diff options
author | MW | 2007-06-27 15:28:52 +0000 |
---|---|---|
committer | MW | 2007-06-27 15:28:52 +0000 |
commit | 646bbbc84b8010e0dacbeed5342cdb045f46cc49 (patch) | |
tree | 770b34d19855363c3c113ab9a0af9a56d821d887 /OpenSim/Framework/General/AgentInventory.cs | |
download | opensim-SC-646bbbc84b8010e0dacbeed5342cdb045f46cc49.zip opensim-SC-646bbbc84b8010e0dacbeed5342cdb045f46cc49.tar.gz opensim-SC-646bbbc84b8010e0dacbeed5342cdb045f46cc49.tar.bz2 opensim-SC-646bbbc84b8010e0dacbeed5342cdb045f46cc49.tar.xz |
Some work on restructuring the namespaces / project names. Note this doesn't compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.
Diffstat (limited to 'OpenSim/Framework/General/AgentInventory.cs')
-rw-r--r-- | OpenSim/Framework/General/AgentInventory.cs | 267 |
1 files changed, 267 insertions, 0 deletions
diff --git a/OpenSim/Framework/General/AgentInventory.cs b/OpenSim/Framework/General/AgentInventory.cs new file mode 100644 index 0000000..fbf4d23 --- /dev/null +++ b/OpenSim/Framework/General/AgentInventory.cs | |||
@@ -0,0 +1,267 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://www.openmetaverse.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 System.Text; | ||
31 | using libsecondlife; | ||
32 | using libsecondlife.Packets; | ||
33 | using OpenSim.Framework.Types; | ||
34 | using OpenSim.Framework.Utilities; | ||
35 | |||
36 | namespace OpenSim.Framework.Inventory | ||
37 | { | ||
38 | public class AgentInventory | ||
39 | { | ||
40 | //Holds the local copy of Inventory info for a agent | ||
41 | public Dictionary<LLUUID, InventoryFolder> InventoryFolders; | ||
42 | public Dictionary<LLUUID, InventoryItem> InventoryItems; | ||
43 | public InventoryFolder InventoryRoot; | ||
44 | public int LastCached; //maybe used by opensim app, time this was last stored/compared to user server | ||
45 | public LLUUID AgentID; | ||
46 | public AvatarWearable[] Wearables; | ||
47 | |||
48 | public AgentInventory() | ||
49 | { | ||
50 | InventoryFolders = new Dictionary<LLUUID, InventoryFolder>(); | ||
51 | InventoryItems = new Dictionary<LLUUID, InventoryItem>(); | ||
52 | this.Initialise(); | ||
53 | } | ||
54 | |||
55 | public virtual void Initialise() | ||
56 | { | ||
57 | Wearables = new AvatarWearable[13]; //should be 12 of these | ||
58 | for (int i = 0; i < 13; i++) | ||
59 | { | ||
60 | Wearables[i] = new AvatarWearable(); | ||
61 | } | ||
62 | |||
63 | } | ||
64 | |||
65 | public bool CreateNewFolder(LLUUID folderID, ushort type) | ||
66 | { | ||
67 | InventoryFolder Folder = new InventoryFolder(); | ||
68 | Folder.FolderID = folderID; | ||
69 | Folder.OwnerID = this.AgentID; | ||
70 | Folder.DefaultType = type; | ||
71 | this.InventoryFolders.Add(Folder.FolderID, Folder); | ||
72 | return (true); | ||
73 | } | ||
74 | |||
75 | public void CreateRootFolder(LLUUID newAgentID, bool createTextures) | ||
76 | { | ||
77 | this.AgentID = newAgentID; | ||
78 | InventoryRoot = new InventoryFolder(); | ||
79 | InventoryRoot.FolderID = LLUUID.Random(); | ||
80 | InventoryRoot.ParentID = new LLUUID(); | ||
81 | InventoryRoot.Version = 1; | ||
