/* * Copyright (c) 2007, Second Life Reverse Engineering Team * All rights reserved. * * - 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. * - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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; namespace libsecondlife { /// /// Exception class to identify inventory exceptions /// public class InventoryException : Exception { public InventoryException(string message) : base(message) { } } /// /// Responsible for maintaining inventory structure. Inventory constructs nodes /// and manages node children as is necessary to maintain a coherant hirarchy. /// Other classes should not manipulate or create InventoryNodes explicitly. When /// A node's parent changes (when a folder is moved, for example) simply pass /// Inventory the updated InventoryFolder and it will make the appropriate changes /// to its internal representation. /// public class Inventory { /// /// Delegate to use for the OnInventoryObjectUpdated event. /// /// The state of the InventoryObject before the update occured. /// The state of the InventoryObject after the update occured. public delegate void InventoryObjectUpdated(InventoryBase oldObject, InventoryBase newObject); /// /// Delegate to use for the OnInventoryObjectRemoved event. /// /// The InventoryObject that was removed. public delegate void InventoryObjectRemoved(InventoryBase obj); /// /// Delegate to use for the OnInventoryObjectUpdated event. /// /// The InventoryObject that has been stored. public delegate void InventoryObjectAdded(InventoryBase obj); /// /// Called when an InventoryObject's state is changed. /// public event InventoryObjectUpdated OnInventoryObjectUpdated; /// /// Called when an item or folder is removed from inventory. /// public event InventoryObjectRemoved OnInventoryObjectRemoved; /// /// Called when an item is first added to the local inventory store. /// This will occur most frequently when we're initially downloading /// the inventory from the server. /// public event InventoryObjectAdded OnInventoryObjectAdded; /// /// /// public InventoryFolder RootFolder { get { return RootNode.Data as InventoryFolder; } set { UpdateNodeFor(value); _RootNode = Items[value.UUID]; } } private InventoryNode _RootNode; /// /// /// public InventoryNode RootNode { get { if (_RootNode == null) throw new InventoryException("Root node unknown. Are you completely logged in?"); return _RootNode; } } public LLUUID Owner { get { return _Owner; } } private LLUUID _Owner; private SecondLife Client; private InventoryManager Manager; private Dictionary Items = new Dictionary(); public Inventory(SecondLife client, InventoryManager manager) : this(client, manager, client.Self.AgentID) { } public Inventory(SecondLife client, InventoryManager manager, LLUUID owner) { Client = client; Manager = manager; _Owner = owner; if (owner == LLUUID.Zero) client.Log("Inventory owned by nobody!", Helpers.LogLevel.Warning); Items = new Dictionary(); } public List GetContents(InventoryFolder folder) { return GetContents(folder.UUID); } /// /// Returns the contents of the specified folder /// /// A folder's UUID /// The contents of the folder corresponding to folder /// When folder does not exist in the inventory public List GetContents(LLUUID folder) { InventoryNode folderNode; if (!Items.TryGetValue(folder, out folderNode)) throw new InventoryException("Unknown folder: " + folder); lock (folderNode.Nodes.SyncRoot) { List contents = new List(folderNode.Nodes.Count); foreach (InventoryNode node in folderNode.Nodes.Values) { contents.Add(node.Data); } return contents; } } /// /// Updates the state of the InventoryNode and inventory data structure that /// is responsible for the InventoryObject. If the item was previously not added to inventory, /// it adds the item, and updates structure accordingly. If it was, it updates the /// InventoryNode, changing the parent node if item.parentUUID does /// not match node.Parent.Data.UUID. /// /// You can not set the inventory root folder using this method /// /// The InventoryObject to store public void UpdateNodeFor(InventoryBase item) { lock (Items) { InventoryNode itemParent = null; if (item.ParentUUID != LLUUID.Zero && !Items.TryGetValue(item.ParentUUID, out