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author | Sean Dague | 2007-07-16 15:40:11 +0000 |
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committer | Sean Dague | 2007-07-16 15:40:11 +0000 |
commit | 2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6 (patch) | |
tree | e3f80ad51736cf17e856547b1bcf956010927434 /OpenSim/Framework/General/AgentInventory.cs | |
parent | *Trunk compiles now (diff) | |
download | opensim-SC_OLD-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.zip opensim-SC_OLD-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.tar.gz opensim-SC_OLD-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.tar.bz2 opensim-SC_OLD-2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6.tar.xz |
changed to native line ending encoding
Diffstat (limited to 'OpenSim/Framework/General/AgentInventory.cs')
-rw-r--r-- | OpenSim/Framework/General/AgentInventory.cs | 530 |
1 files changed, 265 insertions, 265 deletions
diff --git a/OpenSim/Framework/General/AgentInventory.cs b/OpenSim/Framework/General/AgentInventory.cs index e45a0cd..0aeb0b3 100644 --- a/OpenSim/Framework/General/AgentInventory.cs +++ b/OpenSim/Framework/General/AgentInventory.cs | |||
@@ -1,265 +1,265 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ | 2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using libsecondlife; | 29 | using libsecondlife; |
30 | using libsecondlife.Packets; | 30 | using libsecondlife.Packets; |
31 | using OpenSim.Framework.Types; | 31 | using OpenSim.Framework.Types; |
32 | using OpenSim.Framework.Utilities; | 32 | using OpenSim.Framework.Utilities; |
33 | 33 | ||
34 | namespace OpenSim.Framework.Inventory | 34 | namespace OpenSim.Framework.Inventory |
35 | { | 35 | { |
36 | public class AgentInventory | 36 | public class AgentInventory |
37 | { | 37 | { |
38 | //Holds the local copy of Inventory info for a agent | 38 | //Holds the local copy of Inventory info for a agent |
39 | public Dictionary<LLUUID, InventoryFolder> InventoryFolders; | 39 | public Dictionary<LLUUID, InventoryFolder> InventoryFolders; |
40 | public Dictionary<LLUUID, InventoryItem> InventoryItems; | 40 | public Dictionary<LLUUID, InventoryItem> InventoryItems; |
41 | public InventoryFolder InventoryRoot; | 41 | public InventoryFolder InventoryRoot; |
42 | public int LastCached; //maybe used by opensim app, time this was last stored/compared to user server | 42 | public int LastCached; //maybe used by opensim app, time this was last stored/compared to user server |
43 | public LLUUID AgentID; | 43 | public LLUUID AgentID; |
44 | public AvatarWearable[] Wearables; | 44 | public AvatarWearable[] Wearables; |
45 | 45 | ||
46 | public AgentInventory() | 46 | public AgentInventory() |
47 | { | 47 | { |
48 | InventoryFolders = new Dictionary<LLUUID, InventoryFolder>(); | 48 | InventoryFolders = new Dictionary<LLUUID, InventoryFolder>(); |
49 | InventoryItems = new Dictionary<LLUUID, InventoryItem>(); | 49 | InventoryItems = new Dictionary<LLUUID, InventoryItem>(); |
50 | this.Initialise(); | 50 | this.Initialise(); |
51 | } | 51 | } |
52 | 52 | ||
53 | public virtual void Initialise() | 53 | public virtual void Initialise() |
54 | { | 54 | { |
