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using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Tests.Common
{
///
/// Utility functions for carrying out user inventory tests.
///
public static class UserInventoryHelpers
{
public static readonly string PATH_DELIMITER = "/";
///
/// Add an existing scene object as an item in the user's inventory.
///
///
/// Will be added to the system Objects folder.
///
///
///
///
///
/// The inventory item created.
public static InventoryItemBase AddInventoryItem(
Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail)
{
return AddInventoryItem(
scene,
so.Name,
TestHelpers.ParseTail(inventoryIdTail),
InventoryType.Object,
AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so),
so.OwnerID);
}
///
/// Add an existing scene object as an item in the user's inventory at the given path.
///
///
///
///
///
/// The inventory item created.
public static InventoryItemBase AddInventoryItem(
Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail, string path)
{
return AddInventoryItem(
scene,
so.Name,
TestHelpers.ParseTail(inventoryIdTail),
InventoryType.Object,
AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so),
so.OwnerID,
path);
}
///
/// Adds the given item to the existing system folder for its type (e.g. an object will go in the "Objects"
/// folder).
///
///
///
///
///
/// The serialized asset for this item
///
///
private static InventoryItemBase AddInventoryItem(
Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId)
{
return AddInventoryItem(
scene, itemName, itemId, itemType, asset, userId,
scene.InventoryService.GetFolderForType(userId, (FolderType)asset.Type).Name);
}
///
/// Adds the given item to an inventory folder
///
///
///
///
///
/// The serialized asset for this item
///
/// Existing inventory path at which to add.
///
private static InventoryItemBase AddInventoryItem(
Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId, string path)
{
scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.Name = itemName;
item.AssetID = asset.FullID;
item.ID = itemId;
item.Owner = userId;
item.AssetType = asset.Type;
item.InvType = (int)itemType;
item.BasePermissions = (uint)OpenMetaverse.PermissionMask.All |
(uint)(Framework.PermissionMask.foldedMask | Framework.PermissionMask.foldedCopy | Framework.PermissionMask.foldedModify | Framework.PermissionMask.foldedTransfer);
item.CurrentPermissions = (uint)OpenMetaverse.PermissionMask.All |
(uint)(Framework.PermissionMask.foldedMask | Framework.PermissionMask.foldedCopy | Framework.PermissionMask.foldedModify | Framework.PermissionMask.foldedTransfer);
InventoryFolderBase folder = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, userId, path)[0];
item.Folder = folder.ID;
scene.AddInventoryItem(item);
return item;
}
///
/// Creates a notecard in the objects folder and specify an item id.
///
///
///
///
///
///
public static InventoryItemBase CreateInventoryItem(Scene scene, string itemName, UUID userId)
{
return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, InventoryType.Notecard);
}
///
/// Creates an item of the given type with an accompanying asset.
///
///
///
///
///
/// Type of item to create
///
public static InventoryItemBase CreateInventoryItem(
Scene scene, string itemName, UUID userId, InventoryType type)
{
return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, type);
}
///
/// Creates a notecard in the objects folder and specify an item id.
///
///
///
///
///
///
/// Type of item to create
///
public static InventoryItemBase CreateInventoryItem(
Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType itemType)
{
AssetBase asset = null;
if (itemType == InventoryType.Notecard)
{
asset = AssetHelpers.CreateNotecardAsset();
asset.CreatorID = userId.ToString();
}
else if (itemType == InventoryType.Object)
{
asset = AssetHelpers.CreateAsset(assetId, SceneHelpers.CreateSceneObject(1, userId));
}
else
{
throw new Exception(string.Format("Inventory type {0} not supported", itemType));
}
return AddInventoryItem(scene, itemName, itemId, itemType, asset, userId);
}
///
/// Create inventory folders starting from the user's root folder.
///
///
///
///
/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
///
///
/// If true, then folders in the path which already the same name are
/// used. This applies to the terminal folder as well.
/// If false, then all folders in the path are created, even if there is already a folder at a particular
/// level with the same name.
///
///
/// The folder created. If the path contains multiple folders then the last one created is returned.
/// Will return null if the root folder could not be found.
///
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, UUID userId, string path, bool useExistingFolders)
{
return CreateInventoryFolder(inventoryService, userId, UUID.Random(), path, useExistingFolders);
}
///
/// Create inventory folders starting from the user's root folder.
///
///
///
///
///
/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
///
///
/// If true, then folders in the path which already the same name are
/// used. This applies to the terminal folder as well.
/// If false, then all folders in the path are created, even if there is already a folder at a particular
/// level with the same name.
///
///
/// The folder created. If the path contains multiple folders then the last one created is returned.
/// Will return null if the root folder could not be found.
///
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, UUID userId, UUID folderId, string path, bool useExistingFolders)
{
InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);
if (null == rootFolder)
return null;
return CreateInventoryFolder(inventoryService, folderId, rootFolder, path, useExistingFolders);
}
///
/// Create inventory folders starting from a given parent folder
///
///
/// If any stem of the path names folders that already exist then these are not recreated. This includes the
/// final folder.
/// TODO: May need to make it an option to create duplicate folders.
///
///
/// ID of the folder to create
///
///
/// The folder to create.
///
///
/// If true, then folders in the path which already the same name are
/// used. This applies to the terminal folder as well.
/// If false, then all folders in the path are created, even if there is already a folder at a particular
/// level with the same name.
///
///
/// The folder created. If the path contains multiple folders then the last one created is returned.
///
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, UUID folderId, InventoryFolderBase parentFolder, string path, bool useExistingFolders)
{
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
InventoryFolderBase folder = null;
if (useExistingFolders)
folder = InventoryArchiveUtils.FindFolderByPath(inventoryService, parentFolder, components[0]);
if (folder == null)
{
// Console.WriteLine("Creating folder {0} at {1}", components[0], parentFolder.Name);
UUID folderIdForCreate;
if (components.Length > 1)
folderIdForCreate = UUID.Random();
else
folderIdForCreate = folderId;
folder
= new InventoryFolderBase(
folderIdForCreate, components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0);
inventoryService.AddFolder(folder);
}
// else
// {
// Console.WriteLine("Found existing folder {0}", folder.Name);
// }
if (components.Length > 1)
return CreateInventoryFolder(inventoryService, folderId, folder, components[1], useExistingFolders);
else
return folder;
}
///
/// Get the inventory folder that matches the path name. If there are multiple folders then only the first
/// is returned.
///
///
///
///
/// null if no folder matching the path was found
public static InventoryFolderBase GetInventoryFolder(IInventoryService inventoryService, UUID userId, string path)
{
List folders = GetInventoryFolders(inventoryService, userId, path);
if (folders.Count != 0)
return folders[0];
else
return null;
}
///
/// Get the inventory folders that match the path name.
///
///
///
///
/// An empty list if no matching folders were found
public static List GetInventoryFolders(IInventoryService inventoryService, UUID userId, string path)
{
return InventoryArchiveUtils.FindFoldersByPath(inventoryService, userId, path);
}
///
/// Get the inventory item that matches the path name. If there are multiple items then only the first
/// is returned.
///
///
///
///
/// null if no item matching the path was found
public static InventoryItemBase GetInventoryItem(IInventoryService inventoryService, UUID userId, string path)
{
return InventoryArchiveUtils.FindItemByPath(inventoryService, userId, path);
}
///
/// Get the inventory items that match the path name.
///
///
///
///
/// An empty list if no matching items were found.
public static List GetInventoryItems(IInventoryService inventoryService, UUID userId, string path)
{
return InventoryArchiveUtils.FindItemsByPath(inventoryService, userId, path);
}
}
}