/*
 * 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;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Data;

namespace OpenSim.Data.Null
{
    public class NullFriendsData : IFriendsData
    {
        private static List<FriendsData> m_Data = new List<FriendsData>();

        public NullFriendsData(string connectionString, string realm)
        {
        }

        /// <summary>
        /// Tries to implement the Get [] semantics, but it cuts corners.
        /// Specifically, it gets all friendships even if they weren't accepted yet.
        /// </summary>
        /// <param name="fields"></param>
        /// <param name="values"></param>
        /// <returns></returns>
        public FriendsData[] GetFriends(UUID userID)
        {
            List<FriendsData> lst = m_Data.FindAll(delegate (FriendsData fdata)
            {
                return fdata.PrincipalID == userID;
            });

            if (lst != null)
                return lst.ToArray();

            return new FriendsData[0];
        }

        public bool Store(FriendsData data)
        {
            if (data == null)
                return false;

            m_Data.Add(data);

            return true;
        }

        public bool Delete(UUID userID, string friendID)
        {
            List<FriendsData> lst = m_Data.FindAll(delegate(FriendsData fdata) { return fdata.PrincipalID == userID; });
            if (lst != null)
            {
                FriendsData friend = lst.Find(delegate(FriendsData fdata) { return fdata.Friend == friendID; });
                if (friendID != null)
                {
                    m_Data.Remove(friend);
                    return true;
                }
            }

            return false;
        }

    }
}