1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
|
/*
* 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>
/// <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>
/// 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="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)
{
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 = scene.InventoryService.GetFolderForType(userId, (AssetType)asset.Type);
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>
///
/// Ignores any existing folders with the same name
///
/// <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>
/// <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)
{
InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);
if (null == rootFolder)
return null;
return CreateInventoryFolder(inventoryService, rootFolder, path);
}
/// <summary>
/// Create inventory folders starting from a given parent folder
/// </summary>
///
/// Ignores any existing folders with the same name
///
/// <param name="inventoryService"></param>
/// <param name="parentFolder"></param>
/// <param name="path">
/// The folders to create. Multiple folders can be specified on a path delimited by the PATH_DELIMITER
/// </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)
{
string[] components = path.Split(new string[] { PATH_DELIMITER }, 2, StringSplitOptions.None);
InventoryFolderBase newFolder
= new InventoryFolderBase(
UUID.Random(), components[0], parentFolder.Owner, (short)AssetType.Unknown, parentFolder.ID, 0);
inventoryService.AddFolder(newFolder);
if (components.Length > 1)
return CreateInventoryFolder(inventoryService, newFolder, components[1]);
else
return newFolder;
}
/// <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.FindFolderByPath(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);
}
}
}
|