/*
* 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Tests.Common
{
///
/// Utility functions for carrying out user inventory tests.
///
public static class UserInventoryHelpers
{
public static readonly string PATH_DELIMITER = "/";
///
/// Creates a notecard in the objects folder and specify an item id.
///
///
///
///
///
///
public static InventoryItemBase CreateInventoryItem(Scene scene, string itemName, UUID userId)
{
return CreateInventoryItem(scene, itemName, UUID.Random(), userId);
}
///
/// Creates a notecard in the objects folder and specify an item id.
///
///
///
///
///
///
public static InventoryItemBase CreateInventoryItem(Scene scene, string itemName, UUID itemId, UUID userId)
{
AssetBase asset = AssetHelpers.CreateAsset(scene, userId);
InventoryItemBase item = new InventoryItemBase();
item.Name = itemName;
item.AssetID = asset.FullID;
item.ID = itemId;
item.Owner = userId;
item.AssetType = asset.Type;
item.InvType = (int)InventoryType.Notecard;
InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, AssetType.Notecard);
item.Folder = folder.ID;
scene.AddInventoryItem(item);
return item;
}
///
/// Create inventory folders starting from the user's root folder.
///
///
/// Ignores any existing folders with the same name
///
///
///
///
/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
///
///
/// The folder created. If the path contains multiple folders then the last one created is returned.
/// Will return null if the root folder could not be found.
///
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, UUID userId, string path)
{
InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);
if (null == rootFolder)
return null;
return CreateInventoryFolder(inventoryService, rootFolder, path);
}
///
/// Create inventory folders starting from a given parent folder
///
///
/// Ignores any existing folders with the same name
///
///
///
///
/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
///
///
/// The folder created. If the path contains multiple folders then the last one created is returned.
///
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, InventoryFolderBase parentFolder, string path)
{
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
InventoryFolderBase newFolder
= new InventoryFolderBase(UUID.Random(), components[0], parentFolder.Owner, parentFolder.ID);
inventoryService.AddFolder(newFolder);
if (components.Length > 1)
return CreateInventoryFolder(inventoryService, newFolder, components[1]);
else
return newFolder;
}
///
/// Get the inventory folder that matches the path name. If there are multiple folders then only the first
/// is returned.
///
///
///
///
/// null if no folder matching the path was found
public static InventoryFolderBase GetInventoryFolder(IInventoryService inventoryService, UUID userId, string path)
{
List folders = GetInventoryFolders(inventoryService, userId, path);
if (folders.Count != 0)
return folders[0];
else
return null;
}
///
/// Get the inventory folders that match the path name.
///
///
///
///
/// An empty list if no matching folders were found
public static List GetInventoryFolders(IInventoryService inventoryService, UUID userId, string path)
{
return InventoryArchiveUtils.FindFolderByPath(inventoryService, userId, path);
}
///
/// Get the inventory item that matches the path name. If there are multiple items then only the first
/// is returned.
///
///
///
///
/// null if no item matching the path was found
public static InventoryItemBase GetInventoryItem(IInventoryService inventoryService, UUID userId, string path)
{
return InventoryArchiveUtils.FindItemByPath(inventoryService, userId, path);
}
///
/// Get the inventory items that match the path name.
///
///
///
///
/// An empty list if no matching items were found.
public static List GetInventoryItems(IInventoryService inventoryService, UUID userId, string path)
{
return InventoryArchiveUtils.FindItemsByPath(inventoryService, userId, path);
}
}
}