55 | Wearables = new AvatarWearable[13]; //should be 12 of these | 55 | Wearables = new AvatarWearable[13]; //should be 12 of these |
56 | for (int i = 0; i < 13; i++) | 56 | for (int i = 0; i < 13; i++) |
57 | { | 57 | { |
58 | Wearables[i] = new AvatarWearable(); | 58 | Wearables[i] = new AvatarWearable(); |
59 | } | 59 | } |
60 | 60 | ||
61 | } | 61 | } |
62 | 62 | ||
63 | public bool CreateNewFolder(LLUUID folderID, ushort type) | 63 | public bool CreateNewFolder(LLUUID folderID, ushort type) |
64 | { | 64 | { |
65 | InventoryFolder Folder = new InventoryFolder(); | 65 | InventoryFolder Folder = new InventoryFolder(); |
66 | Folder.FolderID = folderID; | 66 | Folder.FolderID = folderID; |
67 | Folder.OwnerID = this.AgentID; | 67 | Folder.OwnerID = this.AgentID; |
68 | Folder.DefaultType = type; | 68 | Folder.DefaultType = type; |
69 | this.InventoryFolders.Add(Folder.FolderID, Folder); | 69 | this.InventoryFolders.Add(Folder.FolderID, Folder); |
70 | return (true); | 70 | return (true); |
71 | } | 71 | } |
72 | 72 | ||
73 | public void CreateRootFolder(LLUUID newAgentID, bool createTextures) | 73 | public void CreateRootFolder(LLUUID newAgentID, bool createTextures) |
74 | { | 74 | { |
75 | this.AgentID = newAgentID; | 75 | this.AgentID = newAgentID; |
76 | InventoryRoot = new InventoryFolder(); | 76 | InventoryRoot = new InventoryFolder(); |
77 | InventoryRoot.FolderID = LLUUID.Random(); | 77 | InventoryRoot.FolderID = LLUUID.Random(); |
78 | InventoryRoot.ParentID = new LLUUID(); | 78 | InventoryRoot.ParentID = new LLUUID(); |
79 | InventoryRoot.Version = 1; | 79 | InventoryRoot.Version = 1; |
80 | InventoryRoot.DefaultType = 8; | 80 | InventoryRoot.DefaultType = 8; |
81 | InventoryRoot.OwnerID = this.AgentID; | 81 | InventoryRoot.OwnerID = this.AgentID; |
82 | InventoryRoot.FolderName = "My Inventory"; | 82 | InventoryRoot.FolderName = "My Inventory"; |
83 | InventoryFolders.Add(InventoryRoot.FolderID, InventoryRoot); | 83 | InventoryFolders.Add(InventoryRoot.FolderID, InventoryRoot); |
84 | InventoryRoot.OwnerID = this.AgentID; | 84 | InventoryRoot.OwnerID = this.AgentID; |
85 | if (createTextures) | 85 | if (createTextures) |
86 | { | 86 | { |
87 | this.CreateNewFolder(LLUUID.Random(), 0, "Textures", InventoryRoot.FolderID); | 87 | this.CreateNewFolder(LLUUID.Random(), 0, "Textures", InventoryRoot.FolderID); |
88 | } | 88 | } |
89 | } | 89 | } |
90 | 90 | ||
91 | public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName) | 91 | public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName) |
92 | { | 92 | { |
93 | InventoryFolder Folder = new InventoryFolder(); | 93 | InventoryFolder Folder = new InventoryFolder(); |
94 | Folder.FolderID = folderID; | 94 | Folder.FolderID = folderID; |
95 | Folder.OwnerID = this.AgentID; | 95 | Folder.OwnerID = this.AgentID; |
96 | Folder.DefaultType = type; | 96 | Folder.DefaultType = type; |
97 | Folder.FolderName = folderName; | 97 | Folder.FolderName = folderName; |
98 | this.InventoryFolders.Add(Folder.FolderID, Folder); | 98 | this.InventoryFolders.Add(Folder.FolderID, Folder); |
99 | 99 | ||
100 | return (true); | 100 | return (true); |
101 | } | 101 | } |
102 | 102 | ||
103 | public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName, LLUUID parent) | 103 | public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName, LLUUID parent) |
