/*
* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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*/
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)
{
}
///
///
///
///
///
public bool CreateUserInventory(UUID userId)
{
return false;
}
///
///
///
///
///
public List GetInventorySkeleton(UUID userId)
{
List folders = new List();
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;
}
///
/// Returns a list of all the active gestures in a user's inventory.
///
///
/// The of the user
///
///
/// A flat list of the gesture items.
///
public List GetActiveGestures(UUID userId)
{
return null;
}
public InventoryCollection GetUserInventory(UUID userID)
{
return null;
}
public void GetUserInventory(UUID userID, OpenSim.Services.Interfaces.InventoryReceiptCallback callback)
{
}
public List 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 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 items)
{
return false;
}
public bool DeleteItems(UUID ownerID, List 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;
}
}
}