itemParent)) { // OK, we have no data on the parent, let's create a fake one. InventoryFolder fakeParent = new InventoryFolder(item.ParentUUID); fakeParent.DescendentCount = 1; // Dear god, please forgive me. itemParent = new InventoryNode(fakeParent); Items[item.ParentUUID] = itemParent; // Unfortunately, this breaks the nice unified tree // while we're waiting for the parent's data to come in. // As soon as we get the parent, the tree repairs itself. Client.DebugLog("Attempting to update inventory child of " + item.ParentUUID.ToString() + " when we have no local reference to that folder"); if (Client.Settings.FETCH_MISSING_INVENTORY) { // Fetch the parent List fetchreq = new List(1); fetchreq.Add(item.ParentUUID); //Manager.FetchInventory(fetchreq); // we cant fetch folder data! :-O } } InventoryNode itemNode; if (Items.TryGetValue(item.UUID, out itemNode)) // We're updating. { InventoryNode oldParent = itemNode.Parent; // Handle parent change if (oldParent == null || itemParent == null || itemParent.Data.UUID != oldParent.Data.UUID) { if (oldParent != null) { lock (oldParent.Nodes.SyncRoot) oldParent.Nodes.Remove(item.UUID); } if (itemParent != null) { lock (itemParent.Nodes.SyncRoot) itemParent.Nodes[item.UUID] = itemNode; } } itemNode.Parent = itemParent; if (item != itemNode.Data) FireOnInventoryObjectUpdated(itemNode.Data, item); itemNode.Data = item; } else // We're adding. { itemNode = new InventoryNode(item, itemParent); Items.Add(item.UUID, itemNode); FireOnInventoryObjectAdded(item); } } } public InventoryNode GetNodeFor(LLUUID uuid) { return Items[uuid]; } /// /// Removes the InventoryObject and all related node data from Inventory. /// /// The InventoryObject to remove. public void RemoveNodeFor(InventoryBase item) { lock (Items) { InventoryNode node; if (Items.TryGetValue(item.UUID, out node)) { if (node.Parent != null) lock (node.Parent.Nodes.SyncRoot) node.Parent.Nodes.Remove(item.UUID); Items.Remove(item.UUID); FireOnInventoryObjectRemoved(item); } // In case there's a new parent: InventoryNode newParent; if (Items.TryGetValue(item.ParentUUID, out newParent)) { lock (newParent.Nodes.SyncRoot) newParent.Nodes.Remove(item.UUID); } } } /// /// Used to find out if Inventory contains the InventoryObject /// specified by uuid. /// /// The LLUUID to check. /// true if inventory contains uuid, false otherwise public bool Contains(LLUUID uuid) { return Items.ContainsKey(uuid); } public bool Contains(InventoryBase obj) { return Contains(obj.UUID); } #region Operators /// /// By using the bracket operator on this class, the program can get the /// InventoryObject designated by the specified uuid. If the value for the corresponding /// UUID is null, the call is equivelant to a call to RemoveNodeFor(this[uuid]). /// If the value is non-null, it is equivelant to a call to UpdateNodeFor(value), /// the uuid parameter is ignored. /// /// The UUID of the InventoryObject to get or set, ignored if set to non-null value. /// The InventoryObject corresponding to uuid. public InventoryBase this[LLUUID uuid] { get { InventoryNode node = Items[uuid]; return node.Data; } set { if (value != null) { // Log a warning if there is a UUID mismatch, this will cause problems if (value.UUID != uuid) Client.Log("Inventory[uuid]: uuid " + uuid.ToString() + " is not equal to value.UUID " + value.UUID.ToString(), Helpers.LogLevel.Warning); UpdateNodeFor(value); } else { InventoryNode node; if (Items.TryGetValue(uuid, out node)) { RemoveNodeFor(node.Data); } } } } #endregion Operators #region Event Firing protected void FireOnInventoryObjectUpdated(InventoryBase oldObject, InventoryBase newObject) { if (OnInventoryObjectUpdated != null) { try { OnInventoryObjectUpdated(oldObject, newObject); } catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); } } } protected void FireOnInventoryObjectRemoved(InventoryBase obj) { if (OnInventoryObjectRemoved != null) { try { OnInventoryObjectRemoved(obj); } catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); } } } protected void FireOnInventoryObjectAdded(InventoryBase obj) { if (OnInventoryObjectAdded != null) { try { OnInventoryObjectAdded(obj); } catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); } } } #endregion } }