/* * 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; using System.Collections.Generic; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenMetaverse; namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object { public class SOPObjectInventory : IObjectInventory { TaskInventoryDictionary m_privateInventory; /// OpenSim's task inventory Dictionary m_publicInventory; /// MRM's inventory Scene m_rootScene; public SOPObjectInventory(Scene rootScene, TaskInventoryDictionary taskInventory) { m_rootScene = rootScene; m_privateInventory = taskInventory; m_publicInventory = new Dictionary(); } /// /// Fully populate the public dictionary with the contents of the private dictionary /// /// /// This will only convert those items which hasn't already been converted. ensuring that /// no items are converted twice, and that any references already in use are maintained. /// private void SynchronizeDictionaries() { foreach (TaskInventoryItem privateItem in m_privateInventory.Values) if (!m_publicInventory.ContainsKey(privateItem.ItemID)) m_publicInventory.Add(privateItem.ItemID, new InventoryItem(m_rootScene, privateItem)); } #region IDictionary implementation public void Add (UUID key, IInventoryItem value) { m_publicInventory.Add(key, value); m_privateInventory.Add(key, InventoryItem.FromInterface(value).ToTaskInventoryItem()); } public bool ContainsKey (UUID key) { return m_privateInventory.ContainsKey(key); } public bool Remove (UUID key) { m_publicInventory.Remove(key); return m_privateInventory.Remove(key); } public bool TryGetValue (UUID key, out IInventoryItem value) { value = null; bool result = false; if (!m_publicInventory.TryGetValue(key, out value)) { // wasn't found in the public inventory TaskInventoryItem privateItem; result = m_privateInventory.TryGetValue(key, out privateItem); if (result) { value = new InventoryItem(m_rootScene, privateItem); m_publicInventory.Add(key, value); // add item, so we don't convert again } } else return true; return result; } public ICollection Keys { get { return m_privateInventory.Keys; } } public ICollection Values { get { SynchronizeDictionaries(); return m_publicInventory.Values; } } #endregion #region IEnumerable> implementation public IEnumerator> GetEnumerator () { SynchronizeDictionaries(); return m_publicInventory.GetEnumerator(); } #endregion #region IEnumerable implementation IEnumerator IEnumerable.GetEnumerator () { SynchronizeDictionaries(); return m_publicInventory.GetEnumerator(); } #endregion #region ICollection> implementation public void Add (KeyValuePair item) { Add(item.Key, item.Value); } public void Clear () { m_publicInventory.Clear(); m_privateInventory.Clear(); } public bool Contains (KeyValuePair item) { return m_privateInventory.ContainsKey(item.Key); } public void CopyTo (KeyValuePair[] array, int arrayIndex) { throw new NotImplementedException(); } public bool Remove (KeyValuePair item) { return Remove(item.Key); } public int Count { get { return m_privateInventory.Count; } } public bool IsReadOnly { get { return false; } } #endregion #region Explicit implementations IInventoryItem System.Collections.Generic.IDictionary.this[UUID key] { get { IInventoryItem result; if (TryGetValue(key, out result)) return result; else throw new KeyNotFoundException("[MRM] The requrested item ID could not be found"); } set { m_publicInventory[key] = value; m_privateInventory[key] = InventoryItem.FromInterface(value).ToTaskInventoryItem(); } } void System.Collections.Generic.ICollection>.CopyTo(System.Collections.Generic.KeyValuePair[] array, int offset) { throw new NotImplementedException(); } #endregion public IInventoryItem this[string name] { get { foreach (TaskInventoryItem i in m_privateInventory.Values) if (i.Name == name) { if (!m_publicInventory.ContainsKey(i.ItemID)) m_publicInventory.Add(i.ItemID, new InventoryItem(m_rootScene, i)); return m_publicInventory[i.ItemID]; } throw new KeyNotFoundException(); } } } }