104 | { | 104 | { |
105 | if (!this.InventoryFolders.ContainsKey(folderID)) | 105 | if (!this.InventoryFolders.ContainsKey(folderID)) |
106 | { | 106 | { |
107 | System.Console.WriteLine("creating new folder called " + folderName + " in agents inventory"); | 107 | System.Console.WriteLine("creating new folder called " + folderName + " in agents inventory"); |
108 | InventoryFolder Folder = new InventoryFolder(); | 108 | InventoryFolder Folder = new InventoryFolder(); |
109 | Folder.FolderID = folderID; | 109 | Folder.FolderID = folderID; |
110 | Folder.OwnerID = this.AgentID; | 110 | Folder.OwnerID = this.AgentID; |
111 | Folder.DefaultType = type; | 111 | Folder.DefaultType = type; |
112 | Folder.FolderName = folderName; | 112 | Folder.FolderName = folderName; |
113 | Folder.ParentID = parent; | 113 | Folder.ParentID = parent; |
114 | this.InventoryFolders.Add(Folder.FolderID, Folder); | 114 | this.InventoryFolders.Add(Folder.FolderID, Folder); |
115 | } | 115 | } |
116 | 116 | ||
117 | return (true); | 117 | return (true); |
118 | } | 118 | } |
119 | 119 | ||
120 | public bool HasFolder(LLUUID folderID) | 120 | public bool HasFolder(LLUUID folderID) |
121 | { | 121 | { |
122 | if (this.InventoryFolders.ContainsKey(folderID)) | 122 | if (this.InventoryFolders.ContainsKey(folderID)) |
123 | { | 123 | { |
124 | return true; | 124 | return true; |
125 | } | 125 | } |
126 | return false; | 126 | return false; |
127 | } | 127 | } |
128 | 128 | ||
129 | public LLUUID GetFolderID(string folderName) | 129 | public LLUUID GetFolderID(string folderName) |
130 | { | 130 | { |
131 | foreach (InventoryFolder inv in this.InventoryFolders.Values) | 131 | foreach (InventoryFolder inv in this.InventoryFolders.Values) |
132 | { | 132 | { |
133 | if (inv.FolderName == folderName) | 133 | if (inv.FolderName == folderName) |
134 | { | 134 | { |
135 | return inv.FolderID; | 135 | return inv.FolderID; |
136 | } | 136 | } |
137 | } | 137 | } |
138 | 138 | ||
139 | return LLUUID.Zero; | 139 | return LLUUID.Zero; |
140 | } | 140 | } |
141 | 141 | ||
142 | public bool UpdateItemAsset(LLUUID itemID, AssetBase asset) | 142 | public bool UpdateItemAsset(LLUUID itemID, AssetBase asset) |
143 | { | 143 | { |
144 | if(this.InventoryItems.ContainsKey(itemID)) | 144 | if(this.InventoryItems.ContainsKey(itemID)) |
145 | { | 145 | { |
146 | InventoryItem Item = this.InventoryItems[itemID]; | 146 | InventoryItem Item = this.InventoryItems[itemID]; |
147 | Item.AssetID = asset.FullID; | 147 | Item.AssetID = asset.FullID; |
148 | System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated() + " so it now is set to asset " + asset.FullID.ToStringHyphenated()); | 148 | System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated() + " so it now is set to asset " + asset.FullID.ToStringHyphenated()); |
149 | //TODO need to update the rest of the info | 149 | //TODO need to update the rest of the info |
150 | } | 150 | } |
151 | return true; | 151 | return true; |
152 | } | 152 | } |
153 | 153 | ||
154 | public bool UpdateItemDetails(LLUUID itemID, UpdateInventoryItemPacket.InventoryDataBlock packet) | 154 | public bool UpdateItemDetails(LLUUID itemID, UpdateInventoryItemPacket.InventoryDataBlock packet) |