82 | InventoryRoot.DefaultType = 8; | ||
83 | InventoryRoot.OwnerID = this.AgentID; | ||
84 | InventoryRoot.FolderName = "My Inventory"; | ||
85 | InventoryFolders.Add(InventoryRoot.FolderID, InventoryRoot); | ||
86 | InventoryRoot.OwnerID = this.AgentID; | ||
87 | if (createTextures) | ||
88 | { | ||
89 | this.CreateNewFolder(LLUUID.Random(), 0, "Textures", InventoryRoot.FolderID); | ||
90 | } | ||
91 | } | ||
92 | |||
93 | public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName) | ||
94 | { | ||
95 | InventoryFolder Folder = new InventoryFolder(); | ||
96 | Folder.FolderID = folderID; | ||
97 | Folder.OwnerID = this.AgentID; | ||
98 | Folder.DefaultType = type; | ||
99 | Folder.FolderName = folderName; | ||
100 | this.InventoryFolders.Add(Folder.FolderID, Folder); | ||
101 | |||
102 | return (true); | ||
103 | } | ||
104 | |||
105 | public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName, LLUUID parent) | ||
106 | { | ||
107 | if (!this.InventoryFolders.ContainsKey(folderID)) | ||
108 | { | ||
109 | System.Console.WriteLine("creating new folder called " + folderName + " in agents inventory"); | ||
110 | InventoryFolder Folder = new InventoryFolder(); | ||
111 | Folder.FolderID = folderID; | ||
112 | Folder.OwnerID = this.AgentID; | ||
113 | Folder.DefaultType = type; | ||
114 | Folder.FolderName = folderName; | ||
115 | Folder.ParentID = parent; | ||
116 | this.InventoryFolders.Add(Folder.FolderID, Folder); | ||
117 | } | ||
118 | |||
119 | return (true); | ||
120 | } | ||
121 | |||
122 | public bool HasFolder(LLUUID folderID) | ||
123 | { | ||
124 | if (this.InventoryFolders.ContainsKey(folderID)) | ||
125 | { | ||
126 | return true; | ||
127 | } | ||
128 | return false; | ||
129 | } | ||
130 | |||
131 | public LLUUID GetFolderID(string folderName) | ||
132 | { | ||
133 | foreach (InventoryFolder inv in this.InventoryFolders.Values) | ||
134 | { | ||
135 | if (inv.FolderName == folderName) | ||
136 | { | ||
137 | return inv.FolderID; | ||
138 | } | ||
139 | } | ||
140 | |||
141 | return LLUUID.Zero; | ||
142 | } | ||
143 | |||
144 | public bool UpdateItemAsset(LLUUID itemID, AssetBase asset) | ||
145 | { | ||
146 | if(this.InventoryItems.ContainsKey(itemID)) | ||
147 | { | ||
148 | InventoryItem Item = this.InventoryItems[itemID]; | ||
149 | Item.AssetID = asset.FullID; | ||
150 | System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated() + " so it now is set to asset " + asset.FullID.ToStringHyphenated()); | ||
151 | //TODO need to update the rest of the info | ||
152 | } | ||
153 | return true; | ||
154 | } | ||
155 | |||
156 | public bool UpdateItemDetails(LLUUID itemID, UpdateInventoryItemPacket.InventoryDataBlock packet) | ||
157 | { | ||
158 | System.Console.WriteLine("updating inventory item details"); | ||
159 | if (this.InventoryItems.ContainsKey(itemID)) | ||
160 | { | ||
161 | System.Console.WriteLine("changing name to "+ Util.FieldToString(packet.Name)); | ||
162 | InventoryItem Item = this.InventoryItems[itemID]; | ||
163 | Item.Name = Util.FieldToString(packet.Name); | ||
164 | System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated()); | ||
