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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;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Data;
namespace OpenSim.Tests.Common.Mock
{
/// <summary>
/// In memory inventory data plugin for test purposes. Could be another dll when properly filled out and when the
/// mono addin plugin system starts co-operating with the unit test system. Currently no locking since unit
/// tests are single threaded.
/// </summary>
public class TestInventoryDataPlugin : IInventoryDataPlugin
{
/// <value>
/// Known inventory folders
/// </value>
private Dictionary<UUID, InventoryFolderBase> m_folders = new Dictionary<UUID, InventoryFolderBase>();
/// <value>
/// User root folders
/// </value>
private Dictionary<UUID, InventoryFolderBase> m_rootFolders = new Dictionary<UUID, InventoryFolderBase>();
public string Version { get { return "0"; } }
public string Name { get { return "TestInventoryDataPlugin"; } }
public void Initialise() {}
public void Initialise(string connect) {}
public void Dispose() {}
public List<InventoryFolderBase> getFolderHierarchy(UUID parentID)
{
List<InventoryFolderBase> folders = new List<InventoryFolderBase>();
foreach (InventoryFolderBase folder in m_folders.Values)
{
if (folder.ParentID == parentID)
{
folders.AddRange(getFolderHierarchy(folder.ID));
folders.Add(folder);
}
}
return folders;
}
public List<InventoryItemBase> getInventoryInFolder(UUID folderID)
{
return new List<InventoryItemBase>();
}
public List<InventoryFolderBase> getUserRootFolders(UUID user) { return null; }
public InventoryFolderBase getUserRootFolder(UUID user)
{
InventoryFolderBase folder = null;
m_rootFolders.TryGetValue(user, out folder);
return folder;
}
public List<InventoryFolderBase> getInventoryFolders(UUID parentID)
{
List<InventoryFolderBase> folders = new List<InventoryFolderBase>();
foreach (InventoryFolderBase folder in m_folders.Values)
{
if (folder.ParentID == parentID)
folders.Add(folder);
}
return folders;
}
public InventoryItemBase getInventoryItem(UUID item) { return null; }
public InventoryFolderBase getInventoryFolder(UUID folderId)
{
InventoryFolderBase folder = null;
m_folders.TryGetValue(folderId, out folder);
return folder;
}
public void addInventoryItem(InventoryItemBase item) {}
public void updateInventoryItem(InventoryItemBase item) {}
public void deleteInventoryItem(UUID item) {}
public void addInventoryFolder(InventoryFolderBase folder)
{
m_folders[folder.ID] = folder;
if (folder.ParentID == UUID.Zero)
m_rootFolders[folder.Owner] = folder;
}
public void updateInventoryFolder(InventoryFolderBase folder)
{
m_folders[folder.ID] = folder;
}
public void moveInventoryFolder(InventoryFolderBase folder)
{
// Simple replace
updateInventoryFolder(folder);
}
public void deleteInventoryFolder(UUID folderId)
{
if (m_folders.ContainsKey(folderId))
m_folders.Remove(folderId);
}
public List<InventoryItemBase> fetchActiveGestures(UUID avatarID) { return null; }
}
}
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