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-rw-r--r-- | OpenSim/Framework/General/AgentInventory.cs | 265 |
1 files changed, 265 insertions, 0 deletions
diff --git a/OpenSim/Framework/General/AgentInventory.cs b/OpenSim/Framework/General/AgentInventory.cs new file mode 100644 index 0000000..e45a0cd --- /dev/null +++ b/OpenSim/Framework/General/AgentInventory.cs | |||
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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.Collections.Generic; | ||
29 | using libsecondlife; | ||
30 | using libsecondlife.Packets; | ||
31 | using OpenSim.Framework.Types; | ||
32 | using OpenSim.Framework.Utilities; | ||
33 | |||
34 | namespace OpenSim.Framework.Inventory | ||
35 | { | ||
36 | public class AgentInventory | ||
37 | { | ||
38 | //Holds the local copy of Inventory info for a agent | ||
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 LLUUID AgentID; | ||
44 | public AvatarWearable[] Wearables; | ||
45 | |||
46 | public AgentInventory() | ||
47 | { | ||
48 | InventoryFolders = new Dictionary<LLUUID, InventoryFolder>(); | ||
49 | InventoryItems = new Dictionary<LLUUID, InventoryItem>(); | ||
50 | this.Initialise(); | ||
51 | } | ||
52 | |||
53 | public virtual void Initialise() | ||
54 | { | ||
55 | Wearables = new AvatarWearable[13]; //should be 12 of these | ||
56 | for (int i = 0; i < 13; i++) | ||
57 | { | ||
58 | Wearables[i] = new AvatarWearable(); | ||
59 | } | ||
60 | |||
61 | } | ||
62 | |||
63 | public bool CreateNewFolder(LLUUID folderID, ushort type) | ||
64 | { | ||
65 | InventoryFolder Folder = new InventoryFolder(); | ||
66 | Folder.FolderID = folderID; | ||
67 | Folder.OwnerID = this.AgentID; | ||
68 | Folder.DefaultType = type; | ||
69 | this.InventoryFolders.Add(Folder.FolderID, Folder); | ||
70 | return (true); | ||
71 | } | ||
72 | |||
73 | public void CreateRootFolder(LLUUID newAgentID, bool createTextures) | ||
74 | { | ||
75 | this.AgentID = newAgentID; | ||
76 | InventoryRoot = new InventoryFolder(); | ||
77 | InventoryRoot.FolderID = LLUUID.Random(); | ||
78 | InventoryRoot.ParentID = new LLUUID(); | ||
79 | InventoryRoot.Version = 1; | ||
80 | InventoryRoot.DefaultType = 8; | ||
81 | InventoryRoot.OwnerID = this.AgentID; | ||
82 | InventoryRoot.FolderName = "My Inventory"; | ||
83 | InventoryFolders.Add(InventoryRoot.FolderID, InventoryRoot); | ||
84 | InventoryRoot.OwnerID = this.AgentID; | ||
85 | if (createTextures) | ||
86 | { | ||
87 | this.CreateNewFolder(LLUUID.Random(), 0, "Textures", InventoryRoot.FolderID); | ||
88 | } | ||
89 | } | ||
90 | |||
91 | public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName) | ||
92 | { | ||
93 | InventoryFolder Folder = new InventoryFolder(); | ||
94 | Folder.FolderID = folderID; | ||
95 | Folder.OwnerID = this.AgentID; | ||
96 | Folder.DefaultType = type; | ||
97 | Folder.FolderName = folderName; | ||
98 | this.InventoryFolders.Add(Folder.FolderID, Folder); | ||
99 | |||
100 | return (true); | ||
101 | } | ||
102 | |||
103 | public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName, LLUUID parent) | ||
104 | { | ||
105 | if (!this.InventoryFolders.ContainsKey(folderID)) | ||
106 | { | ||
107 | System.Console.WriteLine("creating new folder called " + folderName + " in agents inventory"); | ||
108 | InventoryFolder Folder = new InventoryFolder(); | ||
109 | Folder.FolderID = folderID; | ||
110 | Folder.OwnerID = this.AgentID; | ||
111 | Folder.DefaultType = type; | ||
112 | Folder.FolderName = folderName; | ||
113 | Folder.ParentID = parent; | ||
114 | this.InventoryFolders.Add(Folder.FolderID, Folder); | ||
115 | } | ||
116 | |||
117 | return (true); | ||
118 | } | ||
119 | |||
120 | public bool HasFolder(LLUUID folderID) | ||
121 | { | ||
122 | if (this.InventoryFolders.ContainsKey(folderID)) | ||
123 | { | ||
124 | return true; | ||
125 | } | ||
126 | return false; | ||
127 | } | ||
128 | |||
129 | public LLUUID GetFolderID(string folderName) | ||
130 | { | ||
131 | foreach (InventoryFolder inv in this.InventoryFolders.Values) | ||
132 | { | ||
133 | if (inv.FolderName == folderName) | ||
134 | { | ||
135 | return inv.FolderID; | ||
136 | } | ||
137 | } | ||
138 | |||
139 | return LLUUID.Zero; | ||
