
InventoryFolderImpl folder = null;
InventoryCollection inv = new InventoryCollection();
inv.UserID = m_Library.Owner;
if (folderID != m_Library.ID)
{
folder = m_Library.FindFolder(folderID);
if (folder == null)
{
inv.Folders = new List();
inv.Items = new List();
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;
}
///
/// Add a new folder to the user's inventory
///
///
/// true if the folder was successfully added
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;
}
///
/// Add a new item to the user's inventory
///
///
/// true if the item was successfully added
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; }
///
/// Gets the skeleton of the inventory -- folders only
///
///
///
public List GetInventorySkeleton(UUID userId) { return null; }
///
/// Synchronous inventory fetch.
///
///
///
public InventoryCollection GetUserInventory(UUID userID) { return null; }
///
/// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
/// inventory has been received
///
///
///
public void GetUserInventory(UUID userID, InventoryReceiptCallback callback) { }
///
/// Gets the user folder for the given folder-type
///
///
///
///
public InventoryFolderBase GetFolderForType(UUID userID, AssetType type) { return null; }
///
/// Gets the items inside a folder
///
///
///
///
public List GetFolderItems(UUID userID, UUID folderID) { return null; }
///
/// Update a folder in the user's inventory
///
///
/// true if the folder was successfully updated
public bool UpdateFolder(InventoryFolderBase folder) { return false; }
///
/// Move an inventory folder to a new location
///
/// A folder containing the details of the new location
/// true if the folder was successfully moved
public bool MoveFolder(InventoryFolderBase folder) { return false; }
///
/// Delete an item from the user's inventory
///
///
/// true if the item was successfully deleted
//bool DeleteItem(InventoryItemBase item);
public bool DeleteFolders(UUID userID, List folderIDs) { return false; }
///
/// Purge an inventory folder of all its items and subfolders.
///
///
/// true if the folder was successfully purged
public bool PurgeFolder(InventoryFolderBase folder) { return false; }
///
/// Update an item in the user's inventory
///
///
/// true if the item was successfully updated
public bool UpdateItem(InventoryItemBase item) { return false; }
public bool MoveItems(UUID ownerID, List items) { return false; }
///
/// Delete an item from the user's inventory
///
///
/// true if the item was successfully deleted
//bool DeleteItem(InventoryItemBase item);
public bool DeleteItems(UUID userID, List itemIDs) { return false; }
///
/// Get an item, given by its UUID
///
///
///
public InventoryItemBase GetItem(InventoryItemBase item) { return null; }
///
/// Get a folder, given by its UUID
///
///
///
public InventoryFolderBase GetFolder(InventoryFolderBase folder) { return null; }
///
/// Does the given user have an inventory structure?
///
///
///
public bool HasInventoryForUser(UUID userID) { return false; }
///
/// Get the active gestures of the agent.
///
///
///
public List GetActiveGestures(UUID userId) { return null; }
///
/// Get the union of permissions of all inventory items
/// that hold the given assetID.
///
///
///
/// The permissions or 0 if no such asset is found in
/// the user's inventory
public int GetAssetPermissions(UUID userID, UUID assetID) { return 0; }
}
}