/* * 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.Generic; using System.Text; using OpenSim.Framework; using OpenMetaverse; using OpenSim.Services.Interfaces; using Nini.Config; namespace OpenSim.Tests.Common.Mock { public class TestInventoryService : IInventoryService { public TestInventoryService() { } public TestInventoryService(IConfigSource config) { } /// <summary> /// <see cref="OpenSim.Framework.Communications.IInterServiceInventoryServices"/> /// </summary> /// <param name="userId"></param> /// <returns></returns> public bool CreateUserInventory(UUID userId) { return false; } /// <summary> /// <see cref="OpenSim.Framework.Communications.IInterServiceInventoryServices"/> /// </summary> /// <param name="userId"></param> /// <returns></returns> public List<InventoryFolderBase> GetInventorySkeleton(UUID userId) { List<InventoryFolderBase> folders = new List<InventoryFolderBase>(); InventoryFolderBase folder = new InventoryFolderBase(); folder.ID = UUID.Random(); folder.Owner = userId; folders.Add(folder); return folders; } public InventoryFolderBase GetRootFolder(UUID userID) { return new InventoryFolderBase(); } public InventoryCollection GetFolderContent(UUID userID, UUID folderID) { return null; } public InventoryFolderBase GetFolderForType(UUID userID, AssetType type) { return null; } /// <summary> /// Returns a list of all the active gestures in a user's inventory. /// </summary> /// <param name="userId"> /// The <see cref="UUID"/> of the user /// </param> /// <returns> /// A flat list of the gesture items. /// </returns> public List<InventoryItemBase> GetActiveGestures(UUID userId) { return null; } public InventoryCollection GetUserInventory(UUID userID) { return null; } public void GetUserInventory(UUID userID, OpenSim.Services.Interfaces.InventoryReceiptCallback callback) { } public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID) { return null; } public bool AddFolder(InventoryFolderBase folder) { return false; } public bool UpdateFolder(InventoryFolderBase folder) { return false; } public bool MoveFolder(InventoryFolderBase folder) { return false; } public bool DeleteFolders(UUID ownerID, List<UUID> ids) { return false; } public bool PurgeFolder(InventoryFolderBase folder) { return false; } public bool AddItem(InventoryItemBase item) { return false; } public bool UpdateItem(InventoryItemBase item) { return false; } public bool MoveItems(UUID ownerID, List<InventoryItemBase> items) { return false; } public bool DeleteItems(UUID ownerID, List<UUID> itemIDs) { return false; } public InventoryItemBase GetItem(InventoryItemBase item) { return null; } public InventoryFolderBase GetFolder(InventoryFolderBase folder) { return null; } public bool HasInventoryForUser(UUID userID) { return false; } public InventoryFolderBase RequestRootFolder(UUID userID) { InventoryFolderBase root = new InventoryFolderBase(); root.ID = UUID.Random(); root.Owner = userID; root.ParentID = UUID.Zero; return root; } public int GetAssetPermissions(UUID userID, UUID assetID) { return 1; } } }