From 1fa938aab0b748768ff3528e41ba76dd6baa1bf3 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Wed, 23 Dec 2009 17:31:30 -0800
Subject: Library Module: allows adding folders/items to the Library from IAR
files placed under bin/Library. This works only for standalones.
---
.../Framework/Library/LocalInventoryService.cs | 263 +++++++++++++++++++++
1 file changed, 263 insertions(+)
create mode 100644 OpenSim/Region/CoreModules/Framework/Library/LocalInventoryService.cs
(limited to 'OpenSim/Region/CoreModules/Framework/Library/LocalInventoryService.cs')
diff --git a/OpenSim/Region/CoreModules/Framework/Library/LocalInventoryService.cs b/OpenSim/Region/CoreModules/Framework/Library/LocalInventoryService.cs
new file mode 100644
index 0000000..2c95b5a
--- /dev/null
+++ b/OpenSim/Region/CoreModules/Framework/Library/LocalInventoryService.cs
@@ -0,0 +1,263 @@
+/*
+ * 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.Reflection;
+
+using OpenSim.Framework;
+using OpenSim.Framework.Communications.Cache;
+using OpenSim.Services.Interfaces;
+
+using OpenMetaverse;
+using log4net;
+
+namespace OpenSim.Region.CoreModules.Framework.Library
+{
+ public class LocalInventoryService : IInventoryService
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ private LibraryRootFolder m_Library;
+
+ public LocalInventoryService(LibraryRootFolder lib)
+ {
+ m_Library = lib;
+ }
+
+ ///
+ /// Retrieve the root inventory folder for the given user.
+ ///
+ ///
+ /// null if no root folder was found
+ public InventoryFolderBase GetRootFolder(UUID userID) { return m_Library; }
+
+ ///
+ /// Gets everything (folders and items) inside a folder
+ ///
+ ///
+ ///
+ ///
+ public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
+ {
+ InventoryFolderImpl folder = null;
+ InventoryCollection inv = new InventoryCollection();
+ inv.UserID = m_Library.Owner;
+
+ if (folderID != m_Library.ID)
+ {
+ folder = m_Library.FindFolder(folderID);
+ if (folder == null)
+ {
+ inv.Folders = new List();
+ inv.Items = new List();
+ return inv;
+ }
+ }
+ else
+ folder = m_Library;
+
+ inv.Folders = folder.RequestListOfFolders();
+ inv.Items = folder.RequestListOfItems();
+
+ m_log.DebugFormat("[LIBRARY MODULE]: Got content for folder {0}", folder.Name);
+ return inv;
+ }
+
+ ///
+ /// Add a new folder to the user's inventory
+ ///
+ ///
+ /// true if the folder was successfully added
+ public bool AddFolder(InventoryFolderBase folder)
+ {
+ //m_log.DebugFormat("[LIBRARY MODULE]: Adding folder {0} ({1}) to {2}", folder.Name, folder.ID, folder.ParentID);
+ InventoryFolderImpl parent = m_Library;
+ if (m_Library.ID != folder.ParentID)
+ parent = m_Library.FindFolder(folder.ParentID);
+
+ if (parent == null)
+ {
+ m_log.DebugFormat("[LIBRARY MODULE]: could not add folder {0} because parent folder {1} not found", folder.Name, folder.ParentID);
+ return false;
+ }
+
+ parent.CreateChildFolder(folder.ID, folder.Name, (ushort)folder.Type);
+
+ return true;
+ }
+
+ ///
+ /// Add a new item to the user's inventory
+ ///
+ ///
+ /// true if the item was successfully added
+ public bool AddItem(InventoryItemBase item)
+ {
+ //m_log.DebugFormat("[LIBRARY MODULE]: Adding item {0} to {1}", item.Name, item.Folder);
+ InventoryFolderImpl folder = m_Library;
+ if (m_Library.ID != item.Folder)
+ folder = m_Library.FindFolder(item.Folder);
+
+ if (folder == null)
+ {
+ m_log.DebugFormat("[LIBRARY MODULE]: could not add item {0} because folder {1} not found", item.Name, item.Folder);
+ return false;
+ }
+
+ folder.Items.Add(item.ID, item);
+ return true;
+ }
+
+ public bool CreateUserInventory(UUID user) { return false; }
+
+ ///
+ /// Gets the skeleton of the inventory -- folders only
+ ///
+ ///
+ ///
+ public List GetInventorySkeleton(UUID userId) { return null; }
+
+ ///
+ /// Synchronous inventory fetch.