155 | { | 155 | { |
156 | System.Console.WriteLine("updating inventory item details"); | 156 | System.Console.WriteLine("updating inventory item details"); |
157 | if (this.InventoryItems.ContainsKey(itemID)) | 157 | if (this.InventoryItems.ContainsKey(itemID)) |
158 | { | 158 | { |
159 | System.Console.WriteLine("changing name to "+ Util.FieldToString(packet.Name)); | 159 | System.Console.WriteLine("changing name to "+ Util.FieldToString(packet.Name)); |
160 | InventoryItem Item = this.InventoryItems[itemID]; | 160 | InventoryItem Item = this.InventoryItems[itemID]; |
161 | Item.Name = Util.FieldToString(packet.Name); | 161 | Item.Name = Util.FieldToString(packet.Name); |
162 | System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated()); | 162 | System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated()); |
163 | //TODO need to update the rest of the info | 163 | //TODO need to update the rest of the info |
164 | } | 164 | } |
165 | return true; | 165 | return true; |
166 | } | 166 | } |
167 | 167 | ||
168 | public LLUUID AddToInventory(LLUUID folderID, AssetBase asset) | 168 | public LLUUID AddToInventory(LLUUID folderID, AssetBase asset) |
169 | { | 169 | { |
170 | if (this.InventoryFolders.ContainsKey(folderID)) | 170 | if (this.InventoryFolders.ContainsKey(folderID)) |
171 | { | 171 | { |
172 | LLUUID NewItemID = LLUUID.Random(); | 172 | LLUUID NewItemID = LLUUID.Random(); |
173 | 173 | ||
174 | InventoryItem Item = new InventoryItem(); | 174 | InventoryItem Item = new InventoryItem(); |
175 | Item.FolderID = folderID; | 175 | Item.FolderID = folderID; |
176 | Item.OwnerID = AgentID; | 176 | Item.OwnerID = AgentID; |
177 | Item.AssetID = asset.FullID; | 177 | Item.AssetID = asset.FullID; |
178 | Item.ItemID = NewItemID; | 178 | Item.ItemID = NewItemID; |
179 | Item.Type = asset.Type; | 179 | Item.Type = asset.Type; |
180 | Item.Name = asset.Name; | 180 | Item.Name = asset.Name; |
181 | Item.Description = asset.Description; | 181 | Item.Description = asset.Description; |
182 | Item.InvType = asset.InvType; | 182 | Item.InvType = asset.InvType; |
183 | this.InventoryItems.Add(Item.ItemID, Item); | 183 | this.InventoryItems.Add(Item.ItemID, Item); |
184 | InventoryFolder Folder = InventoryFolders[Item.FolderID]; | 184 | InventoryFolder Folder = InventoryFolders[Item.FolderID]; |
185 | Folder.Items.Add(Item); | 185 | Folder.Items.Add(Item); |
186 | return (Item.ItemID); | 186 | return (Item.ItemID); |
187 | } | 187 | } |
188 | else | 188 | else |
189 | { | 189 | { |
190 | return (null); | 190 | return (null); |
191 | } | 191 | } |
192 | } | 192 | } |
193 | 193 | ||
194 | public bool DeleteFromInventory(LLUUID itemID) | 194 | public bool DeleteFromInventory(LLUUID itemID) |
195 | { | 195 | { |
196 | bool res = false; | 196 | bool res = false; |
197 | if (this.InventoryItems.ContainsKey(itemID)) | 197 | if (this.InventoryItems.ContainsKey(itemID)) |
198 | { | 198 | { |
199 | InventoryItem item = this.InventoryItems[itemID]; | 199 | InventoryItem item = this.InventoryItems[itemID]; |
200 | this.InventoryItems.Remove(itemID); | 200 | this.InventoryItems.Remove(itemID); |
