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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.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Tests.Common
{
/// <summary>
/// Utility functions for carrying out user inventory tests.
/// </summary>
public static class UserInventoryHelpers
{
public static readonly string PATH_DELIMITER = "/";
/// <summary>
/// Add an existing scene object as an item in the user's inventory.
/// </summary>
/// <remarks>
/// Will be added to the system Objects folder.
/// </remarks>
/// <param name='scene'></param>
/// <param name='so'></param>
/// <param name='inventoryIdTail'></param>
/// <param name='assetIdTail'></param>
/// <returns>The inventory item created.</returns>
public static InventoryItemBase AddInventoryItem(
Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail)
{
return AddInventoryItem(
scene,
so.Name,
TestHelpers.ParseTail(inventoryIdTail),
InventoryType.Object,
AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so),
so.OwnerID);
}
/// <summary>
/// Add an existing scene object as an item in the user's inventory at the given path.
/// </summary>
/// <param name='scene'></param>
/// <param name='so'></param>
/// <param name='inventoryIdTail'></param>
/// <param name='assetIdTail'></param>
/// <returns>The inventory item created.</returns>
public static InventoryItemBase AddInventoryItem(
Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail, string path)
{
return AddInventoryItem(
scene,
so.Name,
TestHelpers.ParseTail(inventoryIdTail),
InventoryType.Object,
AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so),
so.OwnerID,
path);
}
/// <summary>
/// Adds the given item to the existing system folder for its type (e.g. an object will go in the "Objects"
/// folder).
/// </summary>
/// <param name="scene"></param>
/// <param name="itemName"></param>
/// <param name="itemId"></param>
/// <param name="itemType"></param>
/// <param name="asset">The serialized asset for this item</param>
/// <param name="userId"></param>
/// <returns></returns>
private static InventoryItemBase AddInventoryItem(
Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId)
{
return AddInventoryItem(
scene, itemName, itemId, itemType, asset, userId,
scene.InventoryService.GetFolderForType(userId, (AssetType)asset.Type).Name);
}
/// <summary>
/// Adds the given item to an inventory folder
/// </summary>
/// <param name="scene"></param>
/// <param name="itemName"></param>
/// <param name="itemId"></param>
/// <param name="itemType"></param>
/// <param name="asset">The serialized asset for this item</param>
/// <param name="userId"></param>
/// <param name="path">Existing inventory path at which to add.</param>
/// <returns></returns>
private static InventoryItemBase AddInventoryItem(
Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId, string path)
{
scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.Name = itemName;
item.AssetID = asset.FullID;
item.ID = itemId;
item.Owner = userId;
item.AssetType = asset.Type;
item.InvType = (int)itemType;
InventoryFolderBase folder = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, userId, path)[0];
item.Folder = folder.ID;
scene.AddInventoryItem(item);
return item;
}
/// <summary>
/// Creates a notecard in the objects folder and specify an item id.
/// </summary>
/// <param name="scene"></param>
/// <param name="itemName"></param>
/// <param name="itemId"></param>
/// <param name="userId"></param>
/// <returns></returns>
public static InventoryItemBase CreateInventoryItem(Scene scene, string itemName, UUID userId)
{
return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, InventoryType.Notecard);
}
/// <summary>
/// Creates an item of the given type with an accompanying asset.
/// </summary>
/// <param name="scene"></param>
/// <param name="itemName"></param>
/// <param name="itemId"></param>
/// <param name="userId"></param>
/// <param name="type">Type of item to create</param>
/// <returns></returns>
public static InventoryItemBase CreateInventoryItem(
Scene scene, string itemName, UUID userId, InventoryType type)
{
return CreateInventoryItem(scene, itemName, UUID.Random(), UUID.Random(), userId, type);
}
/// <summary>
/// Creates a notecard in the objects folder and specify an item id.
/// </summary>
/// <param name="scene"></param>
/// <param name="itemName"></param>
/// <param name="itemId"></param>
/// <param name="assetId"></param>
/// <param name="userId"></param>
/// <param name="type">Type of item to create</param>
/// <returns></returns>
public static InventoryItemBase CreateInventoryItem(
Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType itemType)
{
AssetBase asset = null;
if (itemType == InventoryType.Notecard)
{
asset = AssetHelpers.CreateNotecardAsset();
asset.CreatorID = userId.ToString();
}
else if (itemType == InventoryType.Object)
{
asset = AssetHelpers.CreateAsset(assetId, SceneHelpers.CreateSceneObject(1, userId));
}
else
{
throw new Exception(string.Format("Inventory type {0} not supported", itemType));
}
return AddInventoryItem(scene, itemName, itemId, itemType, asset, userId);
}
/// <summary>
/// Create inventory folders starting from the user's root folder.
