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path: root/OpenSim/Region/OptionalModules/Scripting/Minimodule/SOPObjectInventory.cs
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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 OpenSimulator 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;
using System.Collections.Generic;

using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenMetaverse;

namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
{
    public class SOPObjectInventory : IObjectInventory
    {
        TaskInventoryDictionary m_privateInventory;                /// OpenSim's task inventory
        Dictionary<UUID, IInventoryItem> m_publicInventory;        /// MRM's inventory
        Scene m_rootScene;

        public SOPObjectInventory(Scene rootScene, TaskInventoryDictionary taskInventory)
        {
            m_rootScene = rootScene;
            m_privateInventory = taskInventory;
            m_publicInventory = new Dictionary<UUID, IInventoryItem>();
        }

        /// <summary>
        /// Fully populate the public dictionary with the contents of the private dictionary
        /// </summary>
        /// <description>
        /// This will only convert those items which hasn't already been converted. ensuring that
        /// no items are converted twice, and that any references already in use are maintained.
        /// </description>
        private void SynchronizeDictionaries()
        {
            foreach (TaskInventoryItem privateItem in m_privateInventory.Values)
                if (!m_publicInventory.ContainsKey(privateItem.ItemID))
                       m_publicInventory.Add(privateItem.ItemID, new InventoryItem(m_rootScene, privateItem));
        }
        
        #region IDictionary<UUID, IInventoryItem> implementation
        public void Add (UUID key, IInventoryItem value)
        {
            m_publicInventory.Add(key, value);
            m_privateInventory.Add(key, InventoryItem.FromInterface(value).ToTaskInventoryItem());
        }
        
        public bool ContainsKey (UUID key)
        {
            return m_privateInventory.ContainsKey(key);
        }
        
        public bool Remove (UUID key)
        {
            m_publicInventory.Remove(key);
            return m_privateInventory.Remove(key);
        }
        
        public bool TryGetValue (UUID key, out IInventoryItem value)
        {
            value = null;

            bool result = false;
            if (!m_publicInventory.TryGetValue(key, out value))
            {
                // wasn't found in the public inventory
                TaskInventoryItem privateItem;
            
                result = m_privateInventory.TryGetValue(key, out privateItem);
                if (result)
                {
                    value = new InventoryItem(m_rootScene, privateItem);
                    m_publicInventory.Add(key, value);            // add item, so we don't convert again
                }
            } else
                return true;
            
            return result;
        }
        
        public ICollection<UUID> Keys {
            get {
                return m_privateInventory.Keys;
            }
        }
        
        public ICollection<IInventoryItem> Values {
            get {
                SynchronizeDictionaries();
                return m_publicInventory.Values;
            }
        }
        #endregion

        #region IEnumerable<KeyValuePair<UUID, IInventoryItem>> implementation
        public IEnumerator<KeyValuePair<UUID, IInventoryItem>> GetEnumerator ()
        {
            SynchronizeDictionaries();
            return m_publicInventory.GetEnumerator();
        }

        #endregion

        #region IEnumerable implementation
        IEnumerator IEnumerable.GetEnumerator ()
        {
            SynchronizeDictionaries();
            return m_publicInventory.GetEnumerator();
        }

        #endregion

        #region ICollection<KeyValuePair<UUID, IInventoryItem>> implementation
        public void Add (KeyValuePair<UUID, IInventoryItem> item)
        {
            Add(item.Key, item.Value);
        }
        
        public void Clear ()
        {
            m_publicInventory.Clear();
            m_privateInventory.Clear();
        }
        
        public bool Contains (KeyValuePair<UUID, IInventoryItem> item)
        {
            return m_privateInventory.ContainsKey(item.Key);
        }
        
        public void CopyTo (KeyValuePair<UUID, IInventoryItem>[] array, int arrayIndex)
        {
            throw new NotImplementedException();
        }
        
        public bool Remove (KeyValuePair<UUID, IInventoryItem> item)
        {
            return Remove(item.Key);
        }
        
        public int Count {
            get {
                return m_privateInventory.Count;
            }
        }
        
        public bool IsReadOnly {
            get {
                return false;
            }
        }
        #endregion
        
        #region Explicit implementations
        IInventoryItem System.Collections.Generic.IDictionary<UUID, IInventoryItem>.this[UUID key]
        {
            get {
                IInventoryItem result;
                if (TryGetValue(key, out result))
                   return result;
                else
                    throw new KeyNotFoundException("[MRM] The requrested item ID could not be found");
            }
            set {
                m_publicInventory[key] = value;
                m_privateInventory[key] = InventoryItem.FromInterface(value).ToTaskInventoryItem();
            }
        }
                
        void System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<UUID, IInventoryItem>>.CopyTo(System.Collections.Generic.KeyValuePair<UUID,IInventoryItem>[] array, int offset)
        {
            throw new NotImplementedException();
        }
        #endregion
        
        public IInventoryItem this[string name]
        {
            get {
                foreach (TaskInventoryItem i in m_privateInventory.Values)
                    if (i.Name == name)
                    {
                        if (!m_publicInventory.ContainsKey(i.ItemID))
                            m_publicInventory.Add(i.ItemID, new InventoryItem(m_rootScene, i));
                    
                        return m_publicInventory[i.ItemID];
                    }
                throw new KeyNotFoundException();
            }
        }

    }
}