opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections; |
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30 | using System.Collections.Generic; |
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31 | |||
32 | using OpenSim.Framework; |
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33 | using OpenSim.Region.Framework.Scenes; |
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34 | using OpenMetaverse; |
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35 | |||
36 | namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object |
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37 | { |
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38 | public class SOPObjectInventory : IObjectInventory |
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39 | { |
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40 | TaskInventoryDictionary m_privateInventory; /// OpenSim's task inventory |
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41 | Dictionary<UUID, IInventoryItem> m_publicInventory; /// MRM's inventory |
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42 | Scene m_rootScene; |
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43 | |||
44 | public SOPObjectInventory(Scene rootScene, TaskInventoryDictionary taskInventory) |
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45 | { |
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46 | m_rootScene = rootScene; |
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47 | m_privateInventory = taskInventory; |
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48 | m_publicInventory = new Dictionary<UUID, IInventoryItem>(); |
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49 | } |
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50 | |||
51 | /// <summary> |
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52 | /// Fully populate the public dictionary with the contents of the private dictionary |
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53 | /// </summary> |
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54 | /// <description> |
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55 | /// This will only convert those items which hasn't already been converted. ensuring that |
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56 | /// no items are converted twice, and that any references already in use are maintained. |
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57 | /// </description> |
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58 | private void SynchronizeDictionaries() |
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59 | { |
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60 | foreach (TaskInventoryItem privateItem in m_privateInventory.Values) |
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61 | if (!m_publicInventory.ContainsKey(privateItem.ItemID)) |
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62 | m_publicInventory.Add(privateItem.ItemID, new InventoryItem(m_rootScene, privateItem)); |
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63 | } |
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64 | |||
65 | #region IDictionary<UUID, IInventoryItem> implementation |
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66 | public void Add (UUID key, IInventoryItem value) |
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67 | { |
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68 | m_publicInventory.Add(key, value); |
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69 | m_privateInventory.Add(key, InventoryItem.FromInterface(value).ToTaskInventoryItem()); |
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70 | } |
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71 | |||
72 | public bool ContainsKey (UUID key) |
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73 | { |
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74 | return m_privateInventory.ContainsKey(key); |
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75 | } |
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76 | |||
77 | public bool Remove (UUID key) |
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78 | { |
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79 | m_publicInventory.Remove(key); |
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80 | return m_privateInventory.Remove(key); |
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81 | } |
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82 | |||
83 | public bool TryGetValue (UUID key, out IInventoryItem value) |
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84 | { |
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85 | value = null; |
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86 | |||
87 | bool result = false; |
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88 | if (!m_publicInventory.TryGetValue(key, out value)) |
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89 | { |
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90 | // wasn't found in the public inventory |
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91 | TaskInventoryItem privateItem; |
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92 | |||
93 | result = m_privateInventory.TryGetValue(key, out privateItem); |
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94 | if (result) |
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95 | { |
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96 | value = new InventoryItem(m_rootScene, privateItem); |
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97 | m_publicInventory.Add(key, value); // add item, so we don't convert again |
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98 | } |
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99 | } else |
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100 | return true; |
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101 | |||
102 | return result; |
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103 | } |
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104 | |||
105 | public ICollection<UUID> Keys { |
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106 | get { |
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107 | return m_privateInventory.Keys; |
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108 | } |
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109 | } |
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110 | |||
111 | public ICollection<IInventoryItem> Values { |
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112 | get { |
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113 | SynchronizeDictionaries(); |
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114 | return m_publicInventory.Values; |
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115 | } |
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116 | } |
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117 | #endregion |
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118 | |||
119 | #region IEnumerable<KeyValuePair<UUID, IInventoryItem>> implementation |
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120 | public IEnumerator<KeyValuePair<UUID, IInventoryItem>> GetEnumerator () |
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121 | { |
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122 | SynchronizeDictionaries(); |
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123 | return m_publicInventory.GetEnumerator(); |
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124 | } |
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125 | |||
126 | #endregion |
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127 | |||
128 | #region IEnumerable implementation |
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129 | IEnumerator IEnumerable.GetEnumerator () |
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130 | { |
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131 | SynchronizeDictionaries(); |
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132 | return m_publicInventory.GetEnumerator(); |
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133 | } |
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134 | |||
135 | #endregion |
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136 | |||
137 | #region ICollection<KeyValuePair<UUID, IInventoryItem>> implementation |
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138 | public void Add (KeyValuePair<UUID, IInventoryItem> item) |
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139 | { |
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140 | Add(item.Key, item.Value); |
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141 | } |
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142 | |||
143 | public void Clear () |
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144 | { |
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145 | m_publicInventory.Clear(); |
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146 | m_privateInventory.Clear(); |
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147 | } |
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148 | |||
149 | public bool Contains (KeyValuePair<UUID, IInventoryItem> item) |
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150 | { |
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151 | return m_privateInventory.ContainsKey(item.Key); |
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152 | } |
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153 | |||
154 | public void CopyTo (KeyValuePair<UUID, IInventoryItem>[] array, int arrayIndex) |
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155 | { |
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156 | throw new NotImplementedException(); |
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157 | } |
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158 | |||
159 | public bool Remove (KeyValuePair<UUID, IInventoryItem> item) |
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160 | { |
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161 | return Remove(item.Key); |
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162 | } |
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163 | |||
164 | public int Count { |
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165 | get { |
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166 | return m_privateInventory.Count; |
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167 | } |
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168 | } |
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169 | |||
170 | public bool IsReadOnly { |
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171 | get { |
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172 | return false; |
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173 | } |
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174 | } |
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175 | #endregion |
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176 | |||
177 | #region Explicit implementations |
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178 | IInventoryItem System.Collections.Generic.IDictionary<UUID, IInventoryItem>.this[UUID key] |
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179 | { |
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180 | get { |
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181 | IInventoryItem result; |
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182 | if (TryGetValue(key, out result)) |
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183 | return result; |
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184 | else |
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185 | throw new KeyNotFoundException("[MRM] The requrested item ID could not be found"); |
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186 | } |
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187 | set { |
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188 | m_publicInventory[key] = value; |
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189 | m_privateInventory[key] = InventoryItem.FromInterface(value).ToTaskInventoryItem(); |
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190 | } |
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191 | } |
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192 | |||
193 | void System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<UUID, IInventoryItem>>.CopyTo(System.Collections.Generic.KeyValuePair<UUID,IInventoryItem>[] array, int offset) |
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194 | { |
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195 | throw new NotImplementedException(); |
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196 | } |
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197 | #endregion |
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198 | |||
199 | public IInventoryItem this[string name] |
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200 | { |
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201 | get { |
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202 | foreach (TaskInventoryItem i in m_privateInventory.Values) |
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203 | if (i.Name == name) |
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204 | { |
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205 | if (!m_publicInventory.ContainsKey(i.ItemID)) |
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206 | m_publicInventory.Add(i.ItemID, new InventoryItem(m_rootScene, i)); |
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207 | |||
208 | return m_publicInventory[i.ItemID]; |
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209 | } |
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210 | throw new KeyNotFoundException(); |
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211 | } |
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212 | } |
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213 | |||
214 | } |
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215 | } |