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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 libsecondlife;
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
{
public override void RequestInventoryForUser(LLUUID userID, InventoryFolderInfo folderCallBack,
InventoryItemInfo itemCallBack)
{
List<InventoryFolderBase> folders = GetInventorySkeleton(userID);
InventoryFolderImpl rootFolder = null;
//need to make sure we send root folder first
foreach (InventoryFolderBase folder in folders)
{
if (folder.ParentID == LLUUID.Zero)
{
rootFolder = RequestInventoryFolder(userID, folder, folderCallBack, itemCallBack);
}
}
if (rootFolder != null)
{
foreach (InventoryFolderBase folder in folders)
{
if (folder.ID != rootFolder.ID)
{
RequestInventoryFolder(userID, folder, folderCallBack, itemCallBack);
}
}
}
}
public override void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder)
{
AddFolder(folder);
}
public override void MoveExistingInventoryFolder(InventoryFolderBase folder)
{
MoveFolder(folder);
}
public override void AddNewInventoryItem(LLUUID userID, InventoryItemBase item)
{
AddItem(item);
}
public override void DeleteInventoryItem(LLUUID userID, InventoryItemBase item)
{
DeleteItem(item);
}
public override bool HasInventoryForUser(LLUUID userID)
{
InventoryFolderBase root = RequestRootFolder(userID);
if (root == null)
{
return false;
}
else
{
return true;
}
}
/// <summary>
/// Send the given inventory folder and its item contents back to the requester.
/// </summary>
/// <param name="userID"></param>
/// <param name="folder"></param>
private InventoryFolderImpl RequestInventoryFolder(LLUUID userID, InventoryFolderBase folder,
InventoryFolderInfo folderCallBack,
InventoryItemInfo itemCallBack)
{
InventoryFolderImpl newFolder = new InventoryFolderImpl(folder);
folderCallBack(userID, newFolder);
List<InventoryItemBase> items = RequestFolderItems(newFolder.ID);
foreach (InventoryItemBase item in items)
{
itemCallBack(userID, item);
}
return newFolder;
}
}
}
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