+ ///
+ ///
+ ///
+ public InventoryCollection GetUserInventory(UUID userID) { return null; }
+
+ ///
+ /// Request the inventory for a user. This is an asynchronous operation that will call the callback when the
+ /// inventory has been received
+ ///
+ ///
+ ///
+ public void GetUserInventory(UUID userID, InventoryReceiptCallback callback) { }
+
+
+ ///
+ /// Gets the user folder for the given folder-type
+ ///
+ ///
+ ///
+ ///
+ public InventoryFolderBase GetFolderForType(UUID userID, AssetType type) { return null; }
+
+
+ ///
+ /// Gets the items inside a folder
+ ///
+ ///
+ ///
+ ///
+ public List GetFolderItems(UUID userID, UUID folderID) { return null; }
+
+
+ ///
+ /// Update a folder in the user's inventory
+ ///
+ ///
+ /// true if the folder was successfully updated
+ public bool UpdateFolder(InventoryFolderBase folder) { return false; }
+
+ ///
+ /// Move an inventory folder to a new location
+ ///
+ /// A folder containing the details of the new location
+ /// true if the folder was successfully moved
+ public bool MoveFolder(InventoryFolderBase folder) { return false; }
+
+ ///
+ /// Delete an item from the user's inventory
+ ///
+ ///
+ /// true if the item was successfully deleted
+ //bool DeleteItem(InventoryItemBase item);
+ public bool DeleteFolders(UUID userID, List folderIDs) { return false; }
+
+ ///
+ /// Purge an inventory folder of all its items and subfolders.
+ ///
+ ///
+ /// true if the folder was successfully purged
+ public bool PurgeFolder(InventoryFolderBase folder) { return false; }
+
+
+ ///
+ /// Update an item in the user's inventory
+ ///
+ ///
+ /// true if the item was successfully updated
+ public bool UpdateItem(InventoryItemBase item) { return false; }
+
+ public bool MoveItems(UUID ownerID, List items) { return false; }
+
+ ///
+ /// Delete an item from the user's inventory
+ ///
+ ///
+ /// true if the item was successfully deleted
+ //bool DeleteItem(InventoryItemBase item);
+ public bool DeleteItems(UUID userID, List itemIDs) { return false; }
+
+ ///
+ /// Get an item, given by its UUID
+ ///
+ ///
+ ///
+ public InventoryItemBase GetItem(InventoryItemBase item) { return null; }
+
+ ///
+ /// Get a folder, given by its UUID
+ ///
+ ///
+ ///
+ public InventoryFolderBase GetFolder(InventoryFolderBase folder) { return null; }
+
+ ///
+ /// Does the given user have an inventory structure?
+ ///
+ ///
+ ///
+ public bool HasInventoryForUser(UUID userID) { return false; }
+
+ ///
+ /// Get the active gestures of the agent.
+ ///
+ ///
+ ///
+ public List GetActiveGestures(UUID userId) { return null; }
+
+ ///
+ /// Get the union of permissions of all inventory items
+ /// that hold the given assetID.
+ ///
+ ///
+ ///
+ /// The permissions or 0 if no such asset is found in
+ /// the user's inventory
+ public int GetAssetPermissions(UUID userID, UUID assetID) { return 0; }
+ }
+}
--
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