/* * Copyright (c) 2007-2008, openmetaverse.org * 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 openmetaverse.org 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; using System.IO; using System.Runtime.Serialization.Formatters.Binary; using System.Runtime.Serialization; namespace OpenMetaverse { /// /// 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. /// /// This will also fire when another avatar or object offers us inventory /// public event InventoryObjectAdded OnInventoryObjectAdded; /// /// The root folder of this avatars inventory /// public InventoryFolder RootFolder { get { return RootNode.Data as InventoryFolder; } set { UpdateNodeFor(value); _RootNode = Items[value.UUID]; } } /// /// The default shared library folder /// public InventoryFolder LibraryFolder { get { return LibraryRootNode.Data as InventoryFolder; } set { UpdateNodeFor(value); _LibraryRootNode = Items[value.UUID]; } } private InventoryNode _LibraryRootNode; private InventoryNode _RootNode; /// /// The root node of the avatars inventory /// public InventoryNode RootNode { get { if (_RootNode == null) throw new InventoryException("Root node unknown. Are you completely logged in?"); return _RootNode; } } /// /// The root node of the default shared library /// public InventoryNode LibraryRootNode { get { if (_LibraryRootNode == null) throw new InventoryException("Library Root node unknown. Are you completely logged in?"); return _LibraryRootNode; } } public UUID Owner { get { return _Owner; } } private UUID _Owner; private GridClient Client; //private InventoryManager Manager; private Dictionary Items = new Dictionary(); public Inventory(GridClient client, InventoryManager manager) : this(client, manager, client.Self.AgentID) { } public Inventory(GridClient client, InventoryManager manager, UUID owner) { Client = client; //Manager = manager; _Owner = owner; if (owner == UUID.Zero) Logger.Log("Inventory owned by nobody!", Helpers.LogLevel.Warning, Client); 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(UUID 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 != UUID.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. Logger.DebugLog("Attempting to update inventory child of " + item.ParentUUID.ToString() + " when we have no local reference to that folder", Client); 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(UUID 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 UUID to check. /// true if inventory contains uuid, false otherwise public bool Contains(UUID uuid) { return Items.ContainsKey(uuid); } public bool Contains(InventoryBase obj) { return Contains(obj.UUID); } /// /// Save the current inventory structure to a cache file /// /// Name of the cache file to save to public void cache_inventory_to_disk(string filename) { Stream stream = File.Open(filename, FileMode.Create); BinaryFormatter bformatter = new BinaryFormatter(); Console.WriteLine("Writing Inventory Information"); foreach (KeyValuePair kvp in Items) { bformatter.Serialize(stream, kvp.Value); } stream.Close(); } /// /// Loads in inventory cache file into the inventory structure. Note only valid to call after login has been successful. /// /// Name of the cache file to load public void read_inventory_cache(string filename) { List nodes = new List(); int item_count = 0; try { if (!File.Exists(filename)) return; Stream stream = File.Open(filename, FileMode.Open); BinaryFormatter bformatter = new BinaryFormatter(); while (stream.Position < stream.Length) { OpenMetaverse.InventoryNode node = (InventoryNode)bformatter.Deserialize(stream); nodes.Add(node); item_count++; } stream.Close(); } catch (Exception e) { Logger.Log("Error accessing inventory cache file :" + e.Message, Helpers.LogLevel.Error); return; } Logger.Log("Read " + item_count.ToString() + " items from inventory cache file", Helpers.LogLevel.Info); item_count = 0; List del_nodes = new List(); // Becuase we could get child nodes before parents we must itterate around and only add nodes who have // a parent already in the list because we must update both child and parent to link together while (nodes.Count != 0) { foreach (InventoryNode node in nodes) { InventoryNode pnode; if (node.ParentID == UUID.Zero) { //We don't need the root nodes "My Inventory" etc as they will already exist for the correct // user of this cache. del_nodes.Add(node); } else if (Items.TryGetValue(node.ParentID, out pnode)) { if (node.Data != null) { //Only add new items, this is most likely to be run at login time before any inventory //nodes other than the root are populated. if (!Items.ContainsKey(node.Data.UUID)) { Items.Add(node.Data.UUID, node); node.Parent = pnode; //Update this node with its parent pnode.Nodes.Add(node.Data.UUID, node); // Add to the parents child list item_count++; } } del_nodes.Add(node); } } //Clean up processed nodes this loop around. foreach (InventoryNode node in del_nodes) nodes.Remove(node); del_nodes.Clear(); } Logger.Log("Reassembled " + item_count.ToString() + " items from inventory cache file", Helpers.LogLevel.Info); } #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[UUID 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) Logger.Log("Inventory[uuid]: uuid " + uuid.ToString() + " is not equal to value.UUID " + value.UUID.ToString(), Helpers.LogLevel.Warning, Client); 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) { Logger.Log(e.Message, Helpers.LogLevel.Error, Client, e); } } } protected void FireOnInventoryObjectRemoved(InventoryBase obj) { if (OnInventoryObjectRemoved != null) { try { OnInventoryObjectRemoved(obj); } catch (Exception e) { Logger.Log(e.Message, Helpers.LogLevel.Error, Client, e); } } } protected void FireOnInventoryObjectAdded(InventoryBase obj) { if (OnInventoryObjectAdded != null) { try { OnInventoryObjectAdded(obj); } catch (Exception e) { Logger.Log(e.Message, Helpers.LogLevel.Error, Client, e); } } } #endregion } }