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/*
 * 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;

namespace OpenSim.Tests.Common
{
    /// <summary>
    /// Utility functions for carrying out user inventory tests.
    /// </summary>
    public static class UserInventoryHelpers
    {
        public static readonly string PATH_DELIMITER = "/";

        public static InventoryItemBase CreateInventoryItem(
            Scene scene, string itemName, UUID itemId, string folderPath, UUID userId)
        {
            InventoryItemBase item = new InventoryItemBase();
            item.Name = itemName;
            item.AssetID = AssetHelpers.CreateAsset(scene, userId).FullID;
            item.ID = itemId;
            
            // Really quite bad since the objs folder could be moved in the future and confuse the tests
            InventoryFolderBase objsFolder = scene.InventoryService.GetFolderForType(userId, AssetType.Object);
            
            item.Folder = objsFolder.ID;
            scene.AddInventoryItem(item);
            
            return item;
        }
        
        /// <summary>
        /// Create inventory folders starting from the user's root folder.
        /// </summary>
        ///
        /// Ignores any existing folders with the same name
        /// 
        /// <param name="inventoryService"></param>
        /// <param name="userId"></param>
        /// <param name="path">
        /// The folders to create.  Multiple folders can be specified on a path delimited by the PATH_DELIMITER
        /// </param>
        /// <returns>
        /// 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.
        /// </returns>
        public static InventoryFolderBase CreateInventoryFolder(
            IInventoryService inventoryService, UUID userId, string path)
        {
            InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);

            if (null == rootFolder)
                return null;

            return CreateInventoryFolder(inventoryService, rootFolder, path);
        }

        /// <summary>
        /// Create inventory folders starting from a given parent folder
        /// </summary>
        ///
        /// Ignores any existing folders with the same name
        /// 
        /// <param name="inventoryService"></param>
        /// <param name="parentFolder"></param>
        /// <param name="path">
        /// The folders to create.  Multiple folders can be specified on a path delimited by the PATH_DELIMITER
        /// </param>
        /// <returns>
        /// The folder created.  If the path contains multiple folders then the last one created is returned.
        /// </returns>
        public static InventoryFolderBase CreateInventoryFolder(
            IInventoryService inventoryService, InventoryFolderBase parentFolder, string path)
        {
            string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);

            InventoryFolderBase newFolder 
                = new InventoryFolderBase(UUID.Random(), components[0], parentFolder.Owner, parentFolder.ID);
            inventoryService.AddFolder(newFolder);

            if (components.Length > 1)
                return CreateInventoryFolder(inventoryService, newFolder, components[1]);
            else
                return newFolder;
        }
    }
}