/// </summary>
/// <param name="inventoryService"></param>
/// <param name="userId"></param>
/// <param name="path">
/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
/// </param>
/// <param name="useExistingFolders">
/// If true, then folders in the path which already the same name are
/// used. This applies to the terminal folder as well.
/// If false, then all folders in the path are created, even if there is already a folder at a particular
/// level with the same name.
/// </param>
/// <returns>
/// The folder created. If the path contains multiple folders then the last one created is returned.
/// Will return null if the root folder could not be found.
/// </returns>
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, UUID userId, string path, bool useExistingFolders)
{
InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);
if (null == rootFolder)
return null;
return CreateInventoryFolder(inventoryService, rootFolder, path, useExistingFolders);
}
/// <summary>
/// Create inventory folders starting from a given parent folder
/// </summary>
/// <remarks>
/// If any stem of the path names folders that already exist then these are not recreated. This includes the
/// final folder.
/// TODO: May need to make it an option to create duplicate folders.
/// </remarks>
/// <param name="inventoryService"></param>
/// <param name="parentFolder"></param>
/// <param name="path">
/// The folder to create.
/// </param>
/// <param name="useExistingFolders">
/// If true, then folders in the path which already the same name are
/// used. This applies to the terminal folder as well.
/// If false, then all folders in the path are created, even if there is already a folder at a particular
/// level with the same name.
/// </param>
/// <returns>
/// The folder created. If the path contains multiple folders then the last one created is returned.
/// </returns>
public static InventoryFolderBase CreateInventoryFolder(
IInventoryService inventoryService, InventoryFolderBase parentFolder, string path, bool useExistingFolders)
{
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
InventoryFolderBase folder = null;
if (useExistingFolders)
folder = InventoryArchiveUtils.FindFolderByPath(inventoryService, parentFolder, components[0]);
if (folder == null)
{
// Console.WriteLine("Creating folder {0} at {1}", components[0], parentFolder.Name);
folder
= new InventoryFolderBase(
UUID.Random(), components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0);
inventoryService.AddFolder(folder);
}
// else
// {
// Console.WriteLine("Found existing folder {0}", folder.Name);
// }
if (components.Length > 1)
return CreateInventoryFolder(inventoryService, folder, components[1], useExistingFolders);
else
return folder;
}
/// <summary>
/// Get the inventory folder that matches the path name. If there are multiple folders then only the first
/// is returned.
/// </summary>
/// <param name="inventoryService"></param>
/// <param name="userId"></param>
/// <param name="path"></param>
/// <returns>null if no folder matching the path was found</returns>
public static InventoryFolderBase GetInventoryFolder(IInventoryService inventoryService, UUID userId, string path)
{
List<InventoryFolderBase> folders = GetInventoryFolders(inventoryService, userId, path);
if (folders.Count != 0)
return folders[0];
else
return null;
}
/// <summary>
/// Get the inventory folders that match the path name.
/// </summary>
/// <param name="inventoryService"></param>
/// <param name="userId"></param>
/// <param name="path"></param>
/// <returns>An empty list if no matching folders were found</returns>
public static List<InventoryFolderBase> GetInventoryFolders(IInventoryService inventoryService, UUID userId, string path)
{
return InventoryArchiveUtils.FindFoldersByPath(inventoryService, userId, path);
}
/// <summary>
/// Get the inventory item that matches the path name. If there are multiple items then only the first
/// is returned.
/// </summary>
/// <param name="inventoryService"></param>
/// <param name="userId"></param>
/// <param name="path"></param>
/// <returns>null if no item matching the path was found</returns>
public static InventoryItemBase GetInventoryItem(IInventoryService inventoryService, UUID userId, string path)
{
return InventoryArchiveUtils.FindItemByPath(inventoryService, userId, path);
}
/// <summary>
/// Get the inventory items that match the path name.
/// </summary>
/// <param name="inventoryService"></param>
/// <param name="userId"></param>
/// <param name="path"></param>
/// <returns>An empty list if no matching items were found.</returns>
public static List<InventoryItemBase> GetInventoryItems(IInventoryService inventoryService, UUID userId, string path)
{
return InventoryArchiveUtils.FindItemsByPath(inventoryService, userId, path);
}
}
}
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