/*
 * 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;
using System.Collections.Generic;
using System.Reflection;
using System.Xml;
using System.Xml.Schema;
using System.Xml.Serialization;
using libsecondlife;
using log4net;

namespace OpenSim.Framework
{
    /// <summary>
    /// A dictionary for task inventory.
    ///
    /// This class is not thread safe.  Callers must synchronize on Dictionary methods.
    /// </summary>
    public class TaskInventoryDictionary : Dictionary<LLUUID, TaskInventoryItem>,
                                           ICloneable, IXmlSerializable
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        private static XmlSerializer tiiSerializer = new XmlSerializer(typeof (TaskInventoryItem));

        #region ICloneable Members

        public Object Clone()
        {
            TaskInventoryDictionary clone = new TaskInventoryDictionary();

            lock (this)
            {
                foreach (LLUUID uuid in Keys)
                {
                    clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
                }
            }

            return clone;
        }

        #endregion

        // The alternative of simply serializing the list doesn't appear to work on mono, since
        // we get a
        //
        // System.TypeInitializationException: An exception was thrown by the type initializer for OpenSim.Framework.TaskInventoryDictionary ---> System.ArgumentOutOfRangeException: < 0
        // Parameter name: length
        //   at System.String.Substring (Int32 startIndex, Int32 length) [0x00088] in /build/buildd/mono-1.2.4/mcs/class/corlib/System/String.cs:381
        //   at System.Xml.Serialization.TypeTranslator.GetTypeData (System.Type runtimeType, System.String xmlDataType) [0x001f6] in /build/buildd/mono-1.2.4/mcs/class/System.XML/System.Xml.Serialization/TypeTranslator.cs:217
        // ...
//        private static XmlSerializer tiiSerializer
//            = new XmlSerializer(typeof(Dictionary<LLUUID, TaskInventoryItem>.ValueCollection));

        // see IXmlSerializable

        #region IXmlSerializable Members

        public XmlSchema GetSchema()
        {
            return null;
        }

        // see IXmlSerializable
        public void ReadXml(XmlReader reader)
        {
            m_log.DebugFormat("[TASK INVENTORY]: ReadXml current node before actions, {0}", reader.Name);

            if (!reader.IsEmptyElement)
            {
                reader.Read();
                while (tiiSerializer.CanDeserialize(reader))
                {
                    TaskInventoryItem item = (TaskInventoryItem) tiiSerializer.Deserialize(reader);
                    Add(item.ItemID, item);

                    m_log.DebugFormat("[TASK INVENTORY]: Instanted prim item {0}, {1} from xml", item.Name, item.ItemID);
                }

                m_log.DebugFormat("[TASK INVENTORY]: Instantiated {0} prim items in total from xml", Count);
            }
            else
            {
                m_log.DebugFormat("[TASK INVENTORY]: Skipping empty element {0}", reader.Name);
            }

            // For some .net implementations, this last read is necessary so that we advance beyond the end tag
            // of the element wrapping this object so that the rest of the serialization can complete normally.
            reader.Read();

            m_log.DebugFormat("[TASK INVENTORY]: ReadXml current node after actions, {0}", reader.Name);
        }

        // see IXmlSerializable
        public void WriteXml(XmlWriter writer)
        {
            lock (this)
            {
                foreach (TaskInventoryItem item in Values)
                {
                    tiiSerializer.Serialize(writer, item);
                }
            }

            //tiiSerializer.Serialize(writer, Values);
        }

        #endregion

        // see ICloneable
    }

    /// <summary>
    /// Represents an item in a task inventory
    /// </summary>
    public class TaskInventoryItem : ICloneable
    {
        /// <summary>
        /// XXX This should really be factored out into some constants class.
        /// </summary>
        private const uint FULL_MASK_PERMISSIONS_GENERAL = 2147483647;

        /// <summary>
        /// Inventory types
        /// </summary>
        public static string[] InvTypes = new string[]
            {
                "texture",
                "sound",
                "calling_card",
                "landmark",
                String.Empty,
                String.Empty,
                "object",
                "notecard",
                String.Empty,
                String.Empty,
                "lsl_text",
                String.Empty,
                String.Empty,
                "bodypart",
                String.Empty,
                "snapshot",
                String.Empty,
                String.Empty,
                "wearable",
                "animation",
                "gesture"
            };

        /// <summary>
        /// Asset types
        /// </summary>
        public static string[] Types = new string[]
            {
                "texture",
                "sound",
                "callcard",
                "landmark",
                "clothing", // Deprecated
                "clothing",
                "object",
                "notecard",
                "category",
                "root",
                "lsltext",
                "lslbyte",
                "txtr_tga",
                "bodypart",
                "trash",
                "snapshot",
                "lstndfnd",
                "snd_wav",
                "img_tga",
                "jpeg",
                "animatn",
                "gesture"
            };

        public LLUUID AssetID = LLUUID.Zero;

        public uint BaseMask = FULL_MASK_PERMISSIONS_GENERAL;
        public uint CreationDate = 0;
        public LLUUID CreatorID = LLUUID.Zero;
        public string Description = String.Empty;
        public uint EveryoneMask = FULL_MASK_PERMISSIONS_GENERAL;
        public uint Flags = 0;
        public LLUUID GroupID = LLUUID.Zero;
        public uint GroupMask = FULL_MASK_PERMISSIONS_GENERAL;

        public int InvType = 0;
        public LLUUID ItemID = LLUUID.Zero;
        public LLUUID LastOwnerID = LLUUID.Zero;
        public string Name = String.Empty;
        public uint NextOwnerMask = FULL_MASK_PERMISSIONS_GENERAL;
        public LLUUID OwnerID = LLUUID.Zero;
        public uint OwnerMask = FULL_MASK_PERMISSIONS_GENERAL;
        public LLUUID ParentID = LLUUID.Zero; //parent folder id
        public LLUUID ParentPartID = LLUUID.Zero;
        public LLUUID PermsGranter;
        public int PermsMask;
        public int Type = 0;

        // See ICloneable

        #region ICloneable Members

        public Object Clone()
        {
            return MemberwiseClone();
        }

        #endregion

        /// <summary>
        /// Reset the LLUUIDs for this item.
        /// </summary>
        /// <param name="partID">The new part ID to which this item belongs</param>
        public void ResetIDs(LLUUID partID)
        {
            ItemID = LLUUID.Random();
            ParentPartID = partID;
        }
    }
}