/* * 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 OpenMetaverse; using OpenSim.Framework; using OpenSim.Data; namespace OpenSim.Tests.Common.Mock { /// /// In memory inventory data plugin for test purposes. Could be another dll when properly filled out and when the /// mono addin plugin system starts co-operating with the unit test system. Currently no locking since unit /// tests are single threaded. /// public class TestInventoryDataPlugin : IInventoryDataPlugin { /// /// Known inventory folders /// private Dictionary m_folders = new Dictionary(); /// /// User root folders /// private Dictionary m_rootFolders = new Dictionary(); public string Version { get { return "0"; } } public string Name { get { return "TestInventoryDataPlugin"; } } public void Initialise() {} public void Initialise(string connect) {} public void Dispose() {} public List getFolderHierarchy(UUID parentID) { List folders = new List(); foreach (InventoryFolderBase folder in m_folders.Values) { if (folder.ParentID == parentID) { folders.AddRange(getFolderHierarchy(folder.ID)); folders.Add(folder); } } return folders; } public List getInventoryInFolder(UUID folderID) { return new List(); } public List getUserRootFolders(UUID user) { return null; } public InventoryFolderBase getUserRootFolder(UUID user) { InventoryFolderBase folder = null; m_rootFolders.TryGetValue(user, out folder); return folder; } public List getInventoryFolders(UUID parentID) { List folders = new List(); foreach (InventoryFolderBase folder in m_folders.Values) { if (folder.ParentID == parentID) folders.Add(folder); } return folders; } public InventoryItemBase getInventoryItem(UUID item) { return null; } public InventoryFolderBase getInventoryFolder(UUID folderId) { InventoryFolderBase folder = null; m_folders.TryGetValue(folderId, out folder); return folder; } public void addInventoryItem(InventoryItemBase item) {} public void updateInventoryItem(InventoryItemBase item) {} public void deleteInventoryItem(UUID item) {} public InventoryItemBase queryInventoryItem(UUID item) { return null; } public InventoryFolderBase queryInventoryFolder(UUID folderID) { return null; } public void addInventoryFolder(InventoryFolderBase folder) { m_folders[folder.ID] = folder; if (folder.ParentID == UUID.Zero) m_rootFolders[folder.Owner] = folder; } public void updateInventoryFolder(InventoryFolderBase folder) { m_folders[folder.ID] = folder; } public void moveInventoryFolder(InventoryFolderBase folder) { // Simple replace updateInventoryFolder(folder); } public void deleteInventoryFolder(UUID folderId) { if (m_folders.ContainsKey(folderId)) m_folders.Remove(folderId); } public List fetchActiveGestures(UUID avatarID) { return null; } } }