140 | } | ||
141 | |||
142 | public bool UpdateItemAsset(LLUUID itemID, AssetBase asset) | ||
143 | { | ||
144 | if(this.InventoryItems.ContainsKey(itemID)) | ||
145 | { | ||
146 | InventoryItem Item = this.InventoryItems[itemID]; | ||
147 | Item.AssetID = asset.FullID; | ||
148 | System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated() + " so it now is set to asset " + asset.FullID.ToStringHyphenated()); | ||
149 | //TODO need to update the rest of the info | ||
150 | } | ||
151 | return true; | ||
152 | } | ||
153 | |||
154 | public bool UpdateItemDetails(LLUUID itemID, UpdateInventoryItemPacket.InventoryDataBlock packet) | ||
155 | { | ||
156 | System.Console.WriteLine("updating inventory item details"); | ||
157 | if (this.InventoryItems.ContainsKey(itemID)) | ||
158 | { | ||
159 | System.Console.WriteLine("changing name to "+ Util.FieldToString(packet.Name)); | ||
160 | InventoryItem Item = this.InventoryItems[itemID]; | ||
161 | Item.Name = Util.FieldToString(packet.Name); | ||
162 | System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated()); | ||
163 | //TODO need to update the rest of the info | ||
164 | } | ||
165 | return true; | ||
166 | } | ||
167 | |||
168 | public LLUUID AddToInventory(LLUUID folderID, AssetBase asset) | ||
169 | { | ||
170 | if (this.InventoryFolders.ContainsKey(folderID)) | ||
171 | { | ||
172 | LLUUID NewItemID = LLUUID.Random(); | ||
173 | |||
174 | InventoryItem Item = new InventoryItem(); | ||
175 | Item.FolderID = folderID; | ||
176 | Item.OwnerID = AgentID; | ||
177 | Item.AssetID = asset.FullID; | ||
178 | Item.ItemID = NewItemID; | ||
179 | Item.Type = asset.Type; | ||
180 | Item.Name = asset.Name; | ||
181 | Item.Description = asset.Description; | ||
182 | Item.InvType = asset.InvType; | ||
183 | this.InventoryItems.Add(Item.ItemID, Item); | ||
184 | InventoryFolder Folder = InventoryFolders[Item.FolderID]; | ||
185 | Folder.Items.Add(Item); | ||
186 | return (Item.ItemID); | ||
187 | } | ||
188 | else | ||
189 | { | ||
190 | return (null); | ||
191 | } | ||
192 | } | ||
193 | |||
194 | public bool DeleteFromInventory(LLUUID itemID) | ||
195 | { | ||
196 | bool res = false; | ||
197 | if (this.InventoryItems.ContainsKey(itemID)) | ||
198 | { | ||
199 | InventoryItem item = this.InventoryItems[itemID]; | ||
200 | this.InventoryItems.Remove(itemID); | ||
201 | foreach (InventoryFolder fold in InventoryFolders.Values) | ||
202 | { | ||
203 | if (fold.Items.Contains(item)) | ||
204 | { | ||
205 | fold.Items.Remove(item); | ||
206 | break; | ||
207 | } | ||
208 | } | ||
209 | res = true; | ||
210 | |||
211 | } | ||
212 | return res; | ||
213 | } | ||
214 | } | ||
215 | |||
216 | public class InventoryFolder | ||
217 | { | ||
218 | public List<InventoryItem> Items; | ||
219 | //public List<InventoryFolder> Subfolders; | ||
220 | public LLUUID FolderID; | ||
221 | public LLUUID OwnerID; | ||
222 | public LLUUID ParentID = LLUUID.Zero; | ||
223 | public string FolderName; | ||
224 | public ushort DefaultType; | ||
225 | public ushort Version; | ||
226 | |||
227 | public InventoryFolder() | ||
228 | { | ||
229 | Items = new List<InventoryItem>(); | ||
230 | //Subfolders = new List<InventoryFolder>(); | ||
231 | } | ||
232 | |||
233 | } | ||
234 | |||
235 | public class InventoryItem | ||
236 | { | ||
237 | public LLUUID FolderID; | ||
238 | public LLUUID OwnerID; | ||
239 | public LLUUID ItemID; | ||
240 | public LLUUID AssetID; | ||
241 | public LLUUID CreatorID; | ||
242 | public sbyte InvType; | ||
243 | public sbyte Type; | ||
244 | public string Name =""; | ||
245 | public string Description; | ||
246 | |||
247 | public InventoryItem() | ||
248 | { | ||
249 | this.CreatorID = LLUUID.Zero; | ||
250 | } | ||
251 | |||
252 | public string ExportString() | ||
253 | { | ||
254 | string typ = "notecard"; | ||
255 | string result = ""; | ||
256 | result += "\tinv_object\t0\n\t{\n"; | ||
257 | result += "\t\tobj_id\t%s\n"; | ||
258 | result += "\t\tparent_id\t"+ ItemID.ToString() +"\n"; | ||
259 | result += "\t\ttype\t"+ typ +"\n"; | ||
260 | result += "\t\tname\t" + Name+"|\n"; | ||
261 | result += "\t}\n"; | ||
262 | return result; | ||
263 | } | ||
264 | } | ||
265 | } | ||