/* * 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 OpenSim 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.Collections.Generic; using libsecondlife; using libsecondlife.Packets; using OpenSim.Framework; namespace OpenSim.Framework { public class AgentInventory { //Holds the local copy of Inventory info for a agent public Dictionary InventoryFolders; public Dictionary InventoryItems; public InventoryFolder InventoryRoot; public int LastCached; //maybe used by opensim app, time this was last stored/compared to user server public LLUUID AgentID; public AvatarWearable[] Wearables; public AgentInventory() { InventoryFolders = new Dictionary(); InventoryItems = new Dictionary(); this.Initialise(); } public virtual void Initialise() { Wearables = new AvatarWearable[13]; for (int i = 0; i < 13; i++) { Wearables[i] = new AvatarWearable(); } } public bool CreateNewFolder(LLUUID folderID, ushort type) { InventoryFolder Folder = new InventoryFolder(); Folder.FolderID = folderID; Folder.OwnerID = this.AgentID; Folder.DefaultType = type; this.InventoryFolders.Add(Folder.FolderID, Folder); return (true); } public void CreateRootFolder(LLUUID newAgentID, bool createTextures) { this.AgentID = newAgentID; InventoryRoot = new InventoryFolder(); InventoryRoot.FolderID = LLUUID.Random(); InventoryRoot.ParentID = new LLUUID(); InventoryRoot.Version = 1; InventoryRoot.DefaultType = 8; InventoryRoot.OwnerID = this.AgentID; InventoryRoot.FolderName = "My Inventory"; InventoryFolders.Add(InventoryRoot.FolderID, InventoryRoot); InventoryRoot.OwnerID = this.AgentID; if (createTextures) { this.CreateNewFolder(LLUUID.Random(), 0, "Textures", InventoryRoot.FolderID); } } public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName) { InventoryFolder Folder = new InventoryFolder(); Folder.FolderID = folderID; Folder.OwnerID = this.AgentID; Folder.DefaultType = type; Folder.FolderName = folderName; this.InventoryFolders.Add(Folder.FolderID, Folder); return (true); } public bool CreateNewFolder(LLUUID folderID, ushort type, string folderName, LLUUID parentID) { if (!this.InventoryFolders.ContainsKey(folderID)) { System.Console.WriteLine("creating new folder called " + folderName + " in agents inventory"); InventoryFolder Folder = new InventoryFolder(); Folder.FolderID = folderID; Folder.OwnerID = this.AgentID; Folder.DefaultType = type; Folder.FolderName = folderName; Folder.ParentID = parentID; this.InventoryFolders.Add(Folder.FolderID, Folder); } return (true); } public bool HasFolder(LLUUID folderID) { if (this.InventoryFolders.ContainsKey(folderID)) { return true; } return false; } public LLUUID GetFolderID(string folderName) { foreach (InventoryFolder inv in this.InventoryFolders.Values) { if (inv.FolderName == folderName) { return inv.FolderID; } } return LLUUID.Zero; } public bool UpdateItemAsset(LLUUID itemID, AssetBase asset) { if(this.InventoryItems.ContainsKey(itemID)) { InventoryItem Item = this.InventoryItems[itemID]; Item.AssetID = asset.FullID; System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated() + " so it now is set to asset " + asset.FullID.ToStringHyphenated()); //TODO need to update the rest of the info } return true; } public bool UpdateItemDetails(LLUUID itemID, UpdateInventoryItemPacket.InventoryDataBlock packet) { System.Console.WriteLine("updating inventory item details"); if (this.InventoryItems.ContainsKey(itemID)) { System.Console.WriteLine("changing name to "+ Util.FieldToString(packet.Name)); InventoryItem Item = this.InventoryItems[itemID]; Item.Name = Util.FieldToString(packet.Name); System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated()); //TODO need to update the rest of the info } return true; } public LLUUID AddToInventory(LLUUID folderID, AssetBase asset) { if (this.InventoryFolders.ContainsKey(folderID)) { LLUUID NewItemID = LLUUID.Random(); InventoryItem Item = new InventoryItem(); Item.FolderID = folderID; Item.OwnerID = AgentID; Item.AssetID = asset.FullID; Item.ItemID = NewItemID; Item.Type = asset.Type; Item.Name = asset.Name; Item.Description = asset.Description; Item.InvType = asset.InvType; this.InventoryItems.Add(Item.ItemID, Item); InventoryFolder Folder = InventoryFolders[Item.FolderID]; Folder.Items.Add(Item); return (Item.ItemID); } else { return (null); } } public bool DeleteFromInventory(LLUUID itemID) { bool res = false; if (this.InventoryItems.ContainsKey(itemID)) { InventoryItem item = this.InventoryItems[itemID]; this.InventoryItems.Remove(itemID); foreach (InventoryFolder fold in InventoryFolders.Values) { if (fold.Items.Contains(item)) { fold.Items.Remove(item); break; } } res = true; } return res; } } public class InventoryFolder { public List Items; //public List Subfolders; public LLUUID FolderID; public LLUUID OwnerID; public LLUUID ParentID = LLUUID.Zero; public string FolderName; public ushort DefaultType; public ushort Version; public InventoryFolder() { Items = new List(); //Subfolders = new List(); } } public class InventoryItem { public LLUUID FolderID; public LLUUID OwnerID; public LLUUID ItemID; public LLUUID AssetID; public LLUUID CreatorID; public sbyte InvType; public sbyte Type; public string Name =""; public string Description; public InventoryItem() { this.CreatorID = LLUUID.Zero; } public string ExportString() { string typ = "notecard"; string result = ""; result += "\tinv_object\t0\n\t{\n"; result += "\t\tobj_id\t%s\n"; result += "\t\tparent_id\t"+ ItemID.ToString() +"\n"; result += "\t\ttype\t"+ typ +"\n"; result += "\t\tname\t" + Name+"|\n"; result += "\t}\n"; return result; } } }