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https://github.com/opensim/opensim.git
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* Added a few files that were missing in the repo.
* New HGInventoryService which allows restricted access to inventory while outside
This commit is contained in:
302
OpenSim/Services/InventoryService/HGInventoryService.cs
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302
OpenSim/Services/InventoryService/HGInventoryService.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using log4net;
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using Nini.Config;
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using System.Reflection;
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using OpenSim.Services.Base;
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using OpenSim.Services.Interfaces;
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using OpenSim.Data;
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using OpenSim.Framework;
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namespace OpenSim.Services.InventoryService
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{
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public class HGInventoryService : XInventoryService, IInventoryService
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(
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MethodBase.GetCurrentMethod().DeclaringType);
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protected IXInventoryData m_Database;
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public HGInventoryService(IConfigSource config)
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: base(config)
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{
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string dllName = String.Empty;
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string connString = String.Empty;
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//string realm = "Inventory"; // OSG version doesn't use this
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//
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// Try reading the [DatabaseService] section, if it exists
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//
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IConfig dbConfig = config.Configs["DatabaseService"];
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if (dbConfig != null)
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{
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if (dllName == String.Empty)
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dllName = dbConfig.GetString("StorageProvider", String.Empty);
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if (connString == String.Empty)
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connString = dbConfig.GetString("ConnectionString", String.Empty);
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}
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//
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// Try reading the [InventoryService] section, if it exists
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//
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IConfig authConfig = config.Configs["InventoryService"];
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if (authConfig != null)
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{
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dllName = authConfig.GetString("StorageProvider", dllName);
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connString = authConfig.GetString("ConnectionString", connString);
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// realm = authConfig.GetString("Realm", realm);
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}
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//
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// We tried, but this doesn't exist. We can't proceed.
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//
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if (dllName == String.Empty)
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throw new Exception("No StorageProvider configured");
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m_Database = LoadPlugin<IXInventoryData>(dllName,
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new Object[] {connString, String.Empty});
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if (m_Database == null)
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throw new Exception("Could not find a storage interface in the given module");
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m_log.Debug("[HG INVENTORY SERVVICE]: Starting...");
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}
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public override bool CreateUserInventory(UUID principalID)
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{
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// NOGO
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return false;
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}
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public override List<InventoryFolderBase> GetInventorySkeleton(UUID principalID)
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{
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// NOGO for this inventory service
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return new List<InventoryFolderBase>();
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}
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public override InventoryFolderBase GetRootFolder(UUID principalID)
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{
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// Warp! Root folder for travelers
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XInventoryFolder[] folders = m_Database.GetFolders(
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new string[] { "agentID", "folderName"},
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new string[] { principalID.ToString(), "Suitcase" });
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if (folders.Length > 0)
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return ConvertToOpenSim(folders[0]);
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// make one
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XInventoryFolder suitcase = CreateFolder(principalID, UUID.Zero, (int)AssetType.Folder, "Suitcase");
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return ConvertToOpenSim(suitcase);
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}
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//private bool CreateSystemFolders(UUID principalID, XInventoryFolder suitcase)
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//{
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.Animation, "Animations");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.Bodypart, "Body Parts");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.CallingCard, "Calling Cards");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.Clothing, "Clothing");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.Gesture, "Gestures");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.Landmark, "Landmarks");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.LostAndFoundFolder, "Lost And Found");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.Notecard, "Notecards");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.Object, "Objects");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.SnapshotFolder, "Photo Album");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.LSLText, "Scripts");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.Sound, "Sounds");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.Texture, "Textures");
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// CreateFolder(principalID, suitcase.folderID, (int)AssetType.TrashFolder, "Trash");
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// return true;
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//}
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public override InventoryFolderBase GetFolderForType(UUID principalID, AssetType type)
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{
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return GetRootFolder(principalID);
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}
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//
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// Use the inherited methods
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//
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//public InventoryCollection GetFolderContent(UUID principalID, UUID folderID)
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//{
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//}
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//public List<InventoryItemBase> GetFolderItems(UUID principalID, UUID folderID)
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//{
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//}
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//public override bool AddFolder(InventoryFolderBase folder)
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//{
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// // Check if it's under the Suitcase folder
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// List<InventoryFolderBase> skel = base.GetInventorySkeleton(folder.Owner);
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// InventoryFolderBase suitcase = GetRootFolder(folder.Owner);
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// List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
