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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, InventoryReceiptCallback callback)
        {
            List<InventoryFolderBase> skeletonFolders = GetInventorySkeleton(userID);            
            InventoryFolderImpl rootFolder = null;
            
            ICollection<InventoryFolderImpl> folders = new List<InventoryFolderImpl>();
            ICollection<InventoryItemBase> items = new List<InventoryItemBase>();

            // Need to retrieve the root folder on the first pass
            foreach (InventoryFolderBase folder in skeletonFolders)
            {
                if (folder.ParentID == LLUUID.Zero)
                {
                    rootFolder = new InventoryFolderImpl(folder);
                    folders.Add(rootFolder);
                }
            }

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

        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;
            }
        }
    }
}