165 | //TODO need to update the rest of the info | ||
166 | } | ||
167 | return true; | ||
168 | } | ||
169 | |||
170 | public LLUUID AddToInventory(LLUUID folderID, AssetBase asset) | ||
171 | { | ||
172 | if (this.InventoryFolders.ContainsKey(folderID)) | ||
173 | { | ||
174 | LLUUID NewItemID = LLUUID.Random(); | ||
175 | |||
176 | InventoryItem Item = new InventoryItem(); | ||
177 | Item.FolderID = folderID; | ||
178 | Item.OwnerID = AgentID; | ||
179 | Item.AssetID = asset.FullID; | ||
180 | Item.ItemID = NewItemID; | ||
181 | Item.Type = asset.Type; | ||
182 | Item.Name = asset.Name; | ||
183 | Item.Description = asset.Description; | ||
184 | Item.InvType = asset.InvType; | ||
185 | this.InventoryItems.Add(Item.ItemID, Item); | ||
186 | InventoryFolder Folder = InventoryFolders[Item.FolderID]; | ||
187 | Folder.Items.Add(Item); | ||
188 | return (Item.ItemID); | ||
189 | } | ||
190 | else | ||
191 | { | ||
192 | return (null); | ||
193 | } | ||
194 | } | ||
195 | |||
196 | public bool DeleteFromInventory(LLUUID itemID) | ||
197 | { | ||
198 | bool res = false; | ||
199 | if (this.InventoryItems.ContainsKey(itemID)) | ||
200 | { | ||
201 | InventoryItem item = this.InventoryItems[itemID]; | ||
202 | this.InventoryItems.Remove(itemID); | ||
203 | foreach (InventoryFolder fold in InventoryFolders.Values) | ||
204 | { | ||
205 | if (fold.Items.Contains(item)) | ||
206 | { | ||
207 | fold.Items.Remove(item); | ||
208 | break; | ||
209 | } | ||
210 | } | ||
211 | res = true; | ||
212 | |||
213 | } | ||
214 | return res; | ||
215 | } | ||
216 | } | ||
217 | |||
218 | public class InventoryFolder | ||
219 | { | ||
220 | public List<InventoryItem> Items; | ||
221 | //public List<InventoryFolder> Subfolders; | ||
222 | public LLUUID FolderID; | ||
223 | public LLUUID OwnerID; | ||
224 | public LLUUID ParentID = LLUUID.Zero; | ||
225 | public string FolderName; | ||
226 | public ushort DefaultType; | ||
227 | public ushort Version; | ||
228 | |||
229 | public InventoryFolder() | ||
230 | { | ||
231 | Items = new List<InventoryItem>(); | ||
232 | //Subfolders = new List<InventoryFolder>(); | ||
233 | } | ||
234 | |||
235 | } | ||
236 | |||
237 | public class InventoryItem | ||
238 | { | ||
239 | public LLUUID FolderID; | ||
240 | public LLUUID OwnerID; | ||
241 | public LLUUID ItemID; | ||
242 | public LLUUID AssetID; | ||
243 | public LLUUID CreatorID; | ||
244 | public sbyte InvType; | ||
245 | public sbyte Type; | ||
246 | public string Name =""; | ||
247 | public string Description; | ||
248 | |||
249 | public InventoryItem() | ||
250 | { | ||
251 | this.CreatorID = LLUUID.Zero; | ||
252 | } | ||
253 | |||
254 | public string ExportString() | ||
255 | { | ||
256 | string typ = "notecard"; | ||
257 | string result = ""; | ||
258 | result += "\tinv_object\t0\n\t{\n"; | ||
259 | result += "\t\tobj_id\t%s\n"; | ||
260 | result += "\t\tparent_id\t"+ ItemID.ToString() +"\n"; | ||
261 | result += "\t\ttype\t"+ typ +"\n"; | ||
262 | result += "\t\tname\t" + Name+"|\n"; | ||
263 | result += "\t}\n"; | ||
264 | return result; | ||
265 | } | ||
266 | } | ||
267 | } | ||