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using System;
using System.Collections.Generic;
using System.Reflection;
using libsecondlife;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
using OpenSim.Framework.Types;
using InventoryFolder=OpenSim.Framework.Communications.Caches.InventoryFolder;
namespace OpenSim.Framework.Communications
{
public abstract class InventoryServiceBase : IInventoryServices
{
protected Dictionary<string, IInventoryData> m_plugins = new Dictionary<string, IInventoryData>();
//protected IAssetServer m_assetServer;
public InventoryServiceBase()
{
//m_assetServer = assetServer;
}
/// <summary>
/// Adds a new user server plugin - plugins will be requested in the order they were loaded.
/// </summary>
/// <param name="FileName">The filename to the user server plugin DLL</param>
public void AddPlugin(string FileName)
{
if (!String.IsNullOrEmpty(FileName))
{
MainLog.Instance.Verbose("Inventory", "Inventorystorage: Attempting to load " + FileName);
Assembly pluginAssembly = Assembly.LoadFrom(FileName);
foreach (Type pluginType in pluginAssembly.GetTypes())
{
if (!pluginType.IsAbstract)
{
Type typeInterface = pluginType.GetInterface("IInventoryData", true);
if (typeInterface != null)
{
IInventoryData plug =
(IInventoryData)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
plug.Initialise();
this.m_plugins.Add(plug.getName(), plug);
MainLog.Instance.Verbose("Inventorystorage: Added IInventoryData Interface");
}
}
}
}
}
/// <summary>
/// Returns the root folder plus any folders in root (so down one level in the Inventory folders tree)
/// </summary>
/// <param name="userID"></param>
/// <returns></returns>
public List<InventoryFolderBase> RequestFirstLevelFolders(LLUUID userID)
{
List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
InventoryFolderBase rootFolder = plugin.Value.getUserRootFolder(userID);
if (rootFolder != null)
{
inventoryList = plugin.Value.getInventoryFolders(rootFolder.folderID);
inventoryList.Insert(0, rootFolder);
return inventoryList;
}
}
return inventoryList;
}
/// <summary>
///
/// </summary>
public InventoryFolderBase RequestUsersRoot(LLUUID userID)
{
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
return plugin.Value.getUserRootFolder(userID);
}
return null;
}
/// <summary>
///
/// </summary>
/// <param name="parentFolderID"></param>
/// <returns></returns>
public List<InventoryFolderBase> RequestSubFolders(LLUUID parentFolderID)
{
List<InventoryFolderBase> inventoryList = new List<InventoryFolderBase>();
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
return plugin.Value.getInventoryFolders(parentFolderID);
}
return inventoryList;
}
public List<InventoryItemBase> RequestFolderItems(LLUUID folderID)
{
List<InventoryItemBase> itemsList = new List<InventoryItemBase>();
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
itemsList = plugin.Value.getInventoryInFolder(folderID);
return itemsList;
}
return itemsList;
}
public void AddFolder(InventoryFolderBase folder)
{
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
plugin.Value.addInventoryFolder(folder);
}
}
public void AddItem(InventoryItemBase item)
{
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
plugin.Value.addInventoryItem(item);
}
}
public void deleteItem(InventoryItemBase item)
{
foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
{
plugin.Value.deleteInventoryItem(item);
}
}
/// <summary>
///
/// </summary>
/// <param name="inventory"></param>
public void AddNewInventorySet(UsersInventory inventory)
{
foreach (InventoryFolderBase folder in inventory.Folders.Values)
{
this.AddFolder(folder);
}
}
public void CreateNewUserInventory(LLUUID user)
{
UsersInventory inven = new UsersInventory();
inven.CreateNewInventorySet(user);
this.AddNewInventorySet(inven);
}
public class UsersInventory
{
public Dictionary<LLUUID, InventoryFolderBase> Folders = new Dictionary<LLUUID, InventoryFolderBase>();
public Dictionary<LLUUID, InventoryItemBase> Items = new Dictionary<LLUUID, InventoryItemBase>();
public UsersInventory()
{
}
public virtual void CreateNewInventorySet(LLUUID user)
{
InventoryFolderBase folder = new InventoryFolderBase();
folder.parentID = LLUUID.Zero;
folder.agentID = user;
folder.folderID = LLUUID.Random();
folder.name = "My Inventory";
folder.type = 8;
folder.version = 1;
Folders.Add(folder.folderID, folder);
LLUUID rootFolder = folder.folderID;
folder = new InventoryFolderBase();
folder.parentID = rootFolder;
folder.agentID = user;
folder.folderID = LLUUID.Random();
folder.name = "Textures";
folder.type = 0;
folder.version = 1;
Folders.Add(folder.folderID, folder);
folder = new InventoryFolderBase();
folder.parentID = rootFolder;
folder.agentID = user;
folder.folderID = LLUUID.Random();
folder.name = "Objects";
folder.type = 6;
folder.version = 1;
Folders.Add(folder.folderID, folder);
folder = new InventoryFolderBase();
folder.parentID = rootFolder;
folder.agentID = user;
folder.folderID = LLUUID.Random();
folder.name = "Clothes";
folder.type = 5;
folder.version = 1;
Folders.Add(folder.folderID, folder);
}
}
public abstract void RequestInventoryForUser(LLUUID userID, InventoryFolderInfo folderCallBack, InventoryItemInfo itemCallBack);
public abstract void AddNewInventoryFolder(LLUUID userID, InventoryFolder folder);
public abstract void AddNewInventoryItem(LLUUID userID, InventoryItemBase item);
public abstract void DeleteInventoryItem(LLUUID userID, InventoryItemBase item);
}
}
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