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// foreach (InventoryFolderBase f in suitDescendents)
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// if (folder.ParentID == f.ID)
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// {
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// XInventoryFolder xFolder = ConvertFromOpenSim(folder);
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// return m_Database.StoreFolder(xFolder);
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// }
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// return false;
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//}
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private List<InventoryFolderBase> GetDescendents(List<InventoryFolderBase> lst, UUID root)
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{
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List<InventoryFolderBase> direct = lst.FindAll(delegate(InventoryFolderBase f) { return f.ParentID == root; });
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if (direct == null)
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return new List<InventoryFolderBase>();
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List<InventoryFolderBase> indirect = new List<InventoryFolderBase>();
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foreach (InventoryFolderBase f in direct)
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indirect.AddRange(GetDescendents(lst, f.ID));
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direct.AddRange(indirect);
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return direct;
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}
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// Use inherited method
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//public bool UpdateFolder(InventoryFolderBase folder)
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//{
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//}
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//public override bool MoveFolder(InventoryFolderBase folder)
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//{
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// XInventoryFolder[] x = m_Database.GetFolders(
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// new string[] { "folderID" },
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// new string[] { folder.ID.ToString() });
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// if (x.Length == 0)
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// return false;
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// // Check if it's under the Suitcase folder
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// List<InventoryFolderBase> skel = base.GetInventorySkeleton(folder.Owner);
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// InventoryFolderBase suitcase = GetRootFolder(folder.Owner);
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// List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
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// foreach (InventoryFolderBase f in suitDescendents)
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// if (folder.ParentID == f.ID)
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// {
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// x[0].parentFolderID = folder.ParentID;
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// return m_Database.StoreFolder(x[0]);
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// }
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// return false;
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//}
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public override bool DeleteFolders(UUID principalID, List<UUID> folderIDs)
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{
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// NOGO
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return false;
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}
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public override bool PurgeFolder(InventoryFolderBase folder)
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{
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// NOGO
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return false;
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}
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// Unfortunately we need to use the inherited method because of how DeRez works.
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// The viewer sends the folderID hard-wired in the derez message
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//public override bool AddItem(InventoryItemBase item)
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//{
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// // Check if it's under the Suitcase folder
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// List<InventoryFolderBase> skel = base.GetInventorySkeleton(item.Owner);
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// InventoryFolderBase suitcase = GetRootFolder(item.Owner);
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// List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
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// foreach (InventoryFolderBase f in suitDescendents)
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// if (item.Folder == f.ID)
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// return m_Database.StoreItem(ConvertFromOpenSim(item));
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// return false;
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//}
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//public override bool UpdateItem(InventoryItemBase item)
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//{
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// // Check if it's under the Suitcase folder
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// List<InventoryFolderBase> skel = base.GetInventorySkeleton(item.Owner);
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// InventoryFolderBase suitcase = GetRootFolder(item.Owner);
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// List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
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// foreach (InventoryFolderBase f in suitDescendents)
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// if (item.Folder == f.ID)
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// return m_Database.StoreItem(ConvertFromOpenSim(item));
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// return false;
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//}
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//public override bool MoveItems(UUID principalID, List<InventoryItemBase> items)
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//{
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// // Principal is b0rked. *sigh*
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// //
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// // Let's assume they all have the same principal
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// // Check if it's under the Suitcase folder
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// List<InventoryFolderBase> skel = base.GetInventorySkeleton(items[0].Owner);
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// InventoryFolderBase suitcase = GetRootFolder(items[0].Owner);
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// List<InventoryFolderBase> suitDescendents = GetDescendents(skel, suitcase.ID);
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// foreach (InventoryItemBase i in items)
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// {
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// foreach (InventoryFolderBase f in suitDescendents)
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// if (i.Folder == f.ID)
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// m_Database.MoveItem(i.ID.ToString(), i.Folder.ToString());
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// }
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// return true;
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//}
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// Let these pass. Use inherited methods.
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//public bool DeleteItems(UUID principalID, List<UUID> itemIDs)
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//{
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//}
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//public InventoryItemBase GetItem(InventoryItemBase item)
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//{
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//}
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//public InventoryFolderBase GetFolder(InventoryFolderBase folder)
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//{
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//}
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//public List<InventoryItemBase> GetActiveGestures(UUID principalID)
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//{
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//}
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//public int GetAssetPermissions(UUID principalID, UUID assetID)
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//{
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//}
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}
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}
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