201 | foreach (InventoryFolder fold in InventoryFolders.Values) | 201 | foreach (InventoryFolder fold in InventoryFolders.Values) |
202 | { | 202 | { |
203 | if (fold.Items.Contains(item)) | 203 | if (fold.Items.Contains(item)) |
204 | { | 204 | { |
205 | fold.Items.Remove(item); | 205 | fold.Items.Remove(item); |
206 | break; | 206 | break; |
207 | } | 207 | } |
208 | } | 208 | } |
209 | res = true; | 209 | res = true; |
210 | 210 | ||
211 | } | 211 | } |
212 | return res; | 212 | return res; |
213 | } | 213 | } |
214 | } | 214 | } |
215 | 215 | ||
216 | public class InventoryFolder | 216 | public class InventoryFolder |
217 | { | 217 | { |
218 | public List<InventoryItem> Items; | 218 | public List<InventoryItem> Items; |
219 | //public List<InventoryFolder> Subfolders; | 219 | //public List<InventoryFolder> Subfolders; |
220 | public LLUUID FolderID; | 220 | public LLUUID FolderID; |
221 | public LLUUID OwnerID; | 221 | public LLUUID OwnerID; |
222 | public LLUUID ParentID = LLUUID.Zero; | 222 | public LLUUID ParentID = LLUUID.Zero; |
223 | public string FolderName; | 223 | public string FolderName; |
224 | public ushort DefaultType; | 224 | public ushort DefaultType; |
225 | public ushort Version; | 225 | public ushort Version; |
226 | 226 | ||
227 | public InventoryFolder() | 227 | public InventoryFolder() |
228 | { | 228 | { |
229 | Items = new List<InventoryItem>(); | 229 | Items = new List<InventoryItem>(); |
230 | //Subfolders = new List<InventoryFolder>(); | 230 | //Subfolders = new List<InventoryFolder>(); |
231 | } | 231 | } |
232 | 232 | ||
233 | } | 233 | } |
234 | 234 | ||
235 | public class InventoryItem | 235 | public class InventoryItem |
236 | { | 236 | { |
237 | public LLUUID FolderID; | 237 | public LLUUID FolderID; |
238 | public LLUUID OwnerID; | 238 | public LLUUID OwnerID; |
239 | public LLUUID ItemID; | 239 | public LLUUID ItemID; |
240 | public LLUUID AssetID; | 240 | public LLUUID AssetID; |
241 | public LLUUID CreatorID; | 241 | public LLUUID CreatorID; |
242 | public sbyte InvType; | 242 | public sbyte InvType; |
243 | public sbyte Type; | 243 | public sbyte Type; |
244 | public string Name =""; | 244 | public string Name =""; |
245 | public string Description; | 245 | public string Description; |
246 | 246 | ||
247 | public InventoryItem() | 247 | public InventoryItem() |
248 | { | 248 | { |
249 | this.CreatorID = LLUUID.Zero; | 249 | this.CreatorID = LLUUID.Zero; |
250 | } | 250 | } |
251 | 251 | ||
252 | public string ExportString() | 252 | public string ExportString() |
253 | { | 253 | { |
254 | string typ = "notecard"; | 254 | string typ = "notecard"; |
255 | string result = ""; | 255 | string result = ""; |
256 | result += "\tinv_object\t0\n\t{\n"; | 256 | result += "\tinv_object\t0\n\t{\n"; |
257 | result += "\t\tobj_id\t%s\n"; | 257 | result += "\t\tobj_id\t%s\n"; |
258 | result += "\t\tparent_id\t"+ ItemID.ToString() +"\n"; | 258 | result += "\t\tparent_id\t"+ ItemID.ToString() +"\n"; |
259 | result += "\t\ttype\t"+ typ +"\n"; | 259 | result += "\t\ttype\t"+ typ +"\n"; |
260 | result += "\t\tname\t" + Name+"|\n"; | 260 | result += "\t\tname\t" + Name+"|\n"; |
261 | result += "\t}\n"; | 261 | result += "\t}\n"; |
262 | return result; | 262 | return result; |
263 | } | 263 | } |
264 | } | 264 | } |
265 | } | 265 | } |