/* * 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.Text; using OpenSim.Framework; using OpenSim.Framework.Communications; using libsecondlife; namespace OpenSim.Grid.InventoryServer { public class GridInventoryService : InventoryServiceBase { public override void RequestInventoryForUser(LLUUID userID, InventoryFolderInfo folderCallBack, InventoryItemInfo itemCallBack) { } private bool TryGetUsersInventory(LLUUID userID, out List folderList, out List itemsList) { List folders = RequestFirstLevelFolders(userID); List allItems = new List(); if (folders != null) { foreach (InventoryFolderBase folder in folders) { List items = RequestFolderItems(folder.folderID); if (items != null) { allItems.InsertRange(0, items); } } } folderList = folders; itemsList = allItems; if (folderList != null) { return true; } else { return false; } } public InventoryCollection GetUserInventory(Guid rawUserID) { Console.WriteLine("Request for Inventory for " + rawUserID.ToString()); LLUUID userID = new LLUUID(rawUserID); InventoryCollection invCollection = new InventoryCollection(); List folders; List allItems; if (TryGetUsersInventory(userID, out folders, out allItems)) { invCollection.AllItems = allItems; invCollection.Folders = folders; invCollection.UserID = userID; } return invCollection; } public bool CreateUsersInventory(Guid rawUserID) { LLUUID userID = new LLUUID(rawUserID); Console.WriteLine("Creating New Set of Inventory Folders for " + userID.ToStringHyphenated()); CreateNewUserInventory(userID); return true; } public override void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder) { AddFolder(folder); } public override void AddNewInventoryItem(LLUUID userID, InventoryItemBase item) { AddItem(item); } public bool AddInventoryFolder( InventoryFolderBase folder) { Console.WriteLine("creating new folder for " + folder.agentID.ToString()); AddNewInventoryFolder(folder.agentID, folder); return true; } public bool AddInventoryItem( InventoryItemBase item) { Console.WriteLine("creating new item for " + item.avatarID.ToString()); AddNewInventoryItem(item.avatarID, item); return true; } public override void DeleteInventoryItem(LLUUID userID, InventoryItemBase item) { DeleteItem(item); } public bool DeleteInvItem( InventoryItemBase item) { DeleteInventoryItem(item.avatarID, item); return true; } } }