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author | Justin Clarke Casey | 2008-06-23 18:13:04 +0000 |
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committer | Justin Clarke Casey | 2008-06-23 18:13:04 +0000 |
commit | ac46c89c897c5a99a2aa2f3194ab2123bbe56583 (patch) | |
tree | b92b33cdf880a5111f85282a0d70f8638dda92ef | |
parent | * Remove all use of asset.InvType, as outlined in mailing list discussion (diff) | |
download | opensim-SC-ac46c89c897c5a99a2aa2f3194ab2123bbe56583.zip opensim-SC-ac46c89c897c5a99a2aa2f3194ab2123bbe56583.tar.gz opensim-SC-ac46c89c897c5a99a2aa2f3194ab2123bbe56583.tar.bz2 opensim-SC-ac46c89c897c5a99a2aa2f3194ab2123bbe56583.tar.xz |
* minor: Remove crusty old unused agent inventory classes
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Framework/AgentInventory.cs | 256 | ||||
-rw-r--r-- | OpenSim/Framework/AssetBase.cs | 3 |
2 files changed, 3 insertions, 256 deletions
diff --git a/OpenSim/Framework/AgentInventory.cs b/OpenSim/Framework/AgentInventory.cs deleted file mode 100644 index e3f078b..0000000 --- a/OpenSim/Framework/AgentInventory.cs +++ /dev/null | |||
@@ -1,256 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using libsecondlife; | ||
31 | using libsecondlife.Packets; | ||
32 | |||
33 | namespace OpenSim.Framework | ||
34 | { | ||
35 | public class AgentInventory | ||
36 | { | ||
37 | //Holds the local copy of Inventory info for a agent | ||
38 | public LLUUID AgentID; | ||
39 | public Dictionary<LLUUID, InventoryFolder> InventoryFolders; | ||
40 | public Dictionary<LLUUID, InventoryItem> InventoryItems; | ||
41 | public InventoryFolder InventoryRoot; | ||
42 | public int LastCached; //maybe used by opensim app, time this was last stored/compared to user server | ||
43 | public AvatarWearable[] Wearables; | ||
44 | |||
45 | public AgentInventory() | ||
46 | { | ||
47 | InventoryFolders = new Dictionary<LLUUID, InventoryFolder>(); | ||
48 | InventoryItems = new Dictionary<LLUUID, InventoryItem>(); | ||
49 | Initialise(); | ||
50 | } | ||
51 | |||
52 | public virtual void Initialise() | ||
53 | { | ||
54 | Wearables = new AvatarWearable[13]; | ||
55 | for (int i = 0; i < 13; i++) | ||
56 | { | ||
57 | Wearables[i] = new AvatarWearable(); | ||
58 | } | ||
59 | } | ||
60 | |||
61 | public bool CreateNewFolder(LLUUID folderID, ushort type) | ||
62 | { | ||
63 | InventoryFolder Folder = new InventoryFolder(); | ||
64 | Folder.FolderID = folderID; | ||
65 | Folder.OwnerID = AgentID; | ||
66 | Folder.DefaultType = type; | ||
67 | InventoryFolders.Add(Folder.FolderID, Folder); | ||
68 | return (true); | ||
69 | } | ||
70 | |||
71 | public void CreateRootFolder(LLUUID newAgentID) | ||
72 | { | ||
73 | AgentID = newAgentID; | ||
74 | InventoryRoot = new InventoryFolder(); | ||
75 | InventoryRoot.FolderID = LLUUID.Random(); | ||
76 | InventoryRoot.ParentID = LLUUID.Zero; | ||
77 | InventoryRoot.Version = 1; | ||
78 | InventoryRoot.DefaultType = 8; | ||
79 | InventoryRoot.OwnerID = AgentID; | ||
80 | InventoryRoot.FolderName = "My Inventory"; | ||
81 | InventoryFolders.Add(InventoryRoot.FolderID, InventoryRoot); | ||
82 | InventoryRoot.OwnerID = AgentID; | ||
83 | } | ||
84 | |||
85 | public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName) | ||
86 | { | ||
87 | InventoryFolder Folder = new InventoryFolder(); | ||
88 | Folder.FolderID = folderID; | ||
89 | Folder.OwnerID = AgentID; | ||
90 | Folder.DefaultType = type; | ||
91 | Folder.FolderName = folderName; | ||
92 | InventoryFolders.Add(Folder.FolderID, Folder); | ||
93 | return (true); | ||
94 | } | ||
95 | |||
96 | public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName, LLUUID parentID) | ||
97 | { | ||
98 | if (!InventoryFolders.ContainsKey(folderID)) | ||
99 | { | ||
100 | System.Console.WriteLine("creating new folder called " + folderName + " in agents inventory"); | ||
101 | InventoryFolder Folder = new InventoryFolder(); | ||
102 | Folder.FolderID = folderID; | ||
103 | Folder.OwnerID = AgentID; | ||
104 | Folder.DefaultType = type; | ||
105 | Folder.FolderName = folderName; | ||
106 | Folder.ParentID = parentID; | ||
107 | InventoryFolders.Add(Folder.FolderID, Folder); | ||
108 | } | ||
109 | return (true); | ||
110 | } | ||
111 | |||
112 | public bool HasFolder(LLUUID folderID) | ||
113 | { | ||
114 | if (InventoryFolders.ContainsKey(folderID)) | ||
115 | { | ||
116 | return true; | ||
117 | } | ||
118 | return false; | ||
119 | } | ||
120 | |||
121 | public LLUUID GetFolderID(string folderName) | ||
122 | { | ||
123 | foreach (InventoryFolder inv in InventoryFolders.Values) | ||
124 | { | ||
125 | if (inv.FolderName == folderName) | ||
126 | { | ||
127 | return inv.FolderID; | ||
128 | } | ||
129 | } | ||
130 | return LLUUID.Zero; | ||
131 | } | ||
132 | |||
133 | public bool UpdateItemAsset(LLUUID itemID, AssetBase asset) | ||
134 | { | ||
135 | if (InventoryItems.ContainsKey(itemID)) | ||
136 | { | ||
137 | InventoryItem Item = InventoryItems[itemID]; | ||
138 | Item.AssetID = asset.FullID; | ||
139 | System.Console.WriteLine("updated inventory item " + itemID.ToString() + | ||
140 | " so it now is set to asset " + asset.FullID.ToString()); | ||
141 | //TODO need to update the rest of the info | ||
142 | } | ||
143 | return true; | ||
144 | } | ||
145 | |||
146 | public bool UpdateItemDetails(LLUUID itemID, UpdateInventoryItemPacket.InventoryDataBlock packet) | ||
147 | { | ||
148 | System.Console.WriteLine("updating inventory item details"); | ||
149 | if (InventoryItems.ContainsKey(itemID)) | ||
150 | { | ||
151 | System.Console.WriteLine("changing name to " + Util.FieldToString(packet.Name)); | ||
152 | InventoryItem Item = InventoryItems[itemID]; | ||
153 | Item.Name = Util.FieldToString(packet.Name); | ||
154 | System.Console.WriteLine("updated inventory item " + itemID.ToString()); | ||
155 | //TODO need to update the rest of the info | ||
156 | } | ||
157 | return true; | ||
158 | } | ||
159 | |||
160 | // FIXME: Unused, pending possible cleanup for this whole class. | ||
161 | // public LLUUID AddToInventory(LLUUID folderID, AssetBase asset) | ||
162 | // { | ||
163 | // if (InventoryFolders.ContainsKey(folderID)) | ||
164 | // { | ||
165 | // LLUUID NewItemID = LLUUID.Random(); | ||
166 | // | ||
167 | // InventoryItem Item = new InventoryItem(); | ||
168 | // Item.FolderID = folderID; | ||
169 | // Item.OwnerID = AgentID; | ||
170 | // Item.AssetID = asset.FullID; | ||
171 | // Item.ItemID = NewItemID; | ||
172 | // Item.Type = asset.Type; | ||
173 | // Item.Name = asset.Name; | ||
174 | // Item.Description = asset.Description; | ||
175 | // Item.InvType = asset.InvType; | ||
176 | // InventoryItems.Add(Item.ItemID, Item); | ||
177 | // InventoryFolder Folder = InventoryFolders[Item.FolderID]; | ||
178 | // Folder.Items.Add(Item); | ||
179 | // return (Item.ItemID); | ||
180 | // } | ||
181 | // else | ||
182 | // { | ||
183 | // return (null); | ||
184 | // } | ||
185 | // } | ||
186 | |||
187 | public bool DeleteFromInventory(LLUUID itemID) | ||
188 | { | ||
189 | bool res = false; | ||
190 | if (InventoryItems.ContainsKey(itemID)) | ||
191 | { | ||
192 | InventoryItem item = InventoryItems[itemID]; | ||
193 | InventoryItems.Remove(itemID); | ||
194 | foreach (InventoryFolder fold in InventoryFolders.Values) | ||
195 | { | ||
196 | if (fold.Items.Contains(item)) | ||
197 | { | ||
198 | fold.Items.Remove(item); | ||
199 | break; | ||
200 | } | ||
201 | } | ||
202 | res = true; | ||
203 | } | ||
204 | return res; | ||
205 | } | ||
206 | } | ||
207 | |||
208 | public class InventoryFolder | ||
209 | { | ||
210 | //public List<InventoryFolder> Subfolders; | ||
211 | public ushort DefaultType; | ||
212 | public LLUUID FolderID; | ||
213 | public string FolderName; | ||
214 | public List<InventoryItem> Items; | ||
215 | public LLUUID OwnerID; | ||
216 | public LLUUID ParentID = LLUUID.Zero; | ||
217 | public ushort Version; | ||
218 | |||
219 | public InventoryFolder() | ||
220 | { | ||
221 | Items = new List<InventoryItem>(); | ||
222 | //Subfolders = new List<InventoryFolder>(); | ||
223 | } | ||
224 | } | ||
225 | |||
226 | public class InventoryItem | ||
227 | { | ||
228 | public LLUUID AssetID; | ||
229 | public LLUUID CreatorID; | ||
230 | public string Description; | ||
231 | public LLUUID FolderID; | ||
232 | public sbyte InvType; | ||
233 | public LLUUID ItemID; | ||
234 | public string Name = String.Empty; | ||
235 | public LLUUID OwnerID; | ||
236 | public sbyte Type; | ||
237 | |||
238 | public InventoryItem() | ||
239 | { | ||
240 | CreatorID = LLUUID.Zero; | ||
241 | } | ||
242 | |||
243 | public string ExportString() | ||
244 | { | ||
245 | string typ = "notecard"; | ||
246 | string result = String.Empty; | ||
247 | result += "\tinv_object\t0\n\t{\n"; | ||
248 | result += "\t\tobj_id\t%s\n"; | ||
249 | result += "\t\tparent_id\t" + ItemID.ToString() + "\n"; | ||
250 | result += "\t\ttype\t" + typ + "\n"; | ||
251 | result += "\t\tname\t" + Name + "|\n"; | ||
252 | result += "\t}\n"; | ||
253 | return result; | ||
254 | } | ||
255 | } | ||
256 | } | ||
diff --git a/OpenSim/Framework/AssetBase.cs b/OpenSim/Framework/AssetBase.cs index 5435a43..2b37daa 100644 --- a/OpenSim/Framework/AssetBase.cs +++ b/OpenSim/Framework/AssetBase.cs | |||
@@ -76,6 +76,9 @@ namespace OpenSim.Framework | |||
76 | set { _type = value; } | 76 | set { _type = value; } |
77 | } | 77 | } |
78 | 78 | ||
79 | /// <summary> | ||
80 | /// PLEASE DON'T USE ME. I'm probably going away soon. | ||
81 | /// </summary> | ||
79 | public virtual sbyte InvType | 82 | public virtual sbyte InvType |
80 | { | 83 | { |
81 | get { return _invtype; } | 84 | get { return _invtype; } |