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/*
 * 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.Collections.Generic;
using System.Reflection;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;

namespace OpenSim.Region.Communications.Local
{
    /// <summary>
    /// An implementation of user inventory where the inventory is held locally (e.g. when OpenSim is
    /// operating in standalone mode.
    /// </summary>
    public class LocalInventoryService : InventoryServiceBase
    {
        private static readonly ILog m_log
            = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        public override void RequestInventoryForUser(UUID userID, InventoryReceiptCallback callback)
        {
            m_log.InfoFormat("[LOCAL INVENTORY SERVICE]: Requesting inventory for user {0}", userID);

            List<InventoryFolderImpl> folders = new List<InventoryFolderImpl>();
            List<InventoryItemBase> items = new List<InventoryItemBase>();

            List<InventoryFolderBase> skeletonFolders = GetInventorySkeleton(userID);

            if (skeletonFolders != null)
            {
               
				InventoryFolderImpl rootFolder = null;

				// Need to retrieve the root folder on the first pass
				foreach (InventoryFolderBase folder in skeletonFolders)
				{
					if (folder.ParentID == UUID.Zero)
					{
						rootFolder = new InventoryFolderImpl(folder);
						folders.Add(rootFolder);
						items.AddRange(RequestFolderItems(rootFolder.ID));
						break; // Only 1 root folder per user
					}
				}

				if (rootFolder != null)
				{
					foreach (InventoryFolderBase folder in skeletonFolders)
					{
						if (folder.ID != rootFolder.ID)
						{
							folders.Add(new InventoryFolderImpl(folder));
							items.AddRange(RequestFolderItems(folder.ID));
						}
					}
				}

				m_log.InfoFormat(
					"[LOCAL INVENTORY SERVICE]: Received inventory response for user {0} containing {1} folders and {2} items",
					userID, folders.Count, items.Count);
            }
            else
            {
				m_log.WarnFormat( "[LOCAL INVENTORY SERVICE]: User {0} inventory not available", userID);
            }

            callback(folders, items);
        }

        public override bool HasInventoryForUser(UUID userID)
        {
            InventoryFolderBase root = RequestRootFolder(userID);
            if (root == null)
            {
                return false;
            }
            else
            {
                return true;
            